- 0000148: [Warband - multiplayer - [ingame]] Remove fog on rageball (cmpxchg8b) - resolved.
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
- 0000105: [website - strategus - [strategus.c-rpg.net]] Strategus map not working/all items stuffed in the corner (chadz) - resolved.
- 0000098: [website - strategus - [strategus.c-rpg.net]] Wrong K\D ratio on strat battles (chadz) - resolved.
- 0000087: [Warband - multiplayer - [ingame]] Autoteam Balance stops working correctly with really high KDR players. (chadz) - resolved.
- 0000046: [website - strategus - [strategus.c-rpg.net]] Post battle report on cRPG site via msg gives weird Item info (chadz) - resolved.
- 0000054: [Warband - multiplayer - [ingame]] QML'ing someone and then teamhitting him won't let the player stop the QML timer. (chadz) - resolved.
- 0000140: [Warband - strategus - [ingame]] lost horses in use in strat battle, even though they where still alive at end of battle. (chadz) - resolved.
- 0000123: [Warband - strategus - [ingame]] Broken AI buying (chadz) - resolved.
- 0000146: [Warband - multiplayer - [ingame]] Siege Wall Health On First Round (chadz) - resolved.
- 0000144: [Warband - strategus - [ingame]] leaving/joining faction after attacking/being attacked caused weird behaviour in merc recruiting (chadz) - resolved.
- 0000029: [website - strategus - [strategus.c-rpg.net]] Absurd kill/death ratios shown in strategusbattle reports (chadz) - resolved.
- 0000042: [website - strategus - [strategus.c-rpg.net]] Some items still need blacklisting for Strat AI (Meow) - resolved.
- 0000041: [website - strategus - [strategus.c-rpg.net]] AI fief buy script broken (chadz) - resolved.
- 0000073: [website - strategus - [strategus.c-rpg.net]] Lower all Strat item costs (chadz) - resolved.
- 0000095: [website - strategus - [strategus.c-rpg.net]] when in strat craft menu i get an error msg: (chadz) - resolved.
- 0000135: [website - strategus - [strategus.c-rpg.net]] Banned players can be hired for Strategus (chadz) - resolved.
- 0000102: [website - strategus v2] Reliability & Performance doesn't work. (chadz) - resolved.
- 0000143: [Warband - multiplayer - [ingame]] RB: running speed not reset after goal scored or ball respawn (Ozin) - resolved.
- 0000127: [website - character - [www.c-rpg.net]] Add staff list to the link © 2010 equus africanus asinus crew (Harald) - resolved.
- 0000096: [website - character - [www.c-rpg.net]] Market offers are not removed from the market if the item is heirloomed again. (Harald) - resolved.
- 0000109: [website - character - [www.c-rpg.net]] Make "offers" available on the marketplace (Harald) - resolved.
- 0000091: [Warband - multiplayer - [ingame]] Use the +shield skill in shieldwall (as in strat) in battle mode (chadz) - closed.
- 0000136: [website - strategus - [strategus.c-rpg.net]] Fief cant be transferred unless you were rank 10 in your faction (chadz) - closed.
Just on a sidenote and probably already in the works: Marketplace doesnt work.
lol no ranged buff.... makes me sad ;/
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
lol no ranged buff.... makes me sad ;/
Marketplace colors are there, reload the page/clear your cache (ctrl+f5 might work).
It has always been 5 marketplace offers (before you were able to make 6 because of a bug).Hi, thx for the fast answer, but that's not true. In September 2011 it was decreased from 11 to 6. Since then it was very hard to get an item with a few crosstrades.
we are waiting for new armour dear devs :(
we are waiting for new armour dear item balancers :(
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
- 0000091: [Warband - multiplayer - [ingame]] Use the +shield skill in shieldwall (as in strat) in battle mode (chadz) - closed.
How much is the ranged damage now?
This one has an autoupdate feauture, so it updates itself whenever there is a new version.
Downloaded it and it wants to update into 0.6.1., whenever i press "yes" it does nothing but re-open the same window again, when i press "no" i can proceed to updating & running the game. Just saying. :PPress no, then press play cRPG and it should work.
Downloaded it and it wants to update into 0.6.1., whenever i press "yes" it does nothing but re-open the same window again, when i press "no" i can proceed to updating & running the game. Just saying. :PThe same here.
Press no, then press play cRPG and it should work.
New values, compared to Native:
Generic:Code: [Select]- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
Downloaded it and it wants to update into 0.6.1., whenever i press "yes" it does nothing but re-open the same window again, when i press "no" i can proceed to updating & running the game. Just saying. :P
Blond test:
Keep pressing "Yes" :mrgreen:
"Use the +shield skill in shieldwall (as in strat) in battle mode"
Awesome! :D
resolved means that its probably fixed,
closed means that it's definately (98%) fixed.
16.72
U guys not funny.
Can some dev please properly explain this new shits?
Like +shieldwall and bone multipliers?
Thank you.
- 0000054: [Warband - multiplayer - [ingame]] QML'ing someone and then teamhitting him won't let the player stop the QML timer. (chadz) - resolved.
would be nice if launcher would autoupdate itself
New values, compared to Native:Ranged: slightly higher damage on headshot (buffed), lower damage on limbs (you do lower dmg on limbs, body stayed the same, at least it ain't mentioned)
ranged: slightly higher damage on headshot, lower damage on limbs
melee: slightly lower damage on limbs
melee vs horses: higher damage on legs
Can anyone explain?
Just to confirm. The launcher will now also update itself too? Not just cRPG?
Launcher will now autoupdate itself, you just need to have version 0.6 or higher.
New update is quite ok but there is one change that extremely sucks: i can retire only on the 31 lvl(in previous versions i can retire whenever i wanted too without bonuses) . I dont have enough time to reach it but i want to create new character. I think that it will be much more comfortable for everybody to have a choice. What do you think about it?
New update is quite ok but there is one change that extremely sucks: i can retire only on the 31 lvl(in previous versions i can retire whenever i wanted too without bonuses) . I dont have enough time to reach it but i want to create new character. I think that it will be much more comfortable for everybody to have a choice. What do you think about it?
New values, compared to Native:
ranged: slightly higher damage on headshot, lower damage on limbs
melee: slightly lower damage on limbs
melee vs horses: higher damage on legs
When i click play warband in the launcher, can i still get achievements from steam and add total playtime?Yes. All the launcher really does is launch wse and update crpg
Launcher will now autoupdate itself, you just need to have version 0.6 or higher.
Next patch you'll be telling us that the Launcher is sentient.
Code: [Select]- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
New values, compared to Native:
ranged: slightly higher damage on headshot, lower damage on limbs
melee: slightly lower damage on limbs
melee vs horses: higher damage on legs
So basically all ranged does more damage again except on arm and leg hits.So basically a big nerf to melee damage, as the arms are always flailing around the body and you rarely not hit them with sideswings. Great, combat even less deadly. Indirect buff to ranged, melee vs melee takes even longer than it used to, giving them more time to shoot.
Melee does less damage against arms and legs.
Melee deals more damage against horse legs.
So basically a big nerf to melee damage, as the arms are always flailing around the body and you rarely not hit them with sideswings. Great, combat even less deadly. Indirect buff to ranged, melee vs melee takes even longer than it used to, giving them more time to shoot.
So basically a big nerf to melee damage, as the arms are always flailing around the body and you rarely not hit them with sideswings. Great, combat even less deadly. Indirect buff to ranged, melee vs melee takes even longer than it used to, giving them more time to shoot.
What exactly makes you assume it's a big nerf?
Chances are you never would have noticed it if you hadn't been told.
Considering I was on the server yesterday and stated something along the lines of "Damn, I wish they'd put the ranged damage back to the last patch" and people didn't know that it had been changed again and they didn't notice until that point. I would say that okiN is 100% correct there! :)
So basically all ranged does more damage again except on arm and leg hits.
Melee does less damage against arms and legs.
Melee deals more damage against horse legs.
How does the shieldwall bonus work exactly?If you and other shielders stand together you'll get a pink message saying shield +1, shield +2 etc. I think that means it adds +x to shield skill for the units in the wall when they're there?
But it is allowed in the rules.
Under glitching:
OK: hiding (e.g. in the hay)
NOT OK: hiding when last man standing (i.e. delaying)
OK: using a ladder to reach a roof that can't be reached normally
OK: camping unreachable places in the middle of the round
NOT OK: camping unreachable places when last group of men standing (i.e. delaying)
NOT OK: exploiting invisible barriers
NOT OK: going out of map bounds (if you can see unfinished parts of the map, then you should not be there)
NOT OK: ladderpulting
Since the ladders got removed we can assume that developers agree with the majority of the community to not want to have roofcampers any more, so it would be the logical consequence to change the rules accordingly.
Wrong. Roof camping is allowed as long as it's not delaying, exactly like the rules say.
Then why did you remove ladders? :?
Then why did you remove ladders? :?
Wrong. Roof camping is allowed as long as it's not delaying, exactly like the rules say.using siege shield to gain access to the roof is more simmilar to ladderpulting (which is forbidden) than any other rule.
So, with the new adjustments, should i stab a horse in the head or in the legs now with my long spear?
Wrong. Roof camping is allowed as long as it's not delaying, exactly like the rules say.But Rohypnol can be an asshole shotting people from his horseback and delaying time of 60 people for like 5 minutes, and it's ok with the rules?
But Rohypnol can be an asshole shotting people from his horseback and delaying time of 60 people for like 5 minutes, and it's ok with the rules?
Explain it better please.
But Rohypnol can be an asshole shotting people from his horseback and delaying time of 60 people for like 5 minutes, and it's ok with the rules?
Explain it better please.
Horses can be killed. Buildings can't.
Try killing a HA with a melee weapon :?
get behind cover and you'll get your chance.
Try taking cover and waiting for flags you scrubs... Even the NA tards figured that out against Horse Archers.
Try taking cover and waiting for flags you scrubs... Even the NA tards figured that out against Horse Archers.
A horse archer shooting and avoiding the enemy is not delaying. If only melee are left, their problem.
Doesn't sound like a fun game for everyone, huh? :?
The same thing could be said (by melee players) about ranged, but you'd be forgetting that you're not the only one playing the game.
:rolleyes:
Most of the time there's one or two HA.
It was quite unsual to have me, Mtemtko, Jackie, Tuonela, gazi and another HA I don't remember on at the same time today :)
Having only a few HAs and thus having only few situations where we have rock-paper-scissors-SHOTGUN-system in the game doesn't make it any better for you if you are cought in one of these situations facing a shotgun with your rock/paper/scissors...
Let's stop on researching cures for weird illnesses with names of real persons, as there are always only a few victims world wide... :?
Fact is, that horse archers only die if they risk too much or they decide to die.Horse archers often die when they run out of arrows or get killed by ground archers. A good ground archer is something horse archers quickly understand to keep away from. Who's fault is it if all the ground archers get killed or go for melee first? Not the horse archers fault.
Remove battle mode and replace it with something similar, like conquering flags on the map, and I will be fine with horse archers, as they will be the most useless element of a team concerning the game mode goal. Just what their almost-immortality (while being able to attack anyone constantly) should cost them.Oh, you want horse archers to be useless. How unbiased of you.
So my options to not being killed without chance to prevent it are...
... hiding and taking myself out of the game this way, waiting for the MotF to appear of the HA's arrows to disappear, unless he starts picking them up all over the map
... hoping for a mistake (lolwut? So if he does everything right I am screwed?)
... dodging, which works in about 0-50% of all cases/shots?
... wasting skill points, item slots and weight on items that I am required to use, never mind which class I am, to deal with a certain class (deal = not being a sure frag for him) (on another note: how many items do HA's require to deal with other classes?)
Again: I am not crying for a nerf of HA's. Definitely not. I am just stating things from my infantry point of view. Chances of me catching archers are low. Chances of me catching a HA are 0 as sure as 2+2=4 is. It is absolute metaphysic certainity. Chances of a horse archer killing me: very good, in any situation. Amount of suck in this relation: enormous.
Removing battle mode and replacing it by something reasonable would change a lot.
And how would you balance a class that...
... is immune to a big part, I would say even the majority of all enemies on the server
... can attack anyone they see, which means they have no classes that they can't attack in in return to above
?
Plenty of inf have very little trouble with HA's. You just have to know what to do, or have a decent build. Just because yours doesn't work, is not the HA's fault.
Nope, it's just you being melee supremacists. We don't mind, but we also don't care much.
Of course they are onesided, but you can't expect the horse archer to roll over and die or start figthing in melee (because... he is a horse archer).
You know what? Teamplay, couver your own foot archers, keep them alive longer, so they can shoot the enemy horses(we usualy try to as much as possible). If you can't acomplish this is because your side is loosing the melee and you're lost either way. Personaly Im against nerfing HA because its really hard to be an efficient one as it is.this.
We agree on that.
We could try to make it a little bit better by generally "hybridizing" ranged classes. Encouraging more melee/ranged balanced builds could reduce the amount of kiting and other rage-inducing tactics.
Who said anything about nerfing HAs? Right now it's probably one of the classes that least deserves a nerf...
As an unrelated issue, I've been playing for an hour and I suspect that there's been a rise in teamplay. I've even seen a horseman making suicide charges against the enemy shieldwall, so our arrows could get through
He was probably suiciding/leeching, most likely had some porn playing in another window so he couldn't be bothered with playing. :wink:
There is too much killing in this mod. Nerf all weapon damage by 50%.
Was that you? Thanks man.
Of course they are onesided, but you can't expect the horse archer to roll over and die or start figthing in melee (because... he is a horse archer).
That would only delay the inevitable.I hate delays.
Not true, a difference of one player doesn't matter much and I've seen the smaller team dominate many times. The deciding factor is the teamwork and skill of the players.
yea there isnt any new armour,nerf cav and buff xbow and throwing..rageball is more important :P
The same thing could be said (by melee players) about ranged, but you'd be forgetting that you're not the only one playing the game.
Pikes are not the nemesis of cav. Pikes don't hunt cavalry, and are not the preds. Pike protect against Cav, Range is what hunts them.
Using Pointy Sticks to counter cav never ends well. Range is the counter, Pointy Sticks are the shield.
Not true, a difference of one player doesn't matter much and I've seen the smaller team dominate many times. The deciding factor is the teamwork and skill of the players.
Valid complaints for last patch, Fin, but I don't think it applies anymore. Everything feels balanced again, at least to me.
I'd have to call bullshit. If only two of you are moving - and the slowest tank can catch up to you, you're fucked. And there is nothing either of you can do.
I'd also like to mention your friend that should be open has already been fucked over by getting double teamed!
I bet you're a tincan or shielder! :D
Have you ever been thrower before? And have you tried recently? Its almost impossible to kill someone with heavy throwing axes. They are not acurate enough that you could "aim" for the head. Throwing is a question of timing not aim. For me its not balanced. I've respeced after 2.6 and made a stf thrower with the same build - 15/21 throwing axes only, leather vest ... just to be up to date... Still i only got 12 axes each round. And i need at least 3 of them + 2 hits in sec. mode to kill a low-medium armored dude.
no buff yet. Balanced? Not on your nelly!
Then let me phrase better. It is fucking imbalanced. Yes it fucking matters, if you can't outrun plate and your teamates are nowhere to be found because they're all getting 1v2 then your fucked! Skill or agility whoring will make all the different if you don't fuck up - which I can guarantee you, autoblockers aren't playing Rageball.
nerf all non mw bows and problem is solved. :shock:
I had installed the latest version of the crpglauncher (0.6.2). If i start the launcher, there will popup a message: "A launcher update is available (0.6.1). Do you want to update?".
How i can resolve this problem?
I had installed the latest version of the crpglauncher (0.6.2). If i start the launcher, there will popup a message: "A launcher update is available (0.6.1). Do you want to update?".
How i can resolve this problem?
(click to show/hide)
so when is the fucking retarded change to horses going to be removed?
Archery hurts like hell again. My courser dies to two arrows (none in the head)
My warhorse gets 1hit by 2h swords I mean what the hell is the point of even playing my 1h cav if i need a plated charger just to survive the first 30 seconds
Should be fixed in ~10 mins.
so when is the fucking retarded change to horses going to be removed?
Archery hurts like hell again. My courser dies to two arrows (none in the head)
My warhorse gets 1hit by 2h swords I mean what the hell is the point of even playing my 1h cav if i need a plated charger just to survive the first 30 seconds
Oi
What is with the ninja nerf to my Italian Sword?
Oi
What is with the ninja nerf to my Italian Sword?
Oi
What is with the ninja nerf to my Italian Sword?
Oi
What is with the ninja nerf to my Italian Sword?
Just noticed that too. 1 point isn't a huge deal, it just seems odd to make a slight change to the sword that was the most balanced of all the swords.
What are you talking about? The last change to the Italian Sword was made in September, and it was a thrust damage buff..
ManO stop taking whatever it is you are on.
yayyy! bashibazouk armours are uploaded, lovely :D let's see when they are going to put those items on market :Dfor real :shock:
for real :shock:
gimme some pics pls :D
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.
The real problem I get, is the odd block "glitch" when you do a correct direction block, but the game doesn't register it.
I swear I died so many times because of it.. and now it's happenning more often than ever.
Of course those who fight you see no block, or a wrong block, and call you an idiot, but it's real.
And my ping is normal, 39-50 ish.
This has seemed to be happening more often as of late.
i have problems too, my fps keep constantly changing from 20 to 100. fighting in a game feels really unsmooth, in regular warband multiplayer everything is smooth. i'm not sure if its because of fps or some minor lags (but my connection should be without problems).
where can i find meows optimized files?
For those who can't count: there is 13 people shooting on this picture, +1 dead +1 that is below those 2 on the stairway + some others who i couldn't catch in one screen + those who are already dead. That's just one team, the winning one. Do your maths.
Also a shitty map, with a main camping tower and at least four minor camping towers.
Here. (http://forum.c-rpg.net/index.php/topic,25836.0.html)
I don't know what you people are talking about, FPS of this FPS is ever-present and stable, as always:(click to show/hide)
Beautiful state of the mod, moar ranged i say.....and buff them ffs, their FPS power is not high enough.
lol im on the screen in lamellar vest, but so story was so, all our team was sucking hard so we all camp the tower, all inf died down there , so all ranged just stayed alive on top, i think 1 min after gnjus screen enemys charge and kill us all. So it was command to all team camp this tower. so in tower was like 12-15 ranged from 1 team it was prime time so here was 50 vs 50 ppl, and only 15 ranged per team is normal
You should really stop writing crap. I was there and i saw how many rangers were shooting but unfortunately i can't look at the whole map & all people at once. I already said: besides the pictured ones there was many more that i couldn't catch, some were dead, some were below and some were outside around the castle. The winning team even had 3 horse archers roaming around on top of all those inside.
That said: it doesn't really matter much anymore, we're used to this and we know it will never change. People want to play FPS and you can't change their minds no matter what kind of game you make. Prime examples are dedicated camping assholes like yourself Agor. You could never live until the end of the round as a melee player so you hide and shoot. Multiple the same attitude by X (with X being a three digit number) and you've got yourself a nice picture about this community and the way it wants to play this game. :wink:
come on gnjus i say true
>join eu_1
>see this
>wat do(click to show/hide)
MotF
If you wait for the flag rather than charging up the tower. Problem solved. The issue arises when people go one by one up a tower and end up all dying.
Yeah, we should wait. Whole point of battle mode is to wait for 5 minutes until flags show up :rolleyes:Fail Leshma is fail. It only takes 1 minute for flags to appear.
Fail Leshma is fail. It only takes 1 minute for flags to appear.
So you can summon flags at 5 minute mark?If nobody died? Yes. 1 minute without any deaths, and they spawn. That's why going in 1 at a time is stupid and possibly makes the flags not appear.
If nobody died? Yes. 1 minute without any deaths, and they spawn. That's why going in 1 at a time is stupid and possibly makes the flags not appear.I bet that over 90% of the community didn't know that :mrgreen:.
Master of the field:Link not right, btw. Mind posting it again? Thanks for posting the full requirements btw.
conditions:
1.No deaths for a certain amount of time - this amount is determined by team size and time remaining - the count starts over every time there is a death
2.The teams are far enough apart from one another
3.There are more than 15 seconds remaining
based on this thread http://forums.taleworlds.com/index.php/ ... 84.15.html
not sure if its exactly the same in c-rpg
Link not right, btw. Mind posting it again? Thanks for posting the full requirements btw.
Personally I would like to have the flags appear at the 1:30 or 2:00 mark by default, no matter if people are dying or not.
Personally I would like to have the flags appear at the 1:30 or 2:00 mark by default, no matter if people are dying or not.
Personally I would like to have the flags appear at the 1:30 or 2:00 mark by default, no matter if people are dying or not.
Then GK happens. :lol:And? As long as the flag positions are placed properly (yeah right :rolleyes:) this wont be a problem.
Flags can not be raised by mounted people already.
What did you suggest?
Which is what I said :rolleyes:And which is how it should be :D
Horsemen can only raise flags if they dismount and stand near it. It's been like that forever.
i suggested that they should raise flags even if they are mounted :D, but lots of people hate Cav / HA so they won't give a shit about it since like 70% people hate horses?That is a shit idea, the way it is now succeeds in not making cav overpowered in flag situations.
That is a shit idea, the way it is now succeeds in not making cav overpowered in flag situations.
visitors can't see pics , please register or login
I'm just showing my gratitude to our dear devs who spent more time in last two week messing with my profile than actually improving this mod.
Morning report from EU1 with cca 60 people online. These players were shooting bows & crossbows:(click to show/hide)
Thats 26 people. Didn't even count the throwers, 4 or 5 of them, so next time when someone calls bullshit on people's claims that half of the server is shooting/throwing something they might wanna check the situation first and then write crap. Multiple people can confirm that this situation happens on a daily basis, making it pretty much unplayable for most of the time. Call of Duty at its best, good game chaps. Now explain to me how a game where half of the population are rangers is usually called in modern vocabulary cause I'm obviously not informed of these modern terms. :wink:
Edit: I have screens as well but cant be annoyed with uploading atm.
The only solution is to nerf ranged.
Somehow( i dont care how :mrgreen: ) limit number of ranged scum on servers.. :)Maybe add maximum amount of ranged weapons per server? Ranged could play... With melee weapons if they can't get their main weap :D. Then maybe add somekind of "ranged balance randomizator" to determine who of can use the bows for example.
Increase the archers damage heavily , reduce their wpf penalty a lot , lower bow's accuracy , let every damn archer carry 1 quiver somehow.
Not sure I agree with Archer Damage being any higher, or making archery luck based.
let every damn archer carry 1 quiver somehow.
Not sure I agree with Archer Damage being any higher, or making archery luck based.It should be luck based to be honest.
It should be luck based to be honest.
Bows are not sniper rifles , if they were that accurate people wouldn't invent sniper rifles :wink:
and yeah damage should be higher i don't want to be chuck norris and survive 6 arrows ...
I agree on that partWhen I was an archer I used medium armour (blue kettle helmet, blue tunic over mail, mail gauntlets, rus boots, just to name them) and a decent 1 slot 1hander. It was scarily effective. Yeah, I didn't pew-pew as many enemies (although I got 1-2 kills with the bow AND damage a lot of others or stunning them infront of my melee allies), and I couldn't whack as many people in melee as my pure-melee brothers, but when I added them together, it became a bigger contribution than the average archer and the average melee guy does alone. Sure, you could say that's because I'm so awesome, but I personally say I did better with that build than I normally do. Anyway, the problem isn't it NOT being viable, it's the current ranged people being afraid of any little penalty they get with their bows and still whining over all the "drawbacks of archery" which they actually just impose on themselves.
But this I like, and have suggested before. Keep quiver weight as it is, but make two quivers give you the same penalty as two shields. Reduce penalty to archery wpf from armour. Let's get some medium-armored archers with a decent melee weapon. You could still carry two quivers but that would be for when camping a favorable position or knowing that you have infantry support.
It should be luck based to be honest.
Bows are not sniper rifles , if they were that accurate people wouldn't invent sniper rifles :wink:
and yeah damage should be higher i don't want to be chuck norris and survive 6 arrows ...
If archery becomes luck based, then almost no one will play it
Anyway, the problem isn't it NOT being viable, it's the current ranged people being afraid of any little penalty they get with their bows and still whining over all the "drawbacks of archery" which they actually just impose on themselves.
Game balance though and "fun" overrule realism. If archery becomes luck based, then almost no one will play it as there is no room for improvement much less a feeling of personal impact, and everytime you die from an archer you will feel cheated from dying due to dumb luck and not because of skill.
The bows in this game are not sniper rifles by any stretch of the imagination.
To be honest I play this game for it's super interesting fighting mechanism, not to get shot at.
That's a good thing :D
The archery mechanic of this game is the only reason i play it . Its a shame that it is becoming just another hack and slay.
(click to show/hide)
The archery mechanic of this game is the only reason i play it . Its a shame that it is becoming just another hack and slay.
me gusta slack and hay games
If archery becomes luck based, then almost no one will play itThat was my point you silly ...
That was my point you silly ...
Do you think i am the Mighty Savior of Archers ? Founder of "Protect Archers and Other Ranged bundle of stickss Against Nerf Waves Organization" ?
If that is the "archer" definition in cRPG , running naked skirmishers with pin point accuracy , i do not want them at all .
Archers in CRPG dont have as much pin point accuracy as you imagine, there's a lot of skill out there. Between crossbows, longbows and horsearchers, you have some of the most devastating weapons and fighting styles in history, yet the melee based characters dominate the game and the scoreboard as always, so quit complaining. Real life professional archers are a lot more efficient than the crap we have in crpg, their skill is not luck based. And if you and all the meleers think that people without shields didn't die alot from ranged back in medieval times, you've a huge misconception of how things worked back then and this is simply not the game for you. Now, nobody likes getting shot, but thats no reason to make a class weaker than it already is.
http://forum.c-rpg.net/index.php/board,69.0.html
Shoo.
[/i]
My point was that the devs already disregarded realism for balance, to make melee more atractive. Asking for further nerfing of ranged classes is lame.
- The effectiveness of melee combat decreases over time, as players learn to defend themselves better rather than improving their attack.
- The effectiveness of ranged combat increases over time, as players learn to aim and track better, rather than dodging.
Exept that people's skill doesn't keep improving to infinity. There's a limit to how good you can be with a certain class and a lot of players are already there. Ranged is simply nerfed for convenience, and we undertand why. But then we still have to put up with people complaining, like Christo yesterday, a poplearm guy, he was 12-2 and still complaining about ranged. It's not even so much about the efficiency of range vs ballance, people simply dont like to get shot, then they come here and post some 'facts' hoping to change the game in their favour like in the previous version, just so we end up with a broken gameplay where 1 big blob of inf simply tries to overwelm the other(sounds familiar?).
The fact that skill doesn't keep improving to infinity doesn't make my point invalid. The main concern is that the average player will defend himself in melee during a very long time, even agains the best. A very long time when compared with the time taken by range to kill any player (terrible, average or good, it makes only a small difference), that is. Try again.
The only thing that prevents archers from being OP is that most of them suck at melee.
Imagine having 10-15 archers on the opposing team that could actually block and would just walk backwards... "shrugs"
Archers actually has a massive advantage in melee for that reason, they can just walk backward and still be effective since they want to gtfo out of the melee, severely hurting your ability to get past their blocks since you can't play the range-game game with them, kick them etc.
Archers actually has a massive advantage in melee
Archers actually has a massive advantage in melee
But then we still have to put up with people complaining, like Christo yesterday, a poplearm guy, he was 12-2 and still complaining about ranged.
You ranged guys aren't the ones who get shot all the damn time, so why would you even care.
Archers actually has a massive advantage in melee for that reason, they can just walk backward and still be effective since they want to gtfo out of the melee, severely hurting your ability to get past their blocks since you can't play the range-game game with them, kick them etc.
I did an archer STF, of course, otherwise I wouldn't have said anything.
21-18, all wpf into archery, 4 ps hornbow and on stack of arrows + Spear or two stacks of arrows and a staff.
As soon as someone walked up, just bonk them across the map. Noone expected it. + You could constantly backpeddle constantly and as such, melee was very easy.
The average archer scrub might be a bit too weak, and the fully heirloomed archer might be a bit too strong.
Archers in CRPG dont have as much pin point accuracy as you imagine, there's a lot of skill out there. Between crossbows, longbows and horsearchers, you have some of the most devastating weapons and fighting styles in history, yet the melee based characters dominate the game and the scoreboard as always, so quit complaining. Real life professional archers are a lot more efficient than the crap we have in crpg, their skill is not luck based. And if you and all the meleers think that people without shields didn't die alot from ranged back in medieval times, you've a huge misconception of how things worked back then and this is simply not the game for you. Now, nobody likes getting shot, but thats no reason to make a class weaker than it already is.U seem mad and you sadly went full retard .
Both Dezilagel and especially Kafein need to try out archer char first themselves before coming up with their weird theories...
In other words: have you ever tried to play as an archer for at least 1 day?
You forgot to show your mighty archer k\d after this one day.
And please, do not spend your time for suggestion like «I've got awful k\d, but instead I was very useful for my team as supporter». Because you can't be good supporter if you have problem with hitting constantly.
And show me 28 level twohander with only 50 wpf points. Even with 0 WM you'll have 105 wpf at 28 level.
You forgot to show your mighty archer k\d after this one day.
And please, do not spend your time for suggestion like «I've got awful k\d, but instead I was very useful for my team as supporter». Because you can't be good supporter if you have problem with hitting constantly.
And show me 28 level twohander with only 50 wpf points. Even with 0 WM you'll have 105 wpf at 28 level.
Kafein
So, technically, you've got 28 level twohander with 0.34 k/d with your 30 level STF character.
On other word - you can kill someone every third round with overpowered longbow, overpowered bodkins and overpowered mace\langes messer with 30 level character?
Dezilagel(click to show/hide)
Difference is big when you need to spend your money on repair.
And I'm really interested what weapon you are using with this build dude?
polestagger abuser with high athletics?
Yes, this weapons can't make you a bankrupt
Also P.S: To be fair, Kafein isn't exactly the greatest melee player. He's not used to archery either, so his K:D seems completely reasonable.
Medieval archery is not like getting a bow and shooting a deer , in battlefield archers shoot volleys of indirect fire they do not aim for a single guy they shoot massive arrows to a designated field of battle as a group , in cRPG our archers are like a sniper squad you know going to rooftops , bridges and shit providing cover with their 50.cal barrets to protect the president...
This is silly .
The archer i know from medieval sources is the guy who wears at least mail armor , carries a good backup weapon , some troops are very viable on melee combat (Druzinha , ottoman archers , xbowmen of italy etc...) , carry 10-20 arrows , volley fire to diminish the enemy infantry's ranks .
Archer i see in cRPG = Unnecesarily mobile , has infinite ammo , no armor no melee capability classic "kiting ranger" class from MMORPG games.
Any argumant to defend the current state of archery in cRPG looks so damn idiotic...
This. And let's just diplomatically say I'm not one of the greatest melee players anymore :P
I'm curious about when you joined cRPG, Dezi. My skill, or at least relatively to others, went downhill since mid 2011. But I could do much better before :cry:
Finally, I'm pretty sure the k/d of that char could increase if I played it a little more.
Oh but come on.
As said, Quarter Staff doesn't have it and you're not going to stagger anyone with a Spear, 0 wpf, and 4 PS.
Polestagger is random, 50% chance BUT you need to deal more than 15 damage. My main has 59 HP and I very rarely take a quarter damage even from Warspear swings from dedicated melee builds. The only thing that's possibly going to stagger is the thrust with speedbonus on very lightly armored opponents but I mean come on, that's very situational and even then it's just a chance.
The reason I used those weps was b/c of blunt/pierce damage and price.
And 6 ath is pretty average no...?
Also P.S: To be fair, Kafein isn't exactly the greatest melee player. He's not used to archery either, so his K:D seems completely reasonable.
I don't give a fuck about how much damage archers deal or how accurate they are , if you wish to go into realism discussion with me , show me one historical source referring naked archers carrying bow + 70 arrows and a hammer .
Medieval archery is not like getting a bow and shooting a deer , in battlefield archers shoot volleys of indirect fire they do not aim for a single guy they shoot massive arrows to a designated field of battle as a group , in cRPG our archers are like a sniper squad you know going to rooftops , bridges and shit providing cover with their 50.cal barrets to protect the president...
This is silly .
The archer i know from medieval sources is the guy who wears at least mail armor , carries a good backup weapon , some troops are very viable on melee combat (Druzinha , ottoman archers , xbowmen of italy etc...) , carry 10-20 arrows , volley fire to diminish the enemy infantry's ranks .
Archer i see in cRPG = Unnecesarily mobile , has infinite ammo , no armor no melee capability classic "kiting ranger" class from MMORPG games.
Exept you only see 'volleys of fire' in hollywood, that's a post renassance tactic done with fire arms. Such a tactic wouldn't be very viable back then, considering the strain put on the archer pulling the string + target availability, and the low discipline of your average medieval soldier. As far as we know medieval ranged either shot freely into a mass of enemy soldiers or with precision from a fortified position, similiarly to what we have in crpg.http://en.wikipedia.org/wiki/Volley_fire_(infantry_tactic)
Furthermore, we dont have 70 + arrows, the bodkin quivers have 16 to 17 arrows in them for example, and the crap armor comes from the fact that the devs want archers to be that way, since the extra weight gives you a precision penalty. If it didn't, then you'd be complaining about archers surviving in melee instead. But of course, if you even tried playing archer here you would know these things.
Oh, and whenever you see naked people, be it archers or anyone else, they usualy get kicked prety quickly. Thats not much of an argument.
And cavalry weren't sneaky ninja's who backstabbed everybody. But it works in balance in game. Largely because to pull of volley fire or massed cavalry charges you need lots of organisation (we saw these in the massive multi-clan tourny), it can't work in pubby.he peler de bende amk
Any argument AGAINST current archery looks idiotic. It's balanced in the pubby battle context, and that's what matters.
http://en.wikipedia.org/wiki/Volley_fire_(infantry_tactic)
http://en.wikipedia.org/wiki/Battle_of_Agincourt
Read and learn
wikipedia? really?Did you want me to send you a book ?
Garrison, they dont care, they simply want an easier gameplay. We just have to make sure the devs know that.
Archers weren't only used i grand volley firing battles, besides RL doesn't matter at all, this is a game...
@devs, pls keep the balancing nice and easy, stop this overnerfing all the time on this and that class, it's ruining the game, if changes need to happen, pls do some smaller steps, it's getting tiresome that after each patch we got an new imbalance again and again QQ
Archers weren't only used i grand volley firing battles, besides RL doesn't matter at all, this is a game...If RL doesn't matter at all i want a lightsaber in cRPG .
@devs, pls keep the balancing nice and easy, stop this overnerfing all the time on this and that class, it's ruining the game, if changes need to happen, pls do some smaller steps, it's getting tiresome that after each patch we got an new imbalance again and again QQ
If RL doesn't matter at all i want a lightsaber in cRPG .yes switch your item meshes with the starwars mod stuff and there u go :mrgreen:
Polestagger is random, 50% chance BUT you need to deal more than 15 damage.
The attack has to have more than 15 RAW damage. Armor of the target doesn't matter and the 15 raw damage threshold is beaten by almost every attack but those with bad sweetspots.
Kafein
So, technically, you've got 28 level twohander with 0.34 k/d with your 30 level STF character.
On other word - you can kill someone every third round with overpowered longbow, overpowered bodkins and overpowered mace\langes messer with 30 level character?
Dezilagel(click to show/hide)
Difference is big when you need to spend your money on repair.
And I'm really interested what weapon you are using with this build dude?
DabeulYouTief?!
and these guys complain about archery :)
Your arabian rarely dies of ranged because you can keep your distance constantly because you are horse crossbower! :D.My MW arabian rarely dies because of ranged, maybe you should try to get more riding skill or avoid archers?(click to show/hide)
But can we all agree that almost oneshotting and two shotting a courser with a bow is ridicilous? I can ride completely stupidly into a melee two times, get reared and my horse doesn't die in the pike/longspear/whatever. Then when an archer shoots my horse from a long distance and happens to hit the head (I wonder why that happens so often hmm... hitboxes?) I'm practically no more cav because there is not much HP to do anything. A small hit from anything kills the horse after that. /whine q_q
Are these the weaker horses, or you just think headshots are wrong?
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Spirited Courser
hit points: 110
body armor: 18
difficulty: 6
speed: 47
maneuver: 43
charge: 26
It is one of the best 3 of unarmored horses, but suddenly it feels like I'm just wasting gold because cheaper horse can take as many shots. I dare to say that horse's head is pretty easy to hit so yes headshots are too powerful in that case.
They shouldn't go down as easely as the weaker ones, but still an archer with an high damaging build should be able to dispatch naked horses easely. If you think of it, horsemen and archers are supposed to counter each other depending on the circunstances. This is why people where complaining of horse spam after the 2.60 nerf.
:lol:Quoi c est toi qui te goure completement.
Jespère que tu te rends compte que c'est complètement incompréhensible pour quelqu'un qui n'est pas francophone ? :mrgreen:
With a courser the speed bonus can get pretty huge.Absolutely. Besides courser is a big horse and easy to hit compared to arabian which is agile and small. But I hear you bro... Every long range shot taking over half of the horse health bar is bs with high tier unarmored horses.
Quoi c est toi qui te goure completement.
A part le sont eu , qui n est pas naturel du tout pour eux , en anglais prononce TF Tii Effff
et W c est bien double You.
Je pense que avec un peu de jugeote c est faisable :D!
[00:54] <RolandDeGilead> Okin did you directly understand that DabeulYoutief was the prononciation of WTF ?
[00:54] <okiN> RolandDeGilead yes
[00:54] <RolandDeGilead> Okay So Okin is my proof :D
[00:55] <RolandDeGilead> Thank you , i will be able to start kidding Kafein about that
Absolutely. Besides courser is a big horse and easy to hit compared to arabian which is agile and small. But I hear you bro... Every long range shot taking over half of the horse health bar is bs with high tier unarmored horses.
I remember how Michael suggested, that someone oneshot his plated charger with bodyshot from longbow. I like those stories...Was I talking about only bodyshots there? I was talking about any shots that take over half of the healthbar from rather long range.
I love Son of Odin and he loves me SO WHY THE FUCK ARE YOU HATING
vibe very very bad !!
injustice ! !
I love vibe but
a very difficult game, vibe and hit hard
-Son Of Odin
You are mistaken.