cRPG

cRPG => Announcements => Topic started by: chadz on February 05, 2012, 02:07:14 pm

Title: Version 0.270
Post by: chadz on February 05, 2012, 02:07:14 pm
IMPORTANT: NEW LAUNCHER - download here! (http://www.c-rpg.net/cRPGLauncher.exe)

Generic:
Code: [Select]
- 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.

Rageball:
   
Title: Re: Version 0.270
Post by: McCart on February 05, 2012, 02:09:50 pm
yay.
Title: Re: Version 0.270
Post by: Elmuri on February 05, 2012, 02:10:46 pm
No cav nerf  8-) 8-)
Title: Re: Version 0.270
Post by: isatis on February 05, 2012, 02:11:06 pm
oh shit not the first...

seem all good

in case:

inB4 whine!

Title: Re: Version 0.270
Post by: BlameMeForTheNoise on February 05, 2012, 02:13:08 pm
Just on a sidenote and probably already in the works: Marketplace doesnt work.
Title: Re: Version 0.270
Post by: Ozin on February 05, 2012, 02:14:20 pm
Just on a sidenote and probably already in the works: Marketplace doesnt work.

Should be fixed very soon.
Title: Re: Version 0.270
Post by: zottlmarsch on February 05, 2012, 02:19:00 pm
looks like a new market. cool :D

WOW SOOOOOOOOO AWESOME!!!!
Title: Re: Version 0.270
Post by: _RXN_ on February 05, 2012, 02:21:22 pm
Thank you for Marketplace!
Title: Re: Version 0.270
Post by: Rebelyell on February 05, 2012, 02:21:43 pm
lol no ranged buff.... makes me sad ;/
Title: Re: Version 0.270
Post by: Mendro on February 05, 2012, 02:24:14 pm
No colours on the new market?
Title: Re: Version 0.270
Post by: Tonyukuk on February 05, 2012, 02:26:09 pm
yea there isnt any new armour,nerf cav and buff xbow and throwing..rageball is more important :P
Title: Re: Version 0.270
Post by: Harald on February 05, 2012, 02:27:50 pm
Marketplace colors are there, reload the page/clear your cache (ctrl+f5 might work).
Title: Re: Version 0.270
Post by: Ozin on February 05, 2012, 02:28:10 pm
lol no ranged buff.... makes me sad ;/

You are mistaken.

Quote
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
Title: Re: Version 0.270
Post by: Meow on February 05, 2012, 02:28:36 pm
lol no ranged buff.... makes me sad ;/

- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.
Title: Re: Version 0.270
Post by: Kherr on February 05, 2012, 02:29:03 pm
The market looks great, thx. But only 5 parallel offers possible! C'mon... pls allow more offers.
Title: Re: Version 0.270
Post by: Mendro on February 05, 2012, 02:29:15 pm
Marketplace colors are there, reload the page/clear your cache (ctrl+f5 might work).

Thanks.
Great job !
Title: Re: Version 0.270
Post by: Zlisch_The_Butcher on February 05, 2012, 02:29:51 pm
FIX FUCKING RANGED BEFORE FIXING RAGEBALL!!!
EDIT: How much has it been adjusted?

Also, when a team is losing they just throw the ball into their own goal to change map faster, not really leeching but it is really retarded...
...Can you please add a 10k gold penalty and a 50k exp penalty for scoring for the other team? (or something like that)
Title: Re: Version 0.270
Post by: Harald on February 05, 2012, 02:30:56 pm
It has always been 5 marketplace offers (before you were able to make 6 because of a bug).
Title: Re: Version 0.270
Post by: BlameMeForTheNoise on February 05, 2012, 02:32:02 pm
Hmm. I have problems equipping items on the website AND in the game.

In the game its like i have no armor, headgear or handgear whatsoever and some Weapons are missing
Basically everything which is heirloomed and some normal stuff too.

On the Website its there, but if i try to equip it as standard-gear it just wont work...
Title: Re: Version 0.270
Post by: Ozin on February 05, 2012, 02:34:12 pm
For the website, refresh. In game, need to wait for the patch to become available to the cRPG launcher. Hopefully won't take long.
Title: Re: Version 0.270
Post by: Kherr on February 05, 2012, 02:37:09 pm
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.
So it's an additional decrease from 6 to 5.

It's very hard to get a specific item with a few crosstrade. With more offer possibilities that would be easier and there would be more happy trader.
Title: Re: Version 0.270
Post by: Tonyukuk on February 05, 2012, 02:41:10 pm
we are waiting for new armour dear devs :(
Title: Re: Version 0.270
Post by: //saxon on February 05, 2012, 02:42:12 pm
wow the new market place is VERY confusing
Title: Re: Version 0.270
Post by: andac on February 05, 2012, 02:43:01 pm
we are waiting for new armour dear devs :(
Title: Re: Version 0.270
Post by: Zlisch_The_Butcher on February 05, 2012, 02:43:14 pm
Update the fucking EU servers.
Title: Re: Version 0.270
Post by: chadz on February 05, 2012, 02:43:24 pm
Also: make sure to use the latest version of the launcher:

http://www.c-rpg.net/cRPGLauncher.exe

This one has an autoupdate feauture, so it updates itself whenever there is a new version.
Title: Re: Version 0.270
Post by: cmp on February 05, 2012, 02:44:54 pm
we are waiting for new armour dear item balancers :(

Fixed.
Title: Re: Version 0.270
Post by: Rebelyell on February 05, 2012, 02:45:25 pm
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.

i love you
Title: Re: Version 0.270
Post by: Xhandor on February 05, 2012, 02:46:26 pm
Although it has already been stated - EU Servers are not updated yet which is a pain in the ass if you have already updated.
But I guess it's already on the list :)

Makes you wish to have a rollback option at the crpg launcher...
Title: Re: Version 0.270
Post by: Gnjus on February 05, 2012, 02:47:36 pm
Quote
- 0000091: [Warband - multiplayer - [ingame]] Use the +shield skill in shieldwall (as in strat) in battle mode (chadz) - closed.

Nice one.  :wink:
Title: Re: Version 0.270
Post by: Adamar on February 05, 2012, 02:49:34 pm
How much is the ranged damage now?
Title: Re: Version 0.270
Post by: Paul on February 05, 2012, 02:50:09 pm
42
Title: Re: Version 0.270
Post by: cmp on February 05, 2012, 02:50:17 pm
How much is the ranged damage now?

16.72
Title: Re: Version 0.270
Post by: Paul on February 05, 2012, 02:51:31 pm
wat u nerfed it again?
Title: Re: Version 0.270
Post by: cmp on February 05, 2012, 02:52:08 pm
Yes.
Title: Re: Version 0.270
Post by: Mlekce on February 05, 2012, 02:53:10 pm
please update servers. I cant play. Every server uses 0.260 version.
Title: Re: Version 0.270
Post by: Gnjus on February 05, 2012, 02:55:00 pm
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.  :P
Title: Re: Version 0.270
Post by: _Tak_ on February 05, 2012, 02:55:18 pm
- 0000146: [Warband - multiplayer - [ingame]] Siege Wall Health On First Round (chadz) - resolved.

Bug-fix: Athletics/agility not resetting after scoring a goal or throwing the ball out of bounds.

thanks for fixing the bug i mention :D
Title: Re: Version 0.270
Post by: Overdriven on February 05, 2012, 02:55:29 pm
So what are the bone damage multipliers?
Title: Re: Version 0.270
Post by: Byrdi on February 05, 2012, 02:55:44 pm
Cool
Title: Re: Version 0.270
Post by: LastKaze on February 05, 2012, 02:55:55 pm
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
Press no, then press play cRPG and it should work.
Title: Re: Version 0.270
Post by: _Sebastian_ on February 05, 2012, 02:56:05 pm
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
The same here.
Title: Re: Version 0.270
Post by: Gloin on February 05, 2012, 02:56:42 pm
Uptade servers  :)
Title: Re: Version 0.270
Post by: Gnjus on February 05, 2012, 02:57:51 pm
Press no, then press play cRPG and it should work.

I didn't say it doesn't work, it's just that launcher "refuses" to update into 0.6.1. version, other then that everything is ok.  :wink:
Title: Re: Version 0.270
Post by: cmp on February 05, 2012, 02:58:08 pm
Launcher autoupdate should be fixed.
Title: Re: Version 0.270
Post by: LastKaze on February 05, 2012, 02:59:22 pm

Generic:
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

Can anyone explain?
Title: Re: Version 0.270
Post by: Mustikki on February 05, 2012, 03:00:01 pm
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
Title: Re: Version 0.270
Post by: Gnjus on February 05, 2012, 03:01:20 pm
Blond test:
Keep pressing "Yes"  :mrgreen:

I actually did but it failed until 30 secs ago.  :wink:
Title: Re: Version 0.270
Post by: A7aN on February 05, 2012, 03:01:50 pm
UPDATE SERVERS! xD :twisted:
Title: Re: Version 0.270
Post by: Overdriven on February 05, 2012, 03:03:06 pm
"Use the +shield skill in shieldwall (as in strat) in battle mode"
Awesome!  :D

That was closed...not resolved. Think that means it's not done  :(
Title: Re: Version 0.270
Post by: chadz on February 05, 2012, 03:03:46 pm
resolved means that its probably fixed,
closed means that it's definately (98%) fixed.
Title: Re: Version 0.270
Post by: Overdriven on February 05, 2012, 03:05:33 pm
resolved means that its probably fixed,
closed means that it's definately (98%) fixed.

O nice  :D
Title: Re: Version 0.270
Post by: un_rayo_de_tigre on February 05, 2012, 03:06:41 pm
Are the servers updated perchance?
Title: Re: Version 0.270
Post by: Arkonor on February 05, 2012, 03:09:32 pm
16.72

What does that even mean :P
Title: Re: Version 0.270
Post by: Gravoth_iii on February 05, 2012, 03:13:36 pm
Oh shit another patch, are my weapons nerfed? *checks* Nope, im still fine.
Title: Re: Version 0.270
Post by: justjr on February 05, 2012, 03:14:34 pm
U guys not funny.
Can some dev please properly explain this new shits?
Like +shieldwall and bone multipliers?

BTW nice new marketplace.

Thank you.
Title: Re: Version 0.270
Post by: Tonyukuk on February 05, 2012, 03:15:37 pm
U guys not funny.
Can some dev please properly explain this new shits?
Like +shieldwall and bone multipliers?

Thank you.

yea :) when ı update my client, ı say our new armour name.. someone can explain this things?
Title: Re: Version 0.270
Post by: Zandieer on February 05, 2012, 03:16:50 pm
Quote
- 0000054: [Warband - multiplayer - [ingame]] QML'ing someone and then teamhitting him won't let the player stop the QML timer. (chadz) - resolved.

 :D I knew this was a bug after all! People kept telling me it won't work, even if I tested it few times  :oops:
Title: Re: Version 0.270
Post by: gazda on February 05, 2012, 03:26:10 pm
would be nice if launcher would autoupdate itself

and whats this ?
"Use the +shield skill in shieldwall (as in strat) in battle mode"
Title: Re: Version 0.270
Post by: El_Infante on February 05, 2012, 03:27:10 pm
Nice new marketplace. Thanks all.
Title: Re: Version 0.270
Post by: cmp on February 05, 2012, 03:41:41 pm
would be nice if launcher would autoupdate itself

Launcher will now autoupdate itself, you just need to have version 0.6 or higher.
Title: Re: Version 0.270
Post by: Rangerbob on February 05, 2012, 03:48:17 pm
I love the market changes thanks so much!
If you complain about the market its much easier now.  Go to advanced view uncheck heirlooms I own and sort by date or weapon and its exactly the same as before if not better and faster.  Clearing cookies and cache worked for me!

FYI booo to the stealth great maul nerf!!!  2->3 slots but no documentation.  On another note, all crushthrough weapons should be 3 slots imo.  Why is the mallet and maul unchanged?
Title: Re: Version 0.270
Post by: Bjarky on February 05, 2012, 04:02:58 pm
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

Can anyone explain?
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)

Melee: slightly lower damage on limbs (dmg on limbs got lowered a bit)

Melee vs horses: higher damage on legs (horses have a new melee weakness on legs now)
Title: Re: Version 0.270
Post by: Christo on February 05, 2012, 04:08:40 pm
0.261 -> 0.270?

Okay.  :wink:

Looks like mod versions will start with 0.3 soon.  :)

Keep it up.
Title: Re: Version 0.270
Post by: Elio on February 05, 2012, 04:13:24 pm
What is this shit, free DTV!

(click to show/hide)
Title: Re: Version 0.270
Post by: Chris_the_Animal on February 05, 2012, 04:37:25 pm
only positive things to say ;)

marketplace nice
rageball fixes nice
strategus fixes very nice
Title: Re: Version 0.270
Post by: _Tak_ on February 05, 2012, 04:38:20 pm
Cav got nerf?
Title: Re: Version 0.270
Post by: Vrael on February 05, 2012, 04:39:18 pm
I'm using 0.4c and I could still download this update and playing works.
Title: Re: Version 0.270
Post by: De_Gothia on February 05, 2012, 04:40:54 pm
except one: the market illegible  :?
the old one was better   :rolleyes: :twisted:
Title: Re: Version 0.270
Post by: Adamar on February 05, 2012, 05:01:48 pm
Could someone please tell us the ranged damage changes from the last version to this one?
Title: Re: Version 0.270
Post by: zottlmarsch on February 05, 2012, 05:27:20 pm
the new zimke armours look great, really nice quality. hope they get added soon!
Title: Re: Version 0.270
Post by: Tonyukuk on February 05, 2012, 05:32:51 pm
We hope so :(
Title: Re: Version 0.270
Post by: Tears of Destiny on February 05, 2012, 07:37:07 pm
Logged on, scored four or five kills in one go, logged off happy archery is proper again for my build instead of the nerf darts I was using yesterday.

Thank you...
Title: Re: Version 0.270
Post by: Earthdforce on February 05, 2012, 08:01:20 pm
Ooh, looks like we can just straight up offer gold for looms! Me likey!

EDIT: Oh god, thank you for alphabetizing the list
Title: Re: Version 0.270
Post by: Goobzor on February 05, 2012, 08:24:28 pm
Installer will not run just crashes
Title: Re: Version 0.270
Post by: Jarlek on February 05, 2012, 08:26:24 pm
Just to confirm. The launcher will now also update itself too? Not just cRPG?
Title: Re: Version 0.270
Post by: Earthdforce on February 05, 2012, 08:28:45 pm
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.
Title: Re: Version 0.270
Post by: yourself on February 05, 2012, 08:49:54 pm
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?
Title: Re: Version 0.270
Post by: Mendro on February 05, 2012, 08:56:20 pm
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?

You can respec
Title: Re: Version 0.270
Post by: Christo on February 05, 2012, 08:56:42 pm
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?

Previous versions?

Dude, retirement is only available on 31 since.. months? I can't remember.

But it's not a recent change.

Like Mendro said, you can do a respec at 50% cost of your total XP instead.
Title: Re: Version 0.270
Post by: Gristle on February 05, 2012, 09:34:20 pm
Rageball updates sound great, Marketplace is awesome and doesn't lag my browser anymore, and having the shield wall bonus outside of strategus is very cool.

I'm very interested to see what was changed with the adjust bone damage multipliers.

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

Did it change all that? I hope so.
Title: Re: Version 0.270
Post by: Polobow on February 05, 2012, 10:00:38 pm
When i click play warband in the launcher, can i still get achievements from steam and add total playtime?
Title: Re: Version 0.270
Post by: Earthdforce on February 05, 2012, 10:09:21 pm
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
Title: Re: Version 0.270
Post by: Rhaelys on February 05, 2012, 10:20:29 pm
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.
Title: Re: Version 0.270
Post by: Kafein on February 05, 2012, 10:30:13 pm
Next patch you'll be telling us that the Launcher is sentient.

If the launcher is autoupdating, nothing prevents it from being sentient. Well, at least from really trying to look like he is.
Title: Re: Version 0.270
Post by: Oggrinsky on February 05, 2012, 10:47:34 pm
Best patch ever. Thanks guys!  :D
Title: Re: Version 0.270
Post by: Penitent on February 05, 2012, 10:56:27 pm
Cool patch

However, the market "search" feature only searches offered heirlooms, not requested heirlooms. 
Also, I liked it when one could "rough up" the goalie in rageball...it reminded me of mutant leage hockey. :(
Title: Re: Version 0.270
Post by: Adamar on February 05, 2012, 11:41:47 pm
Was the ranged body damage increased at all?
Title: Re: Version 0.270
Post by: Fips on February 05, 2012, 11:51:52 pm
Rageball is even more awesome. Now it's actually fun to be a goalkeeper =D
Title: Re: Version 0.270
Post by: karasu on February 06, 2012, 01:07:54 am
Great job guys, Harald/mace for making the website so pwetty and the market finally useful, cmp for all the launcher/code related improvement, chadz for the strat maintenance, Ozin/Paul for the rageballz refreshing existence, Shik for his chinese traditional singing session in TS, and the "balance team" for tweaking a bit the ranged damage.

Cheers
Title: Re: Version 0.270
Post by: Brrrak on February 06, 2012, 01:39:27 am
Mod is once again alive and kicking
But seriously mod is dead.

Alright time to play. I like how it changed it for me when I went to modify my post.
Title: Re: Version 0.270
Post by: Xeen on February 06, 2012, 01:20:41 pm
Great patch.  Thank you guys so much.
Title: Re: Version 0.270
Post by: buba on February 06, 2012, 01:43:15 pm
Might have missed it, but no rebalance for x-bow,trowers or HA right?
Title: Re: Version 0.270
Post by: Meow on February 06, 2012, 02:50:35 pm
Code: [Select]
- 0000147: [Warband - multiplayer - [ingame]] Adjust bone damage multipliers (cmpxchg8b) - resolved.

Quote
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.
Melee does less damage against arms and legs.
Melee deals more damage against horse legs.
Title: Re: Version 0.270
Post by: yourself on February 06, 2012, 03:31:36 pm
Thanks for help. Now that update is the best one ever  :).
Title: Re: Version 0.270
Post by: BlameMeForTheNoise on February 06, 2012, 04:23:52 pm
I was looking forward to this new turkish armors...
Thought they would be in this, since only stat-balancing needs to be done.

:/

Other than that: Great Job. The new marketplace is so much more accessible!
Weeeeeeeeeeeeeee! *clickediclickclick*
Title: Re: Version 0.270
Post by: Polobow on February 06, 2012, 05:18:27 pm
So, with the new adjustments, should i stab a horse in the head or in the legs now with my long spear?
Title: Re: Version 0.270
Post by: Teeth on February 06, 2012, 05:21:04 pm
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.
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.
Title: Re: Version 0.270
Post by: Overdriven on February 06, 2012, 05:35:21 pm
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.

Ranged often shoot in arms/legs as well you know...
Title: Re: Version 0.270
Post by: okiN on February 06, 2012, 05:36:06 pm
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.

Whiners gonna whine.
Title: Re: Version 0.270
Post by: Tennenoth on February 06, 2012, 05:40:39 pm
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! :)
Title: Re: Version 0.270
Post by: Meow on February 06, 2012, 05:58:43 pm
Not sure, my GLA is still pretty deadly.
Also if someone goes for an overhead - swing at the body, else swing for the head.

Not that i do that but knowing the different combat animations will totally help not hitting the arms :mrgreen:
Title: Re: Version 0.270
Post by: okiN on February 06, 2012, 06:05:39 pm
Basically the melee change adds a slight incentive to try to score hits to head and body instead of the arms, and a negative incentive to the shoegazers who keep trying to swing at their opponents' feet. And I do mean slight. Basically if you're good enough you can try for trick shots, but it won't make much of a difference either way.

The ranged numbers have basically been adjusted so that torso hits are more lethal than in the last patch, while hits to the limbs (especially the hands and feet) remain less damaging.

For horses, the exposed legs now provide a vulnerable spot to chop at on armored mounts.
Title: Re: Version 0.270
Post by: Gristle on February 06, 2012, 07:05:25 pm
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! :)

I sure noticed the ranged damage increase. I was able to kill people that weren't naked, and was 1 hitting every rouncey I was able to shoot. That was proof enough for me. However, I did not not notice a difference with melee damage. Actually, I did feel a little hardier yesterday, but my cleaver didn't feel any different.
Title: Re: Version 0.270
Post by: miggy on February 06, 2012, 07:19:17 pm
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.

Very happy with the update, thanks 8-)
Title: Re: Version 0.270
Post by: CrazyCracka420 on February 06, 2012, 08:02:42 pm
Use the +shield skill in shieldwall (as in strat) in battle mode (chadz) - closed.

Could be a good or bad thing.

I like that it promotes more teamwork (and shielders are crucial in a middle age battle field for protecting 2h's/archers from ranged).  But the forcefield on shields is pretty ridiculous as it is without the shield wall bonus.
Title: Re: Version 0.270
Post by: karasu on February 06, 2012, 08:05:01 pm
Can we have the shieldwall bonus in Siege to make things interesting while doing organized defenses and assaults?

Cheers
Title: Re: Version 0.270
Post by: chadz on February 06, 2012, 08:08:39 pm
I think I enabled it in siege as well
Title: Re: Version 0.270
Post by: Angantyr on February 06, 2012, 08:40:36 pm
How does the shieldwall bonus work exactly?
Title: Re: Version 0.270
Post by: Malaclypse on February 06, 2012, 08:47:26 pm
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?
Title: Re: Version 0.270
Post by: Adamar on February 06, 2012, 10:14:02 pm
cool stuff. Will we be able to disarm people soon?
Title: Re: Version 0.270
Post by: Joker86 on February 06, 2012, 10:16:18 pm
What about the new armours and the stakes against cavalry?

And please, I would appreciate it very much if you could simply add to the server rules that roofcamping at any time is forbidden. I saw people throwing siege shields under their feet to get elevated onto low roofs, which again makes them immune to melee attacks unless they are the last person alive  :rolleyes:
Title: Re: Version 0.270
Post by: Tears of Destiny on February 06, 2012, 11:45:48 pm
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
Title: Re: Version 0.270
Post by: Kafein on February 06, 2012, 11:49:32 pm
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

When the rules are not just (and in this case you can add stupid, vaguely written and not up to date with modern issues), the people should to trespass them, right ?

Btw, I know this is part troll from you. I'm only responding to the part of your message which isn't trolling.
Title: Re: Version 0.270
Post by: Joker86 on February 06, 2012, 11:55:31 pm
ToD, the last time the post got edited was on December 6th, way BEFORE the patch came out which removed the ladders. Or do you want to tell me that the developers deliberately left that paragraph in the rules for some reason?

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. We already have enough problems with roofs than can only be accessed by weird jumping actions which in many cases require you to simply know where to jump, as it's not obvious and probably found out by accident. Adding a simply line to the server rules would at least stop roofcamping enabled by siege shields. The alternative would be to either ignore it and still have roofcampers to some degree (which can be really annoying for everyone else, even if they do bad) or to find another solution of siege shields elevators, which in any case again needs gameplay changes that require coding.

Honestly, just rewrite the server rules, it's a matter of 30 seconds  :?
Title: Re: Version 0.270
Post by: Adamar on February 07, 2012, 12:16:55 am
lol, for a moment there I thought ladders were back on. Its way better now, we can jump to a roof from a hard spot, where the average noob cant and shoot people from there.

edit: and they can't complain now, because there are no ladders. :wink:
Title: Re: Version 0.270
Post by: cmp on February 07, 2012, 12:43:42 am
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.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 12:44:46 am
Wrong. Roof camping is allowed as long as it's not delaying, exactly like the rules say.

Then why did you remove ladders?  :?
Title: Re: Version 0.270
Post by: Tears of Destiny on February 07, 2012, 12:50:10 am
Then why did you remove ladders?  :?

To help cut down the amount of camping or defense bypassing, which it did.
Title: Re: Version 0.270
Post by: Chris_the_Animal on February 07, 2012, 10:09:52 am
I think rageball is too easy atm!

You have a good team with lots of agi whores and shoot one goal after goal and get x5 very easily!
Than i think there is the same time btw XP gain like in battles!
That makes Rageball a fast XP gaining game because u dont need much skill just ath!

maybe the devs can just make the time btw every xp gain a bit longer!
Title: Re: Version 0.270
Post by: Vibe on February 07, 2012, 10:30:02 am
Then why did you remove ladders?  :?

To prevent unreachable roofs duh
Title: Re: Version 0.270
Post by: Prpavi on February 07, 2012, 12:37:25 pm
The patches seem to be a constant switching between a cav fest and a ranged fest no helping that.

I personally prefer cav fest.

The thing that bothers me about the ranged in perticular are the xbows who are way too easy to use and the shotgunning that is back on EU_1 big time. Atleast lower the upkeep on plate so i dont lose 150K a gen using one to protect myself cuz around every corner an arbalest is waiting to take my life. Just playing atm and out of 6 deaths in this map 3 were xbows.

Good job on the the positive sides and condstant improvement, the balance is an hard thing to accomplish but the buff seems to be a bit too high this time a tad lower and i thing you got it.

As for the cav crying they are easier to dodge than bolts and arrows, a longer weapon helps  :wink: only thing u need to watch out is to spawn on time or else you just see Magandas couch in ur face. That also will never change ive come to terms with this.

The thing i suggest (if dooable) to "nerf" cav a bit and make them more vunerable is the weight of the armor to have an dirrect effect to the riding ability, something like wpf penalty with weapons. So the ammount of equipement you have  on a horse effects you riding speed so the tincans, shielders etc. ride a bit slower.
Title: Re: Version 0.270
Post by: bredeus on February 07, 2012, 12:48:25 pm
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.
Title: Re: Version 0.270
Post by: Adamar on February 07, 2012, 01:50:21 pm
Ladderpulting is sooo cool.
Title: Re: Version 0.270
Post by: Polobow on February 07, 2012, 03:56:47 pm
So, with the new adjustments, should i stab a horse in the head or in the legs now with my long spear?
Title: Re: Version 0.270
Post by: justjr on February 07, 2012, 05:58:28 pm
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?
Explain it better please.
Title: Re: Version 0.270
Post by: Adamar on February 07, 2012, 06:06:45 pm
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.

If there's no one else on the ground, to kill, then camping turns illegal.
Title: Re: Version 0.270
Post by: Overdriven on February 07, 2012, 06:19:28 pm
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.
Title: Re: Version 0.270
Post by: Dezilagel on February 07, 2012, 06:23:13 pm
Horses can be killed. Buildings can't.

Try killing a HA with a melee weapon   :?
Title: Re: Version 0.270
Post by: Adamar on February 07, 2012, 06:29:45 pm
Try killing a HA with a melee weapon   :?

get behind cover and you'll get your chance.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 06:31:48 pm
get behind cover and you'll get your chance.

Try killing a HA with a melee weapon who is not a complete retard and rides around corners, close to the walls.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 07, 2012, 06:49:07 pm
Try taking cover and waiting for flags you scrubs... Even the NA tards figured that out against Horse Archers.
Title: Re: Version 0.270
Post by: TurmoilTom on February 07, 2012, 06:55:28 pm
Try taking cover and waiting for flags you scrubs... Even the NA tards figured that out against Horse Archers.

No... only a few have caught on, unfortunately. *Sigh*

*Facepalm*
Title: Re: Version 0.270
Post by: Dezilagel on February 07, 2012, 07:02:49 pm
Try taking cover and waiting for flags you scrubs... Even the NA tards figured that out against Horse Archers.

The issue was about delaying, try again.
Title: Re: Version 0.270
Post by: cmp on February 07, 2012, 07:06:57 pm
A horse archer shooting and avoiding the enemy is not delaying. If only melee are left, their problem.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 07:08:21 pm
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?  :?
Title: Re: Version 0.270
Post by: cmp on February 07, 2012, 07:17:30 pm
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.
Title: Re: Version 0.270
Post by: Kafein on February 07, 2012, 07:22:59 pm
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.

Saying it's completely fair to shoot at melee all the arrows you have while slowly getting away on your horse, and being impossible to catch sounds like forgetting you're not alone playing the game. It's ok against bots though. But melee aren't bots afaik.
Title: Re: Version 0.270
Post by: cmp on February 07, 2012, 07:28:25 pm
Nope, it's just you being melee supremacists. We don't mind, but we also don't care much.
Title: Re: Version 0.270
Post by: Paul on February 07, 2012, 08:13:45 pm
Wait for MotF flag.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 08:17:41 pm
The problem is that horse archery was "invented" to gain the best possible advantage over the enemy, and although more or less every weapon in history was created with this idea in mind, horse archery brought it almost to perfection. (Within the corresponding state of science at that period)

Which means if you have the biggest advantage possible over your enemy, you are the most unfair opponent for him. This sounds okay in real life, but it is definitely a fail concept concerning a game that is supposed to be fun for everyone. Saying you don't care or mind shows a shocking amount of indifference.

Fact is, that horse archers only die if they risk too much or they decide to die. Which has no impact on their ability to attack any enemy they can see.

But I wouldn't nerf the class further. In my eyes the battle mode with the goal of killing the enemy team (which means killing is the goal) is the problem. 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.
Title: Re: Version 0.270
Post by: Overdriven on February 07, 2012, 08:29:25 pm
 :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  :)
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 08:33:58 pm
: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...  :?
Title: Re: Version 0.270
Post by: karasu on February 07, 2012, 08:35:25 pm
Holy crapola, are players actually ragin' about HA? Are you mad?

The last time I saw an HA actually being a pain in the ass was before the accuracy nerf months ago, and it was only Tuonela (bloody hell he's still a pain..).

If you're infantry, get a shield or use the environment while waiting for a mistake or until he runs out of ammo. It's not that hard.
Title: Re: Version 0.270
Post by: Overdriven on February 07, 2012, 08:37:21 pm
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...  :?

HAs on their own at the end of a level aren't particularly lethal. Annoying yes. But lethal, not so much. All an inf has to do is keep dodging and the HA will run out of arrows pretty fast. Either that or take some decent armour. My barbed arrows register 0 damage except with a decent speed bonus (another cav coming at me) against transitional armour for example. With bodkins an HA bleeds money horrendously fast, particularly as most ride arabians, coursers or destriers.

Just because your build is no good against it. Or your style of play is no good against it, doesn't mean anything about an HA should be changed or they should change their style of play. As there are other builds and players that have no trouble against them.

An inf will win if the HA makes a mistake. But that's equally true of inf vs inf.
Title: Re: Version 0.270
Post by: Lichen on February 07, 2012, 08:43:19 pm
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.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 08:48:58 pm
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
?
Title: Re: Version 0.270
Post by: Overdriven on February 07, 2012, 08:54:36 pm
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
?

- Arrows disappear quickly, just like weapons. By the end of a round an HA will be low and there will be very few arrows to find.
- If you were in a duel your only hope of winning is if the other person makes a mistake.
- More like 50-90%, if you dodge properly. HA vs decent dodging aware inf is actually pretty bloody hard. Most HA give up and move on. Problem is most inf aren't very good at it.
- If you don't want to make a build like that...then that's your problem.
- HA's require all their items, that's all slots + horse... 2h, or other inf can just carry one weapon around the battlefield to deal with most classes. If you want to be truly viable, take a little extra.

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.

You balance them by giving them not all that great accuracy and a damage nerf. Which is what they are now.

Shielders are also pretty much immune unless they are locked in melee or get bumped by other cav. Bump shooting is hard to pull off and easy for aware inf to counter.
Title: Re: Version 0.270
Post by: Joker86 on February 07, 2012, 09:03:44 pm
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.

Actually it's something different. In least cases I get killed by HA's. I just don't grudge them most of the advantages they have.
Title: Re: Version 0.270
Post by: Chris_the_Animal on February 07, 2012, 09:16:36 pm
Another thing about the marketplace:

Before the new patch u could see the base price of the weapon or equip when u just go with the mouse over the requested price!
Now!! this feature is disabled
so everytime i want to sell sth not loomed at the marketplace i have to look at the normal equipment shop and look how expensive it is there! thats for people who dont have a good internet connection really annoying!
I hope this will be resolved

(maybe i am the only one with that problem but i dont think so)
Title: Re: Version 0.270
Post by: Adamar on February 07, 2012, 09:28:08 pm
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.
Title: Re: Version 0.270
Post by: Kafein on February 07, 2012, 09:58:09 pm
Nope, it's just you being melee supremacists. We don't mind, but we also don't care much.

I actually don't see any problem about this from my point of view. But I do think round ends with HA vs melee tend to be onesided. I also think "solving" this would cause much bigger problems, just like with any of the "end round" issues.
Title: Re: Version 0.270
Post by: cmp on February 07, 2012, 10:03:39 pm
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).
Title: Re: Version 0.270
Post by: Kafein on February 07, 2012, 10:06:17 pm
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).

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.
Title: Re: Version 0.270
Post by: Kajia on February 07, 2012, 10:30:05 pm
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.

maybe the guys complaining should just protect the archers in their own team, so there would be no reason for whining. ever heard of cooperation/teamwork/you-name-it ?

as a different example, today i brought a long spear with one of my alts, and every time i encounter enemies all my teammates disappear bc they dont care about other individuals - like 'everybody for himself' - and thats just bullshit, why should i bring a long spear for in the first place? it's not exactly the best weapon to use alone against many, but a weapon to help others.
same principle applies to archery - archers help to kill enemies, but they can't work if they aren't protected or there are not enough of them.

now, if there is a single one left, ha or archer, doesn't matter, then it's just the way it is, none to blame imo. it's a battle simulation, deal with it.
don't think with your e-peen, use the brain.
Title: Re: Version 0.270
Post by: buba on February 08, 2012, 01:01:07 am
People seem to try to balance the game in the 1v1 situation.
While i think the game should be balanced around team play.

HA's are probaly the weakest class their is, for the very high price compared to the upkeep.
Remeber, that a dedicated HA, can only shoot arrows from horseback.
We dont have ath, low HP, no melee and we usely ride on unarmored horses becouse of said upkeep and lack of manoeuvrability with the heavy ones.
Our counter is anyone that can trow or shoot something, with our armor and low hp you dont need PD8 either.

If people decide to run of like a headless chicken, and we pick em off, is that a balance problem?
If a team splits up and a small group finds itself without ranged support, is that a balance problem? etc etc.

I know its not fun to get sniped from a enemy that you can not reach, but thats basicly one of the few features a HA can do.
And like it was said before, our ammo (of crap arrows becouse again... the upkeep) does run out. Not even talking about aware inf that time their dodges to my stringing of the bow.
And oh, the armor, you ever tried to kill someone with tatar arrows or lower while he is wearing higher tier mail/plate?
Basicly 60% of the enemy team is of limits till the end of the round, when evryone is beat up a bit.

So yea, HA's are fucking annoying but thats pretty much what we are.
And yes their are a handfull that actually manage to get a good D/K ratio, but damm, they would rule any class.

 

Title: Re: Version 0.270
Post by: Mtemtko on February 08, 2012, 01:46:38 am
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.


Hmh, I as a HA  stay alive and shoot enemy players from horseback until im the last man standing in my team, not a second before (or depends on situation, i can also go on ground if my odds with my teammates against the enemies seem even/I dont have arrows). But when im the last man standing, I always dismount and go melee not caring about how useless I am in melee and how many arrows I have left. (unless im lucky enough to find a bec or a GLA laying around me) I guess every HA should play like this, maybe make a rule? .. Just dont go nerfing a class because of the way it can change the last part of the round -__-, otherwise during the whole round HAs are pretty much useless. ;cav, cav everywhere! fucked up horse head hitboxes and 5-10 arrows per horse dont help at all, even a single lancer can kill a fuckton more enemies and do more damage to a team in a single minute than a HA in the whole match. And its "not" as if cav to ha ratio is atleast 30:1, seeing some 6 active horse archers in the EU servers.
Title: Re: Version 0.270
Post by: cmp on February 08, 2012, 01:51:37 am
Who said anything about nerfing HAs? Right now it's probably one of the classes that least deserves a nerf...
Title: Re: Version 0.270
Post by: Mtemtko on February 08, 2012, 01:53:16 am
Who said anything about nerfing HAs? Right now it's probably one of the classes that least deserves a nerf...

Explain that to people that think everything that cant be countered without changing their builds should be removed.
I really do hope their whining wont get to you (as in all devs)
Title: Re: Version 0.270
Post by: Adamar on February 08, 2012, 02:15:09 am
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
Title: Re: Version 0.270
Post by: Gnjus on February 08, 2012, 08:38:31 am
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:
Title: Re: Version 0.270
Post by: Adamar on February 08, 2012, 12:40:55 pm
He was probably suiciding/leeching, most likely had some porn playing in another window so he couldn't be bothered with playing.  :wink:

Was that you? Thanks man.
Title: Re: Version 0.270
Post by: Ozin on February 08, 2012, 12:52:55 pm
There is too much killing in this mod. Nerf all weapon damage by 50%.
Title: Re: Version 0.270
Post by: Tennenoth on February 08, 2012, 12:58:39 pm
There is too much killing in this mod. Nerf all weapon damage by 50%.

That would only delay the inevitable.
Title: Re: Version 0.270
Post by: Gnjus on February 08, 2012, 01:27:35 pm
Was that you? Thanks man.

Unfortunately no, i don't do suicide charges into enemy shieldwalls, i usually bump clusterfucks just wiping whatever gets in my way (mostly teammates tho) and there's always at least one aware jumper that gets me.  :wink:
Title: Re: Version 0.270
Post by: Turkhammer on February 08, 2012, 05:16:35 pm
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).

Finally, a reasonable point of view.
Title: Re: Version 0.270
Post by: justjr on February 08, 2012, 05:32:17 pm
That would only delay the inevitable.
I hate delays.
Buff all weapons by 50%.
Title: Re: Version 0.270
Post by: Rangerbob on February 09, 2012, 03:08:00 am
Only thing that really needs to be done about HA is make sure that the flags come up at 1:30 seconds before the end of the round.  I'm not sure if its a map issue or a crpg issue but as long as you can avoid the draw every round with flags theres no need to do anything else.
Title: Re: Version 0.270
Post by: DrTaco on February 09, 2012, 04:27:08 am
Now the problem with Rageball is that once one team has even 1 more player it's one sided as shit!
Title: Re: Version 0.270
Post by: okiN on February 09, 2012, 12:48:16 pm
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.
Title: Re: Version 0.270
Post by: Christo on February 09, 2012, 01:53:34 pm
Indeed.

Positioning is the key.
Title: Re: Version 0.270
Post by: Polobow on February 09, 2012, 05:27:11 pm
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.

However, if that is the same on teams, then yes, 1 player does make the difference. If everyone for example guards a person, there will be 1 person always free. ( If positioned correctly.)
Title: Re: Version 0.270
Post by: F i n on February 09, 2012, 06:53:27 pm
yea there isnt any new armour,nerf cav and buff xbow and throwing..rageball is more important :P

That kinda sucks though.
Title: Re: Version 0.270
Post by: F i n on February 09, 2012, 08:51:41 pm
Guys.

You have just failed to reintegrate one of the most important classes in crpg.

All existing classes were balanced by nature. There is one easy prey for every class and one absolute nemesis. For inf its archers. For archers its cav, for cav its pikes. And so on. Deal with it. Play with your team and you can win. Simple is that!?

But you just killed some of those "natural" classes (throwing, ranged) and now you're wondering why ppl explain that cav gets op? Or why Archerst think about getting a horse?! 

Balancing before 2.6 was very good. There was no superior class (and with superiour i only mean flying horses or gattling-gun-archers)!

Of cause you get killed by archers every round when charging the enemy just because you think your soooo fuckin good that you can kill any ranged guy just by charging in - swinging your massive iron sword.

And yeah some of those archers really are kind of overpowered... Not because of a superior class but their individual skill.

But still you rage on the server - and you ask for a ranged nerf on the forums after your affected ego has been restored.



Seriously there is no reason that justifies a continuous DRASTIC adjustment of damage, armor and weapon stats.




But thats exactly what you're doing ... and thats the result:

Ranged seems too strong --> nerf ranged --> cav gets stronger, no inevitable threat (arrows) anymore --> nerf cav --> infantry has no opponents anymore, gets stronger --> nerf inf --> no class is dealing any damage anymore (sarcastic) -----> mod dead  (true)

Thats what WE should do:

Ranged seems too strong --> give a fuck if some idiots are ranting --> idiots stop playing or transform into nonidiotic lifeforms --> more teamwork --> more tactics --> new builds --> more threats for ranged (BUT THEY CAN STILL USE THEIR CLASS ! ! ! ... talkin bout throwers...) --> no hating, flaming or raging --> more love --> mod gets pregnant and gives birth to its child called "Fun"

Bottom line is...

I really appreciate your work on that mod. I also love the ppl in that community. At least most of them. And its kind of a shame that some really good player's classes get messed up after really bad players (AND NASTY PEOPLE) complained about their skill - if that even was the reason for the nerf!?!?

Please just give the little "Fun" at least a little chance to grow up. I lost mine with my beloved Built. R.I.P Throwing_DoG_Fin. May the Admins be graceful and make you live again.

love

Fin  :cry:
Title: Re: Version 0.270
Post by: Tears of Destiny on February 09, 2012, 09:05:59 pm
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.
Title: Re: Version 0.270
Post by: bravesquirrel on February 09, 2012, 09:20:47 pm
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.

Agree, you're all just selfish bastards.

Who are you all to accuse me of delaying just because it's 1v22?  There's still 4 minutes left?  Great, more time for me to work with.  Yea, I see those flags are up and there's a dozen guys standing on it, but I can take out AT LEAST one more of these other dozen guys chasing me with the 6 bolts I have left.  Approach the flags?  Sounds like a good way to lower my KD, bro.  The other 100 whining scrubs in the server just need to get good 8-) Stop be so selfish, jeez.
Title: Re: Version 0.270
Post by: F i n on February 09, 2012, 09:47:34 pm
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.

Whats easier... hitting a moving target, or one that stands still? What makes it stand still?

And btw. any good pikeman is able to kill a charging cav. Archers do shit against a plated charger with a plated rider.
especially after 2.6.

Though i know what you mean. And you're right. But you'd agree on my opinion that "nerfing" just makes everything worse?
Title: Re: Version 0.270
Post by: Gristle on February 09, 2012, 09:59:35 pm
Valid complaints for last patch, Fin, but I don't think it applies anymore. Everything feels balanced again, at least to me.
Title: Re: Version 0.270
Post by: DrTaco on February 09, 2012, 10:04:23 pm
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.

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!
Title: Re: Version 0.270
Post by: F i n on February 09, 2012, 10:12:36 pm
Valid complaints for last patch, Fin, but I don't think it applies anymore. Everything feels balanced again, at least to me.

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!
Title: Re: Version 0.270
Post by: okiN on February 09, 2012, 11:56:07 pm
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!

You're not making any sense. Doesn't matter if it's 11 vs 10 or 25 vs 26, the difference is small and it's 100% winnable if the smaller team plays a little better.
Title: Re: Version 0.270
Post by: DrTaco on February 10, 2012, 12:16:25 am
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.
Title: Re: Version 0.270
Post by: Gristle on February 10, 2012, 12:29:42 am
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!

Haven't been a shielder for a few months, but I suppose I have been a tincan these days. Body shots were buffed. Not to what they were pre-.26, but certainly better than what they were in .26. Now, hits to the arm, they don't hurt much anymore. That goes for all damage, not just range, so I don't mind it.

But you want to talk Throwing specifically? OK. Using myself as an example, how many axes to the body do you think it should take to kill a person with 68 body armor and 50 hit points? I use an Arbalest, and it takes me 1 to 3 shots to kill most people, but rarely less than 2. As for shooting myself, I would be very lucky to survive more than 2 body shots, however I do believe I could survive 2 arm shots and a body shot (I survived a similar situation recently). That's how drastic the body damage compared to arm damage is.

Let's talk ammo: You get 3 Throwing Axes per slot, so I figure you'll bring 9 or maybe 12. I get 13 bolts (increased due to heirloom, a perk which throwing could use), but I'm lucky to fire half of them due to my long reload time. How many projectiles do you usually get to throw a round?

Now this is where I actually see a real problem. Let's talk cost:

Throwing Axes x4: 13,496
Heavy Throwing Axes x4: 18,104
Arbalest: 18,796

For that price difference, regular Throwing Axes should not and do not compare to my Arbalest in effectiveness. However, Heavy Throwing Axes, which DO compare in price, do not compare in damage. To continue:

Javelins x4: 18,508 (OK)
Throwing Spears x4: 27,908 (What)
Jarids x4:  28, 724 (No)
Throwing Lances x4: 32,420 (Oh, come on)

I understand that these numbers are skewed based on the price of all 4 slots they take up, and it's incredibly unlikely for all 4 to break at once. Still, the thrower will ultimately pay more than I do for my Arbalest and bolts. if Throwing Lances are going to cost that much, they should be a guaranteed 1 shot kill no matter where they hit. Hell, you need Power Throw 7 just to use them, and that severely limits your build options, as well as the wpf restrictions severely limit your armor options. Is that why the prices are so high? Dedicated throwers aren't able to wear armor, so they're forced to pay so much more for their weapons to compensate?

I don't really want to go much further here, as I feel I'm going off topic. What I perceive to be the problems for throwing existed long before patch .26. So, Fin, while I agree Throwing still needs help, I also contend that the problems of .26 were mostly removed in .27.
Title: Re: Version 0.270
Post by: F i n on February 10, 2012, 01:18:10 am
ok. thanks for your detailed answer mate.

To be honest i havent played on 2.7 with my thrower. After i couldn't read anything about throwing buff "chadz solved" in the changelog i just got pissed  :). 

I think the cost is cool... if you think about damage per second. I got around 4 shots while you're reloading your arbalest.

But anyways the axe Damage - especially cus its cut - not pierce - still felt very very very low. I first thought they decreased not only the ranged damage but also cut dmg effectivity itself...

How many axes / round ? Well 11 by throwing. Last one is backup & melee only. Used to have 5 or 6 pt depending on generation... had some weird rule like gen 1,3,5,7, etc. has 5 pt and 2,4,6 was 6. Anyways...

I could kill any enemy with 2 axes and 1 or 2 hits with the axe max. Even the plated ones.
When i last played with my thrower it was like 4 axes on an archer and 1 swing to the chest. Then he jumped out of my range, ran away and gave me a headshot. (He was on that nomad robe thing, i was on a heraldic mail + surcoat + polished gauntlets + Great helmet + skyns).

I was like... what the fffffrespec.


Anyways i was not talking about unnerfing throwing. I just wanted to say that nerfing itself makes that mod kinda hard to "master". And that maybe at some point we should stop reinventing the whole fightingsystem over and over again and let it roll!

How to develope a unique playstyle and good teamwork while the gamebasics (like should i take cover or not - is that arrow gonna hurt or not? Should i fall back and wait for mates or can i kill that peasant with 12 throwing axes without getting smashed like a bug?) change every month?

And i think that it sucks when a build, which once worked out pretty well gets useless.

Im gonna check it out though. Maybe its kind of a mind thing... and they just FEEL nerfed.



Hmm chadz? Did you guys actually adjust the ranged damage since 2.6 - especially throwing? Was wondering.

Title: Re: Version 0.270
Post by: Gristle on February 10, 2012, 01:33:16 am
I agree with you. I hope this was the last batch of major stat changes. Somethings need a buff, but I don't think anything needs a nerf.
Title: Re: Version 0.270
Post by: okiN on February 10, 2012, 11:32:20 am
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.

Can't you just stop spouting this bullshit? A difference of one player won't leave all your teammates tied up in 2vs1 fights. That should be completely obvious to anyone with even half a brain. If there's nobody to pass to, it's because nobody on your team has played himself into a good position, not because the other team has a single extra player.
Title: Re: Version 0.270
Post by: Teeth on February 10, 2012, 11:45:14 am
In Rageball's current state I think a team of 10 good, sensible players that are focused on the objective, can beat a 20 player team consisting of the current average Rageball player.
Title: Re: Version 0.270
Post by: Prpavi on February 10, 2012, 11:51:01 am
The ammount of archers is steadly increasing daily...

too bad
Title: Re: Version 0.270
Post by: Arrowblood on February 10, 2012, 01:22:31 pm
nerf  all non mw bows and problem is solved. :shock:
Title: Re: Version 0.270
Post by: _Tak_ on February 10, 2012, 01:58:15 pm
nerf  all non mw bows and problem is solved. :shock:

Buff Longbow speed or decrease all other bow speed by 4 to make it balance with longbow
Title: Re: Version 0.270
Post by: F i n on February 10, 2012, 05:29:57 pm
Archery is fine... god damn it.  :o

We were talking about RANGED in general.
Title: Re: Version 0.270
Post by: karasu on February 10, 2012, 09:34:11 pm
  So now we have 2 constantly high populated siege server (thank the heavens)!

  But another problem arises.

  Admins on Siege servers were already scarce throughout the day. Haven't seen an admin on EU_5 the whole day p.e. (bad luck or reality, whichever) and I've been online a lot today.

  As usual, saw more than 1 admin in battle at the same time.

  I know no one is forced to play another mode, specially on a free mod, but honestly it's about time Siege gets some upper love, specially with the great job Jacko has been doing so far.

  There are plenty of capable players, actually willing to help the community and it's constant the team killing on purpose, grieving, defenders opening gates, exploiting, etc, in these types of servers. I know it very well, and so does my beautiful picture gallery entitled "cRPG scumlist of evil doers".

  Keep this in mind please, show some love to Siege, since it's not dying as supposed to.
  Save the Siege, save the world!


Cheers and best regards, truly yours,
Rage God.



(click to show/hide)
Title: Re: Version 0.270
Post by: Leshma on February 10, 2012, 10:04:27 pm
Dammit
Title: Re: Version 0.270
Post by: Prpavi on February 13, 2012, 12:04:40 pm
no ranged crying here for 3 days?

well i guess archery and xbows are "viable" again.  :rolleyes:
Title: Re: Version 0.270
Post by: F i n on February 13, 2012, 02:02:22 pm
was not crying :(

was thinking :(
Title: Re: Version 0.270
Post by: Gristle on February 13, 2012, 04:24:53 pm
As they say, no news is good news. No problems? No posts.
Title: Re: Version 0.270
Post by: Osiris on February 14, 2012, 12:19:34 am
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
Title: Re: Version 0.270
Post by: karasu on February 14, 2012, 01:07:19 am
(click to show/hide)
Title: Re: Version 0.270
Post by: Tazman on February 14, 2012, 10:13:27 am
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?
Title: Re: Version 0.270
Post by: The_danish_lost_viking on February 14, 2012, 06:39:08 pm
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?

Mé too, i just click cancel because i wount Update anyway
Title: Re: Version 0.270
Post by: cmp on February 14, 2012, 06:55:03 pm
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?

Should be fixed in ~10 mins.
Title: Re: Version 0.270
Post by: F i n on February 14, 2012, 11:10:25 pm
(click to show/hide)

I love the nords :(
Title: Re: Version 0.270
Post by: cerkosan on February 14, 2012, 11:44:19 pm
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

Must agree... 2 arrows in ass from behind and courser goes down... real hard to survive... expensive to upkeep horses and as a horseman having hard time to fight on foot with 0 athletics... no fun... but soon retirement and than archer... so leave archers as they are... if horses changed than HA will be as it used to be  :lol:   
Title: Re: Version 0.270
Post by: Tazman on February 15, 2012, 11:53:50 am
Should be fixed in ~10 mins.

Thx...it works.
Title: Re: Version 0.270
Post by: F i n on February 15, 2012, 01:01:41 pm
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

As i learned in this forum its a non linear damage system. So damage depends on many different things. Eg. Headswings(2h), Speed of your Horse, Heirloomlevel, Skill :P
If it happens 1 or 2 times it's just bad luck. If it happens all the time, you should: ...

Problem: Horse dies too fast on Arrows .
Solution: Avoid Archers.

Problem2: Horse dies after 1 Hit with a 2h
Solution: Dont Charge 2h head on!
Reason: If a 2 h stabs or swings at the head of your horse (When attacking frontal)

it's headshot/hit + speeddamage+ strongest class in game = Dead. 
(You can even Kill Full Plated Riders with one good stab to their head)


AND: Cav is pretty weak when charging alone. Only in a group of  at least 3 horses (+Ppl riding them) you're stronger than any other class...

I don't understand why ppl always complain about their own faults. Like when an Archer says: My bow does no damage while shooting on trees instead of enemies... :O

Though, i know you Osiris. Wouldnt be any problem to just dismount for a while and wait for another patch. Youra good footman too ;).

Peace.
Title: Re: Version 0.270
Post by: ManOfWar on February 15, 2012, 01:55:27 pm
Oi

What is with the ninja nerf to my Italian Sword?
Title: Re: Version 0.270
Post by: EyeBeat on February 15, 2012, 02:59:39 pm
Oi

What is with the ninja nerf to my Italian Sword?

Move out the way.  I will be number 1 sword and board now!

Thrust was too powerful IMO.
Title: Re: Version 0.270
Post by: Osiris on February 15, 2012, 05:20:02 pm
im not raging too hard about arrows or head hits. but the buff to damage against the legs of the horse is just too much imo :P
Title: Re: Version 0.270
Post by: rustyspoon on February 15, 2012, 05:23:39 pm
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.
Title: Re: Version 0.270
Post by: Armpit_Sweat on February 15, 2012, 08:07:28 pm
Oi

What is with the ninja nerf to my Italian Sword?

visitors can't see pics , please register or login



(click to show/hide)
Title: Re: Version 0.270
Post by: Sagar on February 15, 2012, 08:08:33 pm
What is new about this patch?
Title: Re: Version 0.270
Post by: cmp on February 15, 2012, 08:51:52 pm
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..
Title: Re: Version 0.270
Post by: Rhaelys on February 15, 2012, 08:53:52 pm
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.
Title: Re: Version 0.270
Post by: Joker86 on February 15, 2012, 09:20:40 pm
ManO stop taking whatever it is you are on.

Actually I always copy all item stats from the website after each new patch, and unless I screwed up the text files the Italian Sword really wasn't touched at all.
Title: Re: Version 0.270
Post by: Spawny on February 15, 2012, 09:29:36 pm
Italian sword always had +1 pierce compared with the knightly arming and it still has.
Title: Re: Version 0.270
Post by: MrShine on February 16, 2012, 05:46:20 am
I see new patch after this version... ninja?
Title: Re: Version 0.270
Post by: BerG on February 16, 2012, 10:26:27 am
I want cRPG launcher show only affected files. Remove this annoying "is up to date" spam.
Title: Re: Version 0.270
Post by: Tavuk_Bey on February 16, 2012, 04:57:49 pm
yayyy! bashibazouk armours are uploaded, lovely :D let's see when they are going to put those items on market :D
Title: Re: Version 0.270
Post by: Bjarky on February 16, 2012, 05:14:59 pm
yayyy! bashibazouk armours are uploaded, lovely :D let's see when they are going to put those items on market :D
for real  :shock:
gimme some pics pls  :D
Title: Re: Version 0.270
Post by: Tavuk_Bey on February 16, 2012, 06:58:39 pm
for real  :shock:
gimme some pics pls  :D

well, just install the openbrf program and then you'll be able to browse brf files in your c-rpg\resources folder  :wink:
Title: Re: Version 0.270
Post by: Bjarky on February 16, 2012, 07:04:33 pm
argh so much work  :P
Title: Re: Version 0.270
Post by: Stabby_Dave on February 18, 2012, 01:08:24 am
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.
Title: Re: Version 0.270
Post by: Nehvar on February 18, 2012, 03:53:33 am
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.

Yes, substantial loss of FPS when the server is populated. (80+)  I thought it might be the new dejawolf/zimke resource files but the problem persists after switching them with Meow's optimization files. (Which I was using previously to be clear.)
Title: Re: Version 0.270
Post by: Overdriven on February 18, 2012, 04:08:48 am
I've been noticing this as well. At first I thought it was just my computer. But it doesn't happen with any other game. Playing siege today though I actually had to turn off corpses completely in order to reduce the effect of it as well as turning down a couple of other things. I've never had to do that before as I've always had everything on max and other warband mods don't have this issue.
Title: Re: Version 0.270
Post by: Tazman on February 18, 2012, 09:28:00 am
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.

I don't have problems with the fps. My fps are stable.
Title: Re: Version 0.270
Post by: Beauchamp on February 18, 2012, 11:38:22 am
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?
Title: Re: Version 0.270
Post by: Tavuk_Bey on February 18, 2012, 12:49:41 pm
Anyone else have worse fps after the last patch? Mine dropped a good 20 fps.

im lagging as hell and my fps is lurking around 50, which was ~80 before the patch. i don't know if it's caused by my shitty 3rd world internetz provider or the overpopulated servers..
Title: Re: Version 0.270
Post by: Christo on February 18, 2012, 12:56:41 pm
FPS is fine for me.

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.
Title: Re: Version 0.270
Post by: Dravic on February 18, 2012, 12:59:26 pm
Tavuk, I think you misunderstood something.

FPS = frames per second, depends on your computer performance and game optimalisation, lower = worse, at about <20 causes some serious frames lss, making the game unplayable

Lag = the latency between your computer and the server connected to each other by internet, depends on your internet provider and server localisation, lower = better, at about >100 it starts to be really hard to play, at >200 you can't move straight without being pushed on the sides (causes an effect of "WUT I DONT KNOW WHY AM I GOING THE.... - you're dead) etc, at >500 you are lucker to stay on server, but if you stay... well good luck going out of spawn,
Title: Re: Version 0.270
Post by: Tavuk_Bey on February 18, 2012, 02:25:25 pm
(click to show/hide)

of course i know ze differency between the terms "lag" and "fps". but for my case when my ping increases, my fps starts dropping, gives me terrible lagspikes idk why this happens, especially after the release of last 2 patch this has been occuring more often.

(click to show/hide)

i know that feel christo, especially when blocking thrust attacks.
Title: Re: Version 0.270
Post by: Christo on February 18, 2012, 02:52:31 pm
Gah, tell me about it.

It lead to a RQ the other day, about three slashes went through my defence like that in a row.
And I'm not tapping the block button, either.
Title: Re: Version 0.270
Post by: Zerran on February 18, 2012, 03:02:30 pm
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.
Title: Re: Version 0.270
Post by: Christo on February 18, 2012, 03:26:15 pm
This has seemed to be happening more often as of late.

Sadly.
Title: Re: Version 0.270
Post by: Nehvar on February 18, 2012, 09:35:52 pm
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?

Here. (http://forum.c-rpg.net/index.php/topic,25836.0.html)
Title: Re: Version 0.270
Post by: Butan on February 18, 2012, 11:13:52 pm
My FPS always been a problem, but its now a major issue since patch.

Tried every combinations of texture packs I could find, and lots and lots of video game settings.


Actually with low video settings, texture optimization installed I have between 10 and 100 FPS (tried it for 2 days on multiple map cycle on eu_1). Before it was between 40 and 120, and many maps were less laggy than that.

Not to say even if it range from 10 to 100, I'm spending 90% of the time in the dangerously unplayable 20/30 FPS, which led to +300% chance to TA/TK and a disapointing K/D.
Title: Re: Version 0.270
Post by: Gnjus on February 18, 2012, 11:36:47 pm
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.
Title: Re: Version 0.270
Post by: Christo on February 18, 2012, 11:39:32 pm
 :lol:

That made me lol.

I'm sure you know that they mean Frames per second, but that's just so true..
 :mrgreen:
Title: Re: Version 0.270
Post by: Gnjus on February 18, 2012, 11:43:45 pm
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.

Edit: before i came to EU1 i was on EU4 for 3 rounds, all i could do is camp the tower since there was literally half of the server population sharpshooting around (like 15 out of 30). I thought to myself "Hey, screw this, if all these assholes are here then EU1 should be better". Yeah right.
Title: Re: Version 0.270
Post by: Kafein on February 18, 2012, 11:46:42 pm
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.

+ the fact that the enemies are on the lower level pretty much means they were the last survivors.


Facking bullshit.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 18, 2012, 11:46:45 pm
Also a shitty map, with a main camping tower and at least four minor camping towers.

We need to discourage any map with any sort of "defensive location" that only has one set of stairs up.
Title: Re: Version 0.270
Post by: Kafein on February 18, 2012, 11:47:56 pm
Also a shitty map, with a main camping tower and at least four minor camping towers.

That map is only barely worse than the median map on the ranged-friendliness scale. At least on EU_1.
Title: Re: Version 0.270
Post by: Zimke Zlovoljni on February 19, 2012, 12:04:45 am
Just looked at dejawolf brf and drop of fps could, just could, be associated with duplicated textures and materials in brf, can anyone who has the issues put this file into cRPG resource folder and let me know if it helps:

http://www.mediafire.com/?bj9clcjjbj3vatk (http://www.mediafire.com/?bj9clcjjbj3vatk)

If it does helps meow could add it into his optimized files.  :wink:
Title: Re: Version 0.270
Post by: Hideyoshi on February 19, 2012, 03:13:26 pm
RGL Error

Mesh names should have atleast 2 characters: rename "", in file "Modules/cRPG/Resource/dejawolf.brf
Title: Re: Version 0.270
Post by: Beauchamp on February 19, 2012, 11:35:16 pm
Here. (http://forum.c-rpg.net/index.php/topic,25836.0.html)

ty! i gotta say that with these files the game runs way more smoothly than before. now its even playable :)
Title: Re: Version 0.270
Post by: Old_Sir_Agor on February 20, 2012, 08:19:06 pm
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
Title: Re: Version 0.270
Post by: Gnjus on February 20, 2012, 09:30:42 pm
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:
Title: Re: Version 0.270
Post by: Old_Sir_Agor on February 20, 2012, 09:44:27 pm
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, who was outside all dead because it was allready on screen 14 vs 37, and look even if it was 20 ranged we have what ? like 40 melee in team, and who said to me about melee and camping, gnjus you are tincan with maul, much time you also hide some where and camp stairs towers and ruins.
Title: Re: Version 0.270
Post by: Gnjus on February 20, 2012, 10:21:44 pm
come on gnjus i say true

Ofc, you're a renown truth-teller.
(click to show/hide)
Title: Re: Version 0.270
Post by: karasu on February 21, 2012, 02:18:00 am
>join eu_1
>see this
>wat do


(click to show/hide)
Title: Re: Version 0.270
Post by: Mylet on February 21, 2012, 02:26:35 am
>join eu_1
>see this
>wat do


(click to show/hide)

Tor is telling you in that screenshot what to do silly!
Title: Re: Version 0.270
Post by: Leshma on February 21, 2012, 02:50:43 am
Actually he was telling me, Nords are on TS, no need to tell them what to do via chat.

We waited till last minute and lost.
Title: Re: Version 0.270
Post by: Memento_Mori on February 21, 2012, 05:27:46 am
*looks at screenie*
:shock:



Teamwork?
Title: Re: Version 0.270
Post by: Paul on February 21, 2012, 09:50:53 am
MotF
Title: Re: Version 0.270
Post by: Kafein on February 21, 2012, 12:14:50 pm
MotF

Except when the map designer forgot about them, or placed them in camping spots.
Title: Re: Version 0.270
Post by: Old_Sir_Agor on February 21, 2012, 12:53:06 pm
again this is type of map , it is easy win when you camp thos gate tower, and yesterday we won enough when we camp this, but still if all inf died down there , archers on top suck like hell, when inf and shielders rush up.
Title: Re: Version 0.270
Post by: Leshma on February 21, 2012, 01:32:46 pm
We have plenty of those, siege like maps, on battle server. Actually every single custom map that was ever created for c-rpg mod is way worse than native maps, balance wise. That includes open plains or how I like to call them, official Great Khans map pack.
Title: Re: Version 0.270
Post by: Overdriven on February 21, 2012, 01:55:17 pm
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.
Title: Re: Version 0.270
Post by: Leshma on February 21, 2012, 01:58:35 pm
Yeah, we should wait. Whole point of battle mode is to wait for 5 minutes until flags show up :rolleyes:
Title: Re: Version 0.270
Post by: Gurnisson on February 21, 2012, 02:38:05 pm
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.

Which is what you get in crpg. The average IQ is not to be overestimated.
Title: Re: Version 0.270
Post by: Jarlek on February 21, 2012, 02:38:17 pm
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.
Title: Re: Version 0.270
Post by: karasu on February 21, 2012, 02:57:28 pm
That reminds me why I love Siege. Then again, no admins in Siege = anarchy.  So hmmm, anarchy vs. campfest. Obvious winnar is RL quality time or another game. :D
Title: Re: Version 0.270
Post by: Leshma on February 21, 2012, 03:13:29 pm
Fail Leshma is fail. It only takes 1 minute for flags to appear.

So you can summon flags at 5 minute mark?
Title: Re: Version 0.270
Post by: Jarlek on February 21, 2012, 07:35:08 pm
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.
Title: Re: Version 0.270
Post by: Son Of Odin on February 21, 2012, 09:14:16 pm
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:.
Title: Re: Version 0.270
Post by: Leshma on February 21, 2012, 09:35:19 pm
Well, I knew that it takes one minute of peace for flags to spawn but I never thought you can do that right at start. Thought it was only possible in last two minutes or so. That can be abused, thankfully we have plenty people who don't care about it.
Title: Re: Version 0.270
Post by: Kato on February 22, 2012, 12:17:48 am
Master of the field:

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/topic,186984.15.html
not sure if its exactly the same in c-rpg
Title: Re: Version 0.270
Post by: Jarlek on February 22, 2012, 12:47:01 am
Master of the field:

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.
Title: Re: Version 0.270
Post by: Malaclypse on February 22, 2012, 01:07:20 am
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.

I'd like to see this as well.
Title: Re: Version 0.270
Post by: Kafein on February 22, 2012, 01:24:28 am
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.

Would be a good thing.
Title: Re: Version 0.270
Post by: karasu on February 22, 2012, 01:28:34 am
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:
Title: Re: Version 0.270
Post by: Jarlek on February 22, 2012, 03:04:24 am
Then GK happens.  :lol:
And? As long as the flag positions are placed properly (yeah right  :rolleyes:) this wont be a problem.

So, any ideas on how to do anything about that? If I remember correctly, the flags are taken at a slower rate if the guys are on horseback. Maybe block it comletely? Sure, they could just remount, but a quick QQF would fix some of that.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 22, 2012, 03:34:02 am
Flags can not be raised by mounted people already.
Title: Re: Version 0.270
Post by: LastKaze on February 22, 2012, 10:13:06 pm
Is there anyway to get rid of xbow cav next patch?
Title: Re: Version 0.270
Post by: karasu on February 22, 2012, 10:17:37 pm
nope.jpg
Title: Re: Version 0.270
Post by: _Tak_ on February 22, 2012, 10:43:32 pm
Flags can not be raised by mounted people already.

i suggest this before but the dev ignore...
Title: Re: Version 0.270
Post by: Paul on February 22, 2012, 11:32:13 pm
What did you suggest?
Title: Re: Version 0.270
Post by: _Tak_ on February 22, 2012, 11:37:57 pm
What did you suggest?

horseman should be able to capture flag if only they stand near it
Title: Re: Version 0.270
Post by: Paul on February 22, 2012, 11:48:30 pm
Horsemen can only raise flags if they dismount and stand near it. It's been like that forever.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 22, 2012, 11:57:56 pm
Which is what I said  :rolleyes:
Title: Re: Version 0.270
Post by: Jarlek on February 23, 2012, 12:51:21 am
Which is what I said  :rolleyes:
And which is how it should be :D
Title: Re: Version 0.270
Post by: HarunYahya on February 23, 2012, 06:24:53 am
visitors can't see pics , please register or login
Title: Re: Version 0.270
Post by: _Tak_ on February 23, 2012, 08:43:02 am
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?
Title: Re: Version 0.270
Post by: Teeth on February 23, 2012, 10:36:18 am
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.
Title: Re: Version 0.270
Post by: _Tak_ on February 23, 2012, 05:36:25 pm
That is a shit idea, the way it is now succeeds in not making cav overpowered in flag situations.

It won't be a OP because horseman has to stand near the flag to capture it. And beside enemy could kill the horse while capturing the flag. Plated charger? It only last for few hits lol
Title: Re: Version 0.270
Post by: karasu on February 23, 2012, 07:20:04 pm
C'mon Alex, you can do better than that.  :lol:
Title: Re: Version 0.270
Post by: Kafein on February 23, 2012, 09:04:32 pm
It's a very minor issue, changing how it works would have a negligible impact on the mod. Horses would be useless for taking flags, even if they actually could.
Title: Re: Version 0.270
Post by: Leshma on February 23, 2012, 09:07:17 pm
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.
Title: Re: Version 0.270
Post by: karasu on February 24, 2012, 12:31:18 am
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.

visitors can't see pics , please register or login
Title: Re: Version 0.270
Post by: Gnjus on February 24, 2012, 11:29:27 am
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.
Title: Re: Version 0.270
Post by: karasu on February 24, 2012, 11:45:05 am
Must've been a kawaii fest for those who have the P.E.W. mod installed.  :oops:














pew
Title: Re: Version 0.270
Post by: Vibe on February 24, 2012, 12:39:32 pm
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.
Title: Re: Version 0.270
Post by: Rhaelys on February 24, 2012, 06:55:37 pm
The only solution is to nerf ranged.

Actually, the only solution is to shun IF in favor of full WM builds on non-hybrid melee builds.
Title: Re: Version 0.270
Post by: Prpavi on February 24, 2012, 09:27:43 pm
fucking russians whoring xbows again, lovely
Title: Re: Version 0.270
Post by: Penitent on February 24, 2012, 10:15:54 pm
On NA battle lately 60% of the players OR MORE are playing infantry classes.  It's like an infestation.


Everyone knows that real medieval battles were always fought with 50% infantry, 25% ranged, and 25% cavalry and they never had to employ tactics or training to counter any other type of army.  This is ruining EVERYTHING.

Nerf nerfing.
Title: Re: Version 0.270
Post by: Beauchamp on February 25, 2012, 01:20:45 am
remove unoptimalized FPS maps from the rotation
Title: Re: Version 0.270
Post by: Leshma on February 25, 2012, 01:23:57 am
And glitchy maps as well which is nearly half of new maps...

I just love those maps where everything is fine with my connection until I move to certain tree on map and things start to get "interesting".
Title: Re: Version 0.270
Post by: HarunYahya on February 25, 2012, 03:15:37 pm
add useful no difficulty shields maybe ?
I don't see why i need to be trained to raise a tough wooden block to protect myself from incoming arrows...
Also i don't understand how the fuck can a single arrow break a whole fucking shield apart...
Title: Re: Version 0.270
Post by: Son Of Odin on February 25, 2012, 04:50:34 pm
Just out of curiosity... Is horse headshot damage buffed as well? Because it is absolute horror to try and do something on the servers now. Theyw kepps killings maw couwser :cry:
Title: Re: Version 0.270
Post by: Idzo on February 25, 2012, 08:49:43 pm
Somehow( i dont care how  :mrgreen: ) limit number of ranged scum on servers.. :)
Title: Re: Version 0.270
Post by: Tears of Destiny on February 25, 2012, 09:00:39 pm
Aye, EU has an infestation of them, rather odd.
Title: Re: Version 0.270
Post by: Son Of Odin on February 25, 2012, 09:05:27 pm
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.
Title: Re: Version 0.270
Post by: Jarlek on February 26, 2012, 03:00:56 am
You know what next patch needs? +10 damage to all bows, +20 missile and weapon speed, 2-slot bows becomes 1-slot, 1-slot bows becomes 0-slot. That's what the next patch needs...



                                                                          ...And then we remove normal, barbed, tatar and bodkin arrows :D
Title: Re: Version 0.270
Post by: HarunYahya on February 26, 2012, 07:10:01 am
There should be something to prevent people ignoring melee weapons and wearing armor as archers .
Naked archers with no melee capability fucks this mod up.
It's unreal , retarded and lollery ...
Bows are very accurate and very fast , archers are very fast so we have a skirmisher naked crazyass runner archers in this game...
When i google archer i see this :
visitors can't see pics , please register or login

I never saw a guy like this in any server of cRPG...
Nerfing damage of bows is silly methinks .
Problem is we don't have a real medieval archer in cRPG .
With high athletics and no armor , they can run away and keep shooting therefore they don't wear armor , they dont carry any melee weapons..
Maybe tiny little possibility is that they skirmish cuz they can carry 45-72 arrows maybe this is the source of ranged retardness in cRPG ?
I really never saw an archer with 72 arrows on TV, books or movies . (Elves of Middle-earth included in what i seen  :lol:)

My suggestion :
Increase the archers damage heavily , reduce their wpf penalty a lot , lower bow's accuracy , let every damn archer carry 1 quiver somehow.

Do this and let us have medium armoured longbowmen with langes messers or maybe add some variation on 1 slot 2h and polearm weapons aswell ?
Title: Re: Version 0.270
Post by: Tears of Destiny on February 26, 2012, 08:17:54 am

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.
Title: Re: Version 0.270
Post by: _Tak_ on February 26, 2012, 12:20:30 pm
Throwing stone with nuke power doesn't work anymore....
Title: Re: Version 0.270
Post by: Gurnisson on February 26, 2012, 12:27:55 pm
Not sure I agree with Archer Damage being any higher, or making archery luck based.

I agree on that part

let every damn archer carry 1 quiver somehow.

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.
Title: Re: Version 0.270
Post by: Prpavi on February 26, 2012, 12:42:14 pm
BUFF RANGED!!!1!

still not "viable" enough
Title: Re: Version 0.270
Post by: HarunYahya on February 26, 2012, 02:46:03 pm
Not sure I agree with Archer Damage being any higher, or making archery luck based.
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 ...
Title: Re: Version 0.270
Post by: Gurnisson on February 26, 2012, 02:48:33 pm
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 ...

Remove the skill factor and you remove the fun with archery, I would say.

6 arrows? I go down in 2-4 depending on the archer and I have full lordly set with 21 str and 5 IF. What kind of sick strength build are you. :lol:
Title: Re: Version 0.270
Post by: Jarlek on February 26, 2012, 05:03:14 pm
I agree on that part

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.
When 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.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 26, 2012, 06:42:33 pm
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 ...

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.
Title: Re: Version 0.270
Post by: Leshma on February 26, 2012, 07:08:28 pm
If archery becomes luck based, then almost no one will play it

That's a good thing :D
Title: Re: Version 0.270
Post by: Gurnisson on February 26, 2012, 07:16:10 pm
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.

Yes, mentioned it a few times earlier myself. I went 5 ps with my archer (no wpf though) but could slay down quite a few enemies with pickaxe, fightin axe or mace. Is those few milliseconds better drawtime and that one athletics better than 5-6 PS and a couple of IF?
Title: Re: Version 0.270
Post by: Adamar on February 26, 2012, 07:52:35 pm
I like the idea of archers wearing medium armor, but the extra weight carries precision penalties. This suggests that the devs want archers to be light armored to encourage pure builds. And personaly I have no athlectics at all, since my longbowman needs as much wm as possible. I had no idea some archers could afford to expend skill points in athletics.
Title: Re: Version 0.270
Post by: Thovex on February 26, 2012, 08:39:56 pm
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.
Title: Re: Version 0.270
Post by: Nehvar on February 26, 2012, 09:27:06 pm
To be honest I play this game for it's super interesting fighting mechanism, not to get shot at.

This^

The melee mechanic of this game is the only reason I play it.  It's a shame that it is becoming just another FPS.
Title: Re: Version 0.270
Post by: Tears of Destiny on February 26, 2012, 09:33:24 pm
That's a good thing :D

Moderation in all things. If we make it where almost no one plays archery, that is a bad thing. If we make it where a minority of people play archer, that would be a good thing.
Title: Re: Version 0.270
Post by: Arrowblood on February 26, 2012, 09:33:42 pm
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.
Title: Re: Version 0.270
Post by: karasu on February 26, 2012, 09:37:42 pm


http://forum.c-rpg.net/index.php/topic,26822.0.html (http://forum.c-rpg.net/index.php/topic,26822.0.html)
Title: Re: Version 0.270
Post by: Gnjus on February 26, 2012, 10:13:21 pm
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)
Title: Re: Version 0.270
Post by: Christo on February 26, 2012, 10:26:30 pm
Deserves Gnjuspalms imo.
Title: Re: Version 0.270
Post by: Adamar on February 26, 2012, 10:53:49 pm
(click to show/hide)

True, this has always been a hack and slay, there's nothing new there.
Title: Re: Version 0.270
Post by: Frankysan on February 27, 2012, 01:19:02 am
so much bundle of stickstry in this page  :rolleyes:

Title: Re: Version 0.270
Post by: Thovex on February 27, 2012, 09:14:43 am
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.

Then go back to Native I hear they like archers there.
Title: Re: Version 0.270
Post by: Beauchamp on February 27, 2012, 12:29:45 pm
(click to show/hide)

skip the fun and make lvl 30 archer to see how accurate and fast the bows are. btw i'm sure i'd have way more kills if i'd have 2 times less arrows but my bow would be 2 times more accurate than its now. now i'm speaking about regular bows, not about loomed ones (maybe those are way better at acc and speed).

also if u don't take any decent weapon, you're quite dead against cavalry as an archer (of course not on all the maps or if you have sbdy protecting you, but than he can't help his infantry on the other hand).

i haven't played for long long time (like 6 months at least if not more), but compared to the past, there are way less archers and way less k:d wise performing archers than there ever used to be. if you nerf them more, there is no reason why there should be any shielders and everybody can just go 2h or cavalry.

so once again my advice: skip the fun, create lvl 30 archer, play for a few days and complain afterwards...
(half of the people and their oppinions can be simply ignored here, because they have absolutely no clue what they are speaking about)
Title: Re: Version 0.270
Post by: karasu on February 27, 2012, 08:00:53 pm
me gusta slack and hay games
Title: Re: Version 0.270
Post by: Kafein on February 27, 2012, 11:19:27 pm
me gusta slack and hay games

cRPG is really a Slack & Hay when you play as a crossbowman.
Title: Re: Version 0.270
Post by: HarunYahya on February 28, 2012, 09:06:23 am
If archery becomes luck based, then almost no one will play it
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 .
Either fix it or remove them from premises  :twisted:

That is my point of view of course and you don't have to agree with it .
Title: Re: Version 0.270
Post by: ManOfWar on February 28, 2012, 03:58:05 pm
Are we ever going to have the banner pack flags and the native flags included in a patch?


I want to use the banner pack but having to put it back into the mod folder after every single patch is a pain in the ass

and I want everyone to see my glorious green CHAOS Banner
Title: Re: Version 0.270
Post by: Adamar on February 28, 2012, 07:18:36 pm
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.
Title: Re: Version 0.270
Post by: Scrambles720 on February 28, 2012, 07:49:02 pm
Solutions for dealing with archers.

1. Pay attention.
2. Dont jump! there will be a shot in your face when you land.
3. Dodge. Wait until they shoot and move out of the way.
4. Dont stand still in the open.
5. Get a shield. Giant bubble of protection for your whole body!(feet included)
6. Dont be predictable.
7. Dont stand in a large blob so they dont even have to aim.(If you insist, grab a shield.)
8. See 1 and 3.
9. Dodge.
10. Keep the opponents in between you and the archers to block the shot.
11. There will be lucky shots. Deal with it.
12. Shoot them back.

Not a solution for dealing with archers.

1. Whine for a nerf.
2. Cry because you dont pay attention.
3. TK them next round because they shot you. ;)
4. Running after the fast archer while you have no shield.(Go find cover.)
5. Standing still.(I can make an across the map shot on you if you are standing still.)
6. Walking in a straight line at the archers.
7. If you are an archer DO NOT stand still and shoot repeatedly.
8. Dodge into the arrow.
9. Blob up!(Unless its a shield wall.)
10. See 1 and 3.

For everyone out there crying I hope this helps you. I have played both an archer and a melee(with and without a shield). Every time I die to an archer I notice that I did something on that list wrong. If not, there are always lucky shots. The most recent strat battle I was in was Hosp Vs. Chaos and i only died 2 times to an arrow in those 90 minutes of shooting their archers and large blobs. As a melee you will die more to archers, but you can still prevent a lot of those stupid mistakes.
Title: Re: Version 0.270
Post by: Dezilagel on February 28, 2012, 09:07:57 pm
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.

We don't need no fucking twatchers

We don't need no gay x-bow

No lame-ass ranged on our server

Come on fucking nerf those bows!

HEY! Devs! Nerf those fucking bows!

All in all it's just another prick on the wall...
Title: Re: Version 0.270
Post by: Remy on February 28, 2012, 09:42:21 pm
I feel so sad, I want all "serious" classes to be viable and skill based.  :(

I like my 1H(no shield) melee alt just as much as my HA main. I loved playing as a Ninja(2H) when I started cRPG.

I don't hate or dislike any class; Archer, Xbowman, Lancer, 1H cav, HA(and horse throwers), 1H/shielders, 2H, polearm; no armor, light armor, medium armor or heavy armor...I don't care how someone kills me, if I am backstabbed, shot ambushed or killed in an "honorable" duel. If my enemy manages to get the better of me then good for them, if not then good for me.

Regardless of what class I play or have played I usually die to either my own mistakes or a superior enemy(skill, numbers, etc). I cannot remember when I felt that my loss was only or largely due to "imbalance" even in the worst situation, I probably did something wrong earlier that put me in said situation.
Title: Re: Version 0.270
Post by: Adamar on February 28, 2012, 09:47:44 pm

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.
Title: Re: Version 0.270
Post by: Kafein on February 28, 2012, 10:13:09 pm
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.

Why ?

What is better to balance a game ? Fun, or realism ? Compared to Native, melee needs to be significantly buffed compared to range to get a sane amount of people to play it. A few facts :

- 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.
- Native was designed with noobish skill levels in mind.
- A high proportion of ranged players on a server pushes others to switch to ranged as well. This is not the case with infantry or cavalry.

The game is two years old now, and pretty much all the players can block a handful of swings before failing, hence why melee combat needs to be helped if we want to avoid cRPG to become another CS:medieval mod.
Title: Re: Version 0.270
Post by: Adamar on February 28, 2012, 10:57:05 pm

- 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?).
Title: Re: Version 0.270
Post by: Kafein on February 28, 2012, 11:03:43 pm
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.
Title: Re: Version 0.270
Post by: Adamar on February 28, 2012, 11:12:57 pm
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.

No, infs do kill way faster than ranged. And in hindsight a person could block forever, but what you see in the servers, in inf vs ranged melee, is the ranged guy getting deathspammed or blocking until he gets 1 hit killed or snuck up from behind which usualy kills them, as it should be. The infs are obviously better at melee, and if you take away the ability for ranged to actually kill in range we go back to the 2.60 bullshit, which is apparently what you want.
Title: Re: Version 0.270
Post by: Dezilagel on February 28, 2012, 11:20:35 pm
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.
Title: Re: Version 0.270
Post by: Beauchamp on February 28, 2012, 11:25:59 pm
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?
Title: Re: Version 0.270
Post by: Scrambles720 on February 28, 2012, 11:35:30 pm
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

Seems to make sense....... :rolleyes:
Title: Re: Version 0.270
Post by: Christo on February 28, 2012, 11:48:52 pm
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.

Yes, because of let's say 35 people, plenty of them got a crossbow sidearm, was a high-area camping runcher, or threw something.

The problem is how many people play it. Still I got 2 shot killed by Blackbow and his joke mini lolbow, that's just ridiculous, but whatever.
 You ranged guys aren't the ones who get shot all the damn time, so why would you even care.

Scores mean next to nothing, fyi. It's just an e-peen boost for most. You can kill many fray who would die fast anyway, but still get shot to pieces by high-area camping xbow sidearmers or archer runners.
And of course, lose the match. A good k/d won't win it for you.  :)
Title: Re: Version 0.270
Post by: Adamar on February 29, 2012, 12:23:48 am
You ranged guys aren't the ones who get shot all the damn time, so why would you even care.

Oh yes we do, its better to hit a standing target, than risk teamwouding by shooting to the melee, and archers also have crapier armor. Why I said getting shot is annoying.
Title: Re: Version 0.270
Post by: Dezilagel on February 29, 2012, 12:36:12 am
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.
Title: Re: Version 0.270
Post by: Xant on February 29, 2012, 12:46:56 am
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 wouldn't say "massive advantage" but it makes up for their gimped melee stats, yeah (in a 1v1). You HAVE to keep chasing them or they'll whip out their bow. Which makes you easier to kick, very predictable and limits most of your offensive capabilities (like you said).
Title: Re: Version 0.270
Post by: Beauchamp on February 29, 2012, 01:09:19 am
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.

and it was when? during the time where you had almost pin point accuracy or now when u can't hit a shit with 6 wpf in archery and longbow?

are you able to do better as inf or as an archer? myself as an archer i'm happy to make it into the middle of rankings, as an infantry i usually fight among top 10 players if not better (and i got lvl 32 archer with 24/18, 6wpf in archery, 8 pd while my inf is fresh lvl 30).

i still don't get it why some people are constantly complaining. but i'm quite sure that any other nerf will result in archery being unplayable (being no fun, because you wouldn't be able to kill anyone at all). and the game could easily turn into 2h/cav only.

archery is just part of the game, it gives other classes a sense (shielders, reduces op of cav and 2h a bit etc...). remove it and the game will suck.
Title: Re: Version 0.270
Post by: Gurnisson on February 29, 2012, 01:26:02 am
Archers are more annoying than overpowered, I would say. Considering I can't use a shield (unsheathable weapons...) and that I often kill a large amount, I'm usually a magnet to arrows. I counted the amount of times I died to each class before going to work this one day.

2 one-handers
0 two-handers
0 polearms
0 xbow
0 throwing
3 headshots (2 from bow, one from xbow)
9 bows

To be honest, I was thinking about a thing. The average archer scrub might be a bit too weak, and the fully heirloomed archer might be a bit too strong. I would like to see a difference there to balance it more out. Increasing arrow damage across the board, remove damage bonus from bow looms (which actually gives them better accuracy), remove damage from arrow looms but increase amount of arrows gained.

With changes like that your average scrub would always deal as much damage as the fully heirloomed archer but would have less arrows, worse accuracy and slower draw. The bow damage would be somewhere between what the average scrub and the fully loomed archer does now. I think it would look a lot better than archery does today, at least.
Title: Re: Version 0.270
Post by: Xant on February 29, 2012, 05:24:15 am
The average archer scrub might be a bit too weak, and the fully heirloomed archer might be a bit too strong.

Very much this. Most archers deal pitiful damage, but then there are these fully loomed ones that hit for 70% of my hp.
Title: Re: Version 0.270
Post by: HarunYahya on February 29, 2012, 09:54:35 am
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 .

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.

Any argumant to defend the current state of archery in cRPG looks so damn idiotic...
Title: Re: Version 0.270
Post by: Old_Sir_Agor on February 29, 2012, 12:56:09 pm
i remeber patch before when ranged were overnerfed, all servers was like melee/cav only, and it was looking so stupid, tons of people with big weapons run like wall on wall and it is all- looks so fucking boring and stupid -.-
Title: Re: Version 0.270
Post by: Kafein on February 29, 2012, 12:58:55 pm
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?

http://en.wikipedia.org/wiki/Ad_hominem

But if this isn't enough for you, I did actually play as archer in 0.270 cRPG :

Level 30 (4 420 577 xp)

    Strength: 18
    Agility: 18
    Hit points: 63

    Skills to attributes: 2

    Ironflesh: 5
    Power Strike: 6
    Shield: 0
    Athletics: 6
    Riding: 0
    Horse Archery: 0
    Power Draw: 6
    Power Throw: 0
    Weapon Master: 6

    One Handed: 1
    Two Handed: 50
    Polearm: 1
    Archery: 150
    Crossbow: 1
    Throwing: 1

Either using a longbow and the OP dildo or langes messer, or horn bow + 2h.

I'm a terrible archer and I don't hit very often, but when I hit it hurts. Even better, I don't really care about failing at close range archery since this is essentially a level 28 two hander when you remove the bow. I carry one stack of arrows, because if I want to shoot more I can find plenty of arrows on the ground, and I can drop the bow and use my melee weapon anyway.

With this char, I'm not one of these OP imps in rags with bazookas. This is the main problem of current archery. It should be much more hybridized with melee, just like cav, throwers, and xbows. Wpf should give much more diminishing results in ranged proficiencies. And armor weight should hurt the effective range wpf less.
Title: Re: Version 0.270
Post by: Cup1d on February 29, 2012, 01:17:22 pm
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.
Title: Re: Version 0.270
Post by: Dezilagel on February 29, 2012, 01:28:27 pm
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.

I melee'd just fine with 4 ps and 0 wpf :s

The difference between 50 and 100 wpf isn't that great actually
Title: Re: Version 0.270
Post by: Kafein on February 29, 2012, 01:32:12 pm
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.

Wpf is insignificant with weapons as fast and short as the dildo and the langes messer. I could even go 0 wpf if I only used those, and see no difference.

It is only really helpful with the slowest 2h like axes or mauls, which I can use with a horn bow + 1 quiver.

My k/d is a whopping 0.34, but then again, I'm a terrible archer. I don't like the gameplay, so I never play long enough to truly improve. When the round begins I mainly shoot at mobs of enemies, hoping to get a hit (like an historical archer, not a modern sniper like some people want archers to be). Then when things calm down I keep mobile and stick with the infantry. I'm able to stun/kill running archers and dehorse cav, which often comes in handy.
Title: Re: Version 0.270
Post by: Cup1d on February 29, 2012, 01:54:35 pm
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?
Title: Re: Version 0.270
Post by: Dezilagel on February 29, 2012, 01:56:46 pm
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?

I told you, Spear or a Quaterstaff

Hornbow as bow

Title: Re: Version 0.270
Post by: Cup1d on February 29, 2012, 02:04:48 pm
polestagger abuser with high athletics?

Yes, this weapons can't make you a bankrupt
Title: Re: Version 0.270
Post by: Wraist on February 29, 2012, 02:06:20 pm
Quarter staff doesn't have polestagger.
Title: Re: Version 0.270
Post by: Dezilagel on February 29, 2012, 02:19:46 pm
polestagger abuser with high athletics?

Yes, this weapons can't make you a bankrupt

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.
Title: Re: Version 0.270
Post by: Kafein on February 29, 2012, 02:57:22 pm
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.

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.
Title: Re: Version 0.270
Post by: Overdriven on February 29, 2012, 03:28:49 pm
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...

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.

Any argument AGAINST current archery looks idiotic. It's balanced in the pubby battle context, and that's what matters.
Title: Re: Version 0.270
Post by: Dezilagel on February 29, 2012, 03:41:29 pm
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.

I started warband some time in May 2011 and joined c-rpg just a few days after.

And yeah, mowing through teams is much, much harder now :p
Title: Re: Version 0.270
Post by: Cup1d on February 29, 2012, 05:30:34 pm
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 have used bec with 5ps and 0wpf many month ago, I know what are you talking about. It was weapon with best minimal damage output against armored enemy with not too much PS and 0 wpf. Little expensive otherwise.

Doesn't know that you have an archer char. 15\18 you say?
Title: Re: Version 0.270
Post by: Adamar on February 29, 2012, 05:43:47 pm
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.
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.
Title: Re: Version 0.270
Post by: HarunYahya on February 29, 2012, 08:27:52 pm
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.
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.
http://en.wikipedia.org/wiki/Volley_fire_(infantry_tactic)
http://en.wikipedia.org/wiki/Battle_of_Agincourt
Read and learn
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.

Any argument AGAINST current archery looks idiotic. It's balanced in the pubby battle context, and that's what matters.
he peler de bende amk
Title: Re: Version 0.270
Post by: Penitent on February 29, 2012, 08:36:43 pm
Archers are fine ya'll.  Sheesh.  You just gotta learn and adapt.  If people actually stop and think about what they are doing, archers will become less effective over time as people learn how to deal with them.

If you are having trouble with archers or think they are OP, see my guide written for old and new players alike.  Lots of tips.
http://forum.c-rpg.net/index.php/topic,26128.0.html
Title: Re: Version 0.270
Post by: Adamar on February 29, 2012, 09:21:17 pm
http://en.wikipedia.org/wiki/Volley_fire_(infantry_tactic)
http://en.wikipedia.org/wiki/Battle_of_Agincourt
Read and learn

wikipedia? really?

Garrison, they dont care, they simply want an easier gameplay. We just have to make sure the devs know that.
Title: Re: Version 0.270
Post by: HarunYahya on February 29, 2012, 09:36:52 pm
wikipedia? really?

Garrison, they dont care, they simply want an easier gameplay. We just have to make sure the devs know that.
Did you want me to send you a book ?
I dunno where u live and i really don't care enough to pay for shipment .

Title: Re: Version 0.270
Post by: Bjarky on February 29, 2012, 10:10:50 pm
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
Title: Re: Version 0.270
Post by: Kafein on February 29, 2012, 10:45:40 pm
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

This. Nerfs/buffs often are overkill so we switch back and forth between unbalance and unbalance.
Title: Re: Version 0.270
Post by: SixThumbs on February 29, 2012, 11:30:29 pm
I would prefer devs didn't decrease archer accuracy, as it stands now if I get caught by a lone archer I can at least watch where he aims and move accordingly.
Title: Re: Version 0.270
Post by: HarunYahya on March 01, 2012, 12:11:49 am
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
If RL doesn't matter at all i want a lightsaber in cRPG .
Title: Re: Version 0.270
Post by: Bjarky on March 01, 2012, 12:16:18 am
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:
Title: Re: Version 0.270
Post by: Adamar on March 01, 2012, 02:51:26 am
Repeating crossbow anyone?
Title: Re: Version 0.270
Post by: Paul on March 01, 2012, 08:35:43 am
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.
Title: Re: Version 0.270
Post by: Cosmos_Shielder on March 01, 2012, 10:45:14 am
Kafein Archer or Kafein melee player ? DabeulYouTief?!
Kafein was and always been A great Cav. Every attempt to convert Kafein into melee or archer , is either a fail eitheir a fake.
Title: Re: Version 0.270
Post by: Dezilagel on March 01, 2012, 01:09:32 pm
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.

Aha, did not know.

Are you still planning on changing it btw? (Because it's still bs)
Title: Re: Version 0.270
Post by: Beauchamp on March 01, 2012, 02:43:26 pm
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?

and these guys complain about archery :)
Title: Re: Version 0.270
Post by: karasu on March 01, 2012, 02:48:01 pm
"I am rock.  Scissors are fine.  Nerf paper."
Title: Re: Version 0.270
Post by: Kafein on March 01, 2012, 04:06:01 pm
DabeulYouTief?!

 :lol:

J’espère que tu te rends compte que c'est complètement incompréhensible pour quelqu'un qui n'est pas francophone ? :mrgreen:

and these guys complain about archery :)

I hope you realise I'm playing classes that are (or should be) natural counters to range. I should be happy whenever there are many ranged players online. What I'm doing when I ask for range nerfs is not egoistic, and is even rather the contrary, as what kills me is 2h and shieldless polearms, which ought to be and are weak to range attacks.

What would be egoistic is actually asking for things that directly concern my character, if these things are buffs, of course. And I do that sometimes, but it's most usually out of rage moments :?
Title: Re: Version 0.270
Post by: Son Of Odin on March 01, 2012, 07:18:53 pm
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

Thrower against courser is definetly a oneshot case most of the time. I don't mind it because that situation is avoidable for me. I just don't charge a thrower who is aware of his surroundings.

EDIT: q_q aside. Just read Kafein's post. Just remember cavalry beind a decent counter against ranged once. What is the counter against ranged nowadays because common footman will never catch an archer if theyre smart and keep on running? Rock paper scrissors all over, but with different rules than usually.
Title: Re: Version 0.270
Post by: Spurdospera on March 01, 2012, 08:08:13 pm
(click to show/hide)
My MW arabian rarely dies because of ranged, maybe you should try to get more riding skill or avoid archers?
Title: Re: Version 0.270
Post by: Son Of Odin on March 01, 2012, 09:33:48 pm
(click to show/hide)
My MW arabian rarely dies because of ranged, maybe you should try to get more riding skill or avoid archers?
Your arabian rarely dies of ranged because you can keep your distance constantly because you are horse crossbower! :D.
Title: Re: Version 0.270
Post by: Adamar on March 01, 2012, 10:31:32 pm
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?
Title: Re: Version 0.270
Post by: Son Of Odin on March 01, 2012, 10:41:40 pm
Are these the weaker horses, or you just think headshots are wrong?

visitors can't see pics , please register or login

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.
Title: Re: Version 0.270
Post by: Adamar on March 01, 2012, 11:16:36 pm
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.
Title: Re: Version 0.270
Post by: Kafein on March 01, 2012, 11:18:50 pm
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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.

With a courser the speed bonus can get pretty huge.

Nonetheless, some archers have no problems shooting my +3 arab warhorse's ass, taking away half of it's HP bar. This is the climax of ridiculous when compared to that time couched an archer wearing a light leather and... he survived. The hit connected and all, but simply did not inflict enough damage. Lol. I'm ok with that happening with heavy armored STR beasts because those are easy to hit anyway. But geez. Getting couched when you have more than 15 agility and the possibility to dodge is a strong case of L2P.
Title: Re: Version 0.270
Post by: Kafein on March 01, 2012, 11:30:22 pm
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.

This is true.

Yet not balanced at the moment.

Range counters cavalry nearly all the time. And when it does not, it pretty much means the cavalry is hiding somewhere and generally being useless.
But when does cavalry counters range ? Not when the ranged chars are unreachable. Not when they are protected by inf. Not when they are in organised groups (any charge attempt results in dead horse + headshot when downed) either. The only way cav can reliably kill ranged is extremely situational : sneaking. The 2nd most used way is just getting up front and hoping the ranged player misses the shot. If he misses, the cav knows he took risks that weren't really worth it, as any decent ranged player can pull off headshots at horsefacehug range consistently, or dodge.

Cav spam is actually the only way to reach the enemy ranged when it is correctly protected/organised. The first cav line rams into the enemy, most probably dying, and the second line does the killing. This may sound nice and all, but there's a major problem with cav spam. Ally horses stop you. And being stopped is extremely dangerous, especially near enemies. Cav teamwork is hard to pull off due to this.
Title: Re: Version 0.270
Post by: Cosmos_Shielder on March 02, 2012, 12:49:04 am
:lol:

J’espère que tu te rends compte que c'est complètement incompréhensible pour quelqu'un qui n'est pas francophone ? :mrgreen:

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
Title: Re: Version 0.270
Post by: Son Of Odin on March 02, 2012, 01:30:17 am
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.
Title: Re: Version 0.270
Post by: Kafein on March 02, 2012, 08:48:22 am
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

Sauf que tu utilises la phonetique francaise, que probablement peu de personnes connaissent ici. Ca n'exclut pas qu'avec un peu de jugeote on puisse trouver, en considerant que c'est de l'anglais deformer pour rire, mais bon...

Si tu voulais transcrire en anglais ca donnerait Dubbleyouteeyef ou un truc du genre.

De toute maniere, je te ferais remarquer que je me debrouille avec Kodein et Kofilin, qui sont 2h et poleram respectivement :P
Title: Re: Version 0.270
Post by: Vibe on March 02, 2012, 09:56:16 am
baguette
Title: Re: Version 0.270
Post by: Cup1d on March 02, 2012, 12:17:29 pm
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...
Title: Re: Version 0.270
Post by: Leshma on March 02, 2012, 12:28:56 pm
Michael would be happy if he knew that is again possible to kill people by running over them with a damn elephant horse.
Title: Re: Version 0.270
Post by: Son Of Odin on March 02, 2012, 01:03:40 pm
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.
Title: Re: Version 0.270
Post by: Vibe on March 05, 2012, 11:14:22 pm
I love Son of Odin and he loves me SO WHY THE FUCK ARE YOU HATING
Title: Re: Version 0.270
Post by: Kafein on March 05, 2012, 11:36:06 pm
I love Son of Odin and he loves me SO WHY THE FUCK ARE YOU HATING

We are jelly you two had the courage to come out.
Title: Re: Version 0.270
Post by: Son Of Odin on March 06, 2012, 12:03:28 am
visitors can't see pics , please register or login


vibe very very bad !!

injustice ! !

 I love vibe but

 a very difficult game, vibe  and hit hard

-Son Of Odin
Title: Re: Version 0.270
Post by: Kafein on March 06, 2012, 12:05:41 am
vibe very very bad !!

injustice ! !

 I love vibe but

 a very difficult game, vibe  and hit hard

-Son Of Odin

You hide your sexual allegations with undue subtlety.
Title: Re: Version 0.270
Post by: Juhanius on March 15, 2012, 03:24:24 am
You are mistaken.

Did Adjusting bone damage multipliers affected hitboxes some how?...been shooting through enemies (weird) and hitting target seems to be more difficult.
Title: Re: Version 0.270
Post by: karasu on March 15, 2012, 03:40:28 am
(click to show/hide)