cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Lemmy_Winks on February 28, 2012, 07:00:52 pm

Title: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 07:00:52 pm
I was fighting in a strat battle yesterday were probably 60% if not more of the enemy melee had pikes. The superior reach of the pikes were decimating our primarily sword/sheild and 2h infantry. I thought to myself, if pikes were so ineffective in melee combat in the medieval ages (they were ONLY used as anti-cav), then why are they so overpowered in melee in this game. Shouldn't we strive for realism, not only for the sake of realism but because it tends to be fair. So why were pike so inneffective in real life? Its becuase carrying a pike made a solider very slow and immobile, if sword and sheild infantry closed the distance with them they were screwed, they couldnt run away, they couldnt back up fast enough to actually be able to continue stabbing the enemy infantry, and they couldnt defend themslves as the pike were so long and heavy they couldnt be used to block effectivly. In most cases they would just drop theire pikes and fight with their side sword, if they had one.

If you dont want to read what i posted above: What im getting at is people who are carrying pikes need to be made much slower and less maneuverable than they currently are (no more bunny hoping and lawl stabbing), if they are using a shield it should be even worse, and they shouldn't be able to attack someone who isn't around 300 units away from them, or whatever the length of the pike is. A pike is an example of an "extreme utility weapon". It was so heavily tailored made to be an anti-cavalry weapon that it is borderline useless doing anything else. Sure the greeks were somewhat effective using mass phalanx tactics, but that was largley because they were able to make huge lines of phalanx that there enemies couldnt flank, and becuase the soliders they were fighting were all of extremley poor quality, they were easily defeated by a real professional army like the Romans.

Pikes could still be effective with these changes in mass unit tactics, it would just be harder to use them and it would require more discipline and teamwork. Pikes would also still be effective agaisnt cavalry, whic is their main purpose anyways. I would propose cutting move speed with pikes down atleast by half, and 2/3rds if they are using a sheild. Weapon speed with attacking and blocking should also by slower, espcially blocking. Jumping should not be allowed if the pike is in a "ready to attack" position.
Title: Re: Pikes & longspear need to be adjusted...
Post by: rustyspoon on February 28, 2012, 07:10:03 pm
The historical inaccuracy of the OP's post makes my head want to explode.

Other than that, I think that pikes are mostly fine. If they would just fix the magic spin-thrust that lightsabers its way through people, I'd be happy.

Anyway, history has proven time and time again that the ability to damage your enemy when they cannot reach you is always a good thing.
Title: Re: Pikes need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 07:10:47 pm
No.
You know what: Pikes got nerfed with every patch. Not sheathable, 3 slots, a lot less damage, even alot less speed, unbalanced and so on. I am a dedicated pikeman and everything is fine now, I never complained when any of these nerfs came (ok, I also play 2h from time to time) and I agree that pikes aka long spear were a bit OP like half a year ago when they still were balanced and had more speed, but now there good. Not to good, and not to bad. My next Gen will be 2h nonetheless ...

If something continues to get nerfed over and over again, its probably overpowered.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 07:11:54 pm
The historical inaccuracy of the OP's post makes my head want to explode.

Other than that, I think that pikes are mostly fine. If they would just fix the magic spin-thrust that lightsabers its way through people, I'd be happy.

Anyway, history has proven time and time again that the ability to damage your enemy when they cannot reach you is always a good thing.

I gota go right now, but what is wrong about it exactly? And the makers of the total war series seem to agree with me, the melee stats for pike troops are atrocious.
Title: Re: Pikes & longspear need to be adjusted...
Post by: rustyspoon on February 28, 2012, 07:22:05 pm
I gota go right now, but what is wrong about it exactly? And the makers of the total war series seem to agree with me, the melee stats for pike troops are atrocious.

First off, total war is a game and needs some balancing factor. Pikes were also not only used anti-cav. Tightly packed spear or pikemen are INCREDIBLY effective against infantry. As a pike square can present multiple ranks of pikes in a direction it makes it incredibly difficult for infantry to even approach. Especially with the 2nd and 3rd ranks protecting the front rank. In a loose formation, sure, pikes aren't that effective, but trained forces didn't use them that way.

Also, the romans got their asses handed to them on multiple occasions by phalanx formations. Generally the romans only won those encounters when the phalanx was thrown into disarray. The romans hated going up against phalanxes and had a hell of a lot of trouble with them until they discovered how vulnerable their flanks were.
Title: Re: Pikes & longspear need to be adjusted...
Post by: POOPHAMMER on February 28, 2012, 07:22:18 pm
my favorite part about pikes is when they do the ultra realistic jumping super spin stab that manages to hit you with pinpoint accuracy each time to abuse the speed bonus system
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tears of Destiny on February 28, 2012, 07:36:19 pm
I gota go right now, but what is wrong about it exactly? And the makers of the total war series seem to agree with me, the melee stats for pike troops are atrocious.

Historically, pikes were devestating against infantry.

As a Total War M2TW:K Modder, the Pike has such a stupid powerful animation that it has low attack numbers for a reason. Fight Swiss Pikemen and get back to me on that, or the Papal Guard (iirc those names). Numbers can be false advertising if you don't understand the hidden bonuses (located in the xml files) or the attack animations.

Animations are why an identical stat Spear and shield unit will always lose against an identical stat Sword and shield unit.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Jarlek on February 28, 2012, 08:48:42 pm
Historically, pikes were devestating against infantry.

As a Total War M2TW:K Modder, the Pike has such a stupid powerful animation that it has low attack numbers for a reason. Fight Swiss Pikemen and get back to me on that, or the Papal Guard (iirc those names). Numbers can be false advertising if you don't understand the hidden bonuses (located in the xml files) or the attack animations.

Animations are why an identical stat Spear and shield unit will always lose against an identical stat Sword and shield unit.
Just started playing Medieval 2 again. Could you please tell me these hidden bonuses, animation bonuses and whatnot? Or give a link to where I can read up on them? Could google them up, but I'm guessing you know exactly where to find it. Thanks beforehand!
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zerran on February 28, 2012, 10:20:02 pm
Lemmy I seem to recall you on multiple occasions telling me I should use a different weapon because the pike was so terrible that it was nearly useless... what changed your mind, hmm?  :lol: :lol:
I'm also interested to find out which battle you were in that had this massive number of pikes that decimated your force.
I'd also like to know when you last saw someone with a PIKE use a shield with it? Because, just fyi, it's impossible.

Oh, and I should note, the pike does slow the movement of the user down quite a lot. The longer the weapon that someone is holding, the more it slows them down. Also, you DO realize the Pike is the slowest melee weapon in the game already, right? Only one slower is the great lance, but it can't be thrust. Not to mention with the unbalanced tag it has a thrust-stun of around a full second.

Longspear is faster, sure, but it's still hella slow and has a nasty thrust stun, and doesn't have nearly the range of the Pike.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 10:42:36 pm
First off, total war is a game and needs some balancing factor. Pikes were also not only used anti-cav. Tightly packed spear or pikemen are INCREDIBLY effective against infantry. As a pike square can present multiple ranks of pikes in a direction it makes it incredibly difficult for infantry to even approach. Especially with the 2nd and 3rd ranks protecting the front rank. In a loose formation, sure, pikes aren't that effective, but trained forces didn't use them that way.

Also, the romans got their asses handed to them on multiple occasions by phalanx formations. Generally the romans only won those encounters when the phalanx was thrown into disarray. The romans hated going up against phalanxes and had a hell of a lot of trouble with them until they discovered how vulnerable their flanks were.

Sheilds nullify the effectiveness of pikes in melee combat. You can walk right up to the enemy line and they cant touch you. As far as flanking goes, these battles arent gigantic, they are small scale battles, one side or the other gets flanked in every engagement. Its would be especially easy to flank a group of pikemen if they were moving slowly, as they should be. On top of all that, its not like any clan would even be able to fight together in a phalanx style, the battle i refereed to in my post consisted of an unorganized clusterfuck.

As far as the roman stuff, looking at their wars against Macedon and the Seleucid empire, the only greeks they really fought, they crushed the greeks in every recorded battle except 2, one of which they took very few casualties anyways, and the other they were a small contingent in support of another greek army fighting against the Macedonians. I believe one battle had the romans killing 50,000 greeks while losing less than 400 men http://en.wikipedia.org/wiki/Battle_of_Magnesia . Or another battle were they killed 25,000 greeks while only losing 1,000 men http://en.wikipedia.org/wiki/Battle_of_Pydna. Pikes and the phalanx are super effective huh. Seriously bronze age tactics shouldn't be owning a medieval game like crgp.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 10:59:19 pm
Lemmy I seem to recall you on multiple occasions telling me I should use a different weapon because the pike was so terrible that it was nearly useless... what changed your mind, hmm?  :lol: :lol:
I'm also interested to find out which battle you were in that had this massive number of pikes that decimated your force.
I'd also like to know when you last saw someone with a PIKE use a shield with it? Because, just fyi, it's impossible.

Oh, and I should note, the pike does slow the movement of the user down quite a lot. The longer the weapon that someone is holding, the more it slows them down. Also, you DO realize the Pike is the slowest melee weapon in the game already, right? Only one slower is the great lance, but it can't be thrust. Not to mention with the unbalanced tag it has a thrust-stun of around a full second.

Longspear is faster, sure, but it's still hella slow and has a nasty thrust stun, and doesn't have nearly the range of the Pike.

When i said that to you it was in a battle server and i think it was after i killed you in a duel at the end of a round. In that situation, being in a battle server and fighting somene one on one yes its a shitty weapon. But with a group of people working together like in a strat battle where everyone has pikes, they are overpowered. While i acknowledged the fact taht even when running around on your own with a pike, the pike is unrealistic with teh speed you can move and the lawl stabbing and bunny hoping, i didnt care because it was still easy to fight someone who has it. But now that ive seen them in strat battles these unrealsitc and unfair features can no longer be ignored, they must be fixed.

The battle was at hanun which we fought last night, i guess you werent there, chaos had a shit ton of pikes and crushed us with them. The crpg equip web site doesnt say u cant use with a sheild, but at the same time i was generalizing pikes with other long spears. You were plate armor and have a pike and can outrun most people, when i was infantry i had 6 or 7 athletics and wore medium armor and i dont think i could catch you. Almost every semi-decent piker ive seen has a ton of athletics and is very fast. If weapon length slows you down already its clearly nto slowing people down enough. The lawl stabbing and bunny hopping is also a huge problem as i mentioned. In my opinion the bunny hop stabbing is almost as bad as the speed. Also as someoen else mentioned the side swiping, and stabbing people who are way close to you. Even in movies if you see phalanx troops you seem them moving extremely slowly, cause thats how it was. You only see someone with a long spear running 30 miles an hour and jumping 6ft in the air and spinning around stabbing people in kung foo movies, and they did that much shorter spears.

Tears: Ive played MTW2 alot before as well as Shogun 2 more recently. I cant remember pikes ever being a challenge. In shogun 2 im like 184-64 in one on one battles, if someones got pikemen i send in my katana samarui and destroy them with taking almost no casulties.
Title: Re: Pikes & longspear need to be adjusted...
Post by: rustyspoon on February 28, 2012, 11:05:04 pm
Sheilds nullify the effectiveness of pikes in melee combat. You can walk right up to the enemy line and they cant touch you. As far as flanking goes, these battles arent gigantic, they are small scale battles, one side or the other gets flanked in every engagement. Its would be especially easy to flank a group of pikemen if they were moving slowly, as they should be. On top of all that, its not like any clan would even be able to fight together in a phalanx style, the battle i refereed to in my post consisted of an unorganized clusterfuck.

As far as the roman stuff, looking at their wars against Macedon and the Seleucid empire, the only greeks they really fought, they crushed the greeks in every recorded battle except 2, one of which they took very few casualties anyways, and the other they were a small contingent in support of another greek army fighting against the Macedonians. I believe one battle had the romans killing 50,000 greeks while losing less than 400 men http://en.wikipedia.org/wiki/Battle_of_Magnesia . Or another battle were they killed 25,000 greeks while only losing 1,000 men http://en.wikipedia.org/wiki/Battle_of_Pydna. Pikes and the phalanx are super effective huh. Seriously bronze age tactics shouldn't be owning a medieval game like crgp.

Shields don't nullify pikes. In spear/pike warfare you are never attacked from straight ahead. It's usually the pikeman on either side of the one you are facing. Also, ATS used to fight in a Phalanx style back in the day and they were pretty effective. If you REALLY want to see those tactics used in-game you should play some Vikingr during one of their events. It's pretty crazy.

Also, the Greeks beat the Romans many times during the Pyrrhic War. They did pretty damn good considering the fact that Greece wasn't united and was also under-funded and under-manned compared to the Romans. If the Romans had invaded 100 years earlier (before Greece was falling apart) I think the results would have been VERY different.

The Romans also got their asses handed to them many times by the Carthaginians during the Punic Wars. The Carthaginians also used the Phalanx during that conflict.

Pikes were also incredibly effective in Medieval and later periods. I'm guessing you've never heard of Swiss Pikemen? Pikes dominated battlefields until the introduction of firearms.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Penitent on February 28, 2012, 11:12:19 pm
Pikes were very very very very effective in combat.  So much so they were used with great effectiveness all over the world through the ancient, medieval, and renaissance time periods.  Yes, they were especially effective against cavalry.  Also, yes, they were mostly only effective when used in formation.

You can't say "look what the romans did to the greeks" because there are so so so many more factors involved in a war other than "these guys had pikes and those guys had shields." 

So, in terms of this game, I think pikes should be very very effective in formations (like you most likely experienced in your strat battle) and very poor as a main melee weapon in duel.  Fixing the "lol-wtfp0wn-spin-stab" would fix this just fine.  No other adjustments needed.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 28, 2012, 11:22:11 pm
Shields don't nullify pikes. In spear/pike warfare you are never attacked from straight ahead. It's usually the pikeman on either side of the one you are facing. Also, ATS used to fight in a Phalanx style back in the day and they were pretty effective. If you REALLY want to see those tactics used in-game you should play some Vikingr during one of their events. It's pretty crazy.

Also, the Greeks beat the Romans many times during the Pyrrhic War. They did pretty damn good considering the fact that Greece wasn't united and was also under-funded and under-manned compared to the Romans. If the Romans had invaded 100 years earlier (before Greece was falling apart) I think the results would have been VERY different.

The Romans also got their asses handed to them many times by the Carthaginians during the Punic Wars. The Carthaginians also used the Phalanx during that conflict.

Pikes were also incredibly effective in Medieval and later periods. I'm guessing you've never heard of Swiss Pikemen? Pikes dominated battlefields until the introduction of firearms.

Getting attacked by the pikemen on either side of the direction your facing? Wouldn't you be getting flanked if that was happening, all the battle formations ive seen are two long lines of infantry going at eachother head to head. Youd also have to be heavily outnumbered to be getting flanked on both sides. So pikes could be effective if they are flanking the enemy? Really? so is everythign else. The Greeks beat the romans in two land battles in the phyric war, and those victories were both "phyric" victories meaning the greeks lost so many men that they may as well have lost the battle. If we had more time last night at hanun and had gone on to win the battle that would have been a phyric victory for us.

The greeks still lost the war, and the greeks had war elephants which make a huge difference. The only reason carthage won any battles at all was because of hannibal, they were like the French, completly useless without napoleon. Hannibal was like George Washington, using advanced tactics and trickery to prevent his troops from having to go head to head with the roman legions were he knew they would get crushed. Not only that htey had war elephants which were to a large extent responsible for winnign many if not all of their battles. Also the the majority of their army was made up of barbarian mercenaries from spain, not phalanx troops.

Yes when i think of troops and nations that dominated the medival battlefields, i think of the Swiss and there pikemen, gaurding the Pope in their fancy uniforms, they did such a good job. I dont think about the English long bowmen or the French knights that actually dominated the battlefield.

As far as the Greeks being weaker and "divided" in the later wars, the opposite is true. Greece was divided into small city states that were always fightin eariler in its history. Later on greece to a large extent had been united by Macedonia, a much larger and more powerful force than the spartans or athenians would have been. The selucid empire was also huge, much bigger and more powerful than the earily greek city states.
Title: Re: Pikes & longspear need to be adjusted...
Post by: rustyspoon on February 28, 2012, 11:38:21 pm
At first I just thought you were misinformed. Then I read this:

Yes when i think of troops and nations that dominated the medival battlefields, i think of the Swiss and there pikemen, gaurding the Pope in their fancy uniforms, they did such a good job. I dont think about the English long bowmen or the French knights that actually dominated the battlefield.

and LOLed.

Title: Re: Pikes & longspear need to be adjusted...
Post by: okiN on February 28, 2012, 11:53:04 pm
Yes when i think of troops and nations that dominated the medival battlefields, i think of the Swiss and there pikemen, gaurding the Pope in their fancy uniforms, they did such a good job. I dont think about the English long bowmen or the French knights that actually dominated the battlefield.

Are you really this ignorant? Why do you think Swiss Guards began to be employed by both kings and the Pope in the first place? It's because the Swiss pikemen had demonstrated their prowess in battle over several decades, becoming some of the most famous mercenaries in all of Europe. The ingrained popular image of English longbowmen against French knights comes from the high middle ages, it was really only at the start of the late medieval period that the effectiveness of pike formations was rediscovered and they became an integral part of every nation's armies. This lasted until firearms and artillery became common enough to be used in battle on a large scale.

Then again, this information is probably wasted on you, since you sound like you get most of your history from movies and video games.

And just in case you're tempted to argue that this mod is only focused on the high middle ages -- it's not, cRPG includes a wide range of equipment from the early middle ages to the beginning of the early modern era.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Xol! on February 29, 2012, 12:01:55 am
I don't like how effective pikes are as melee support right now, just because they greatly outpace almost every other option in terms of support-style play.  It's not so much a matter of them being used incorrectly, it's just that they're very, very effective, which unfortunately gives the class too much sway over the outcome of the battle.

Right now a pikeman plays like a shotgun-style crossbowman that can block with his crossbow, shoot through his teammates, curve his bolt in midair, stop a charging horse, and reload almost instantly.  Granted, this comes at the cost of having your bolts blocked by a downblock, but even that becomes a strength.  The threat of getting stabbed forces enemy melee players nearby to choose between holding downblocks (taking hits from your teammates) and blocking your teammates (taking your stabs).

All of this said, I still don't think they should be nerfed, per se.  They've been hit patch after patch, and they're still tremendously useful.  Nerfing has proven to be ineffective.  Instead they need to be reworked somehow, to bring their supporting power to a level that's in-line with other support classes.  If I knew how, I'd have made a thread awhile ago, but for now stat nerfs aren't the answer.  All it does is piss off pikemen, rather than balancing their effectiveness in battle.  Taking away overheads through teammates was a good start, but changes to speed, damage, etc., aren't going to change how they weapon is played.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 29, 2012, 12:07:08 am
I don't like how effective pikes are as melee support right now, just because they greatly outpace almost every other option in terms of support-style play.  It's not so much a matter of them being used incorrectly, it's just that they're very, very effective, which unfortunately gives the class too much sway over the outcome of the battle.

Right now a pikeman plays like a shotgun-style crossbowman that can block with his crossbow, shoot through his teammates, curve his bolt in midair, stop a charging horse, and reload almost instantly.  Granted, this comes at the cost of having your bolts blocked by a downblock, but even that becomes a strength.  The threat of getting stabbed forces enemy melee players nearby to choose between holding downblocks (taking hits from your teammates) and blocking your teammates (taking your stabs).

All of this said, I still don't think they should be nerfed, per se.  They've been hit patch after patch, and they're still tremendously useful.  Nerfing has proven to be ineffective.  Instead they need to be reworked somehow, to bring their supporting power to a level that's in-line with other support classes.  If I knew how, I'd have made a thread awhile ago, but for now stat nerfs aren't the answer.  All it does is piss off pikemen, rather than balancing their effectiveness in battle.  Taking away overheads through teammates was a good start, but changes to speed, damage, etc., aren't going to change how they weapon is played.

I didnt say anything about change to damage, the weapon speed could be slower, should be, but the main things that need to be changed are the pikers have to move much slower wiht a pike and no lawl stabbing/bunny hoping. Blocking slower should also be in there, you cant block quickly wiht such a large weapon, and seeing the animations of people doing it in game looks ridiculous.

As far as the history debate that has started up here, pikes were used effectivly in a few battles by the swiss over a few decades and sparingly by the germans and scots, not really a big deal and nothing came of it. Pikes got destroyed by armies with archers like i had mentioned.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Malaclypse on February 29, 2012, 12:10:34 am
The problem with thrusts in general in this game is the ridiculous spinning for speed bonus effect. This goes for Germans, Espadas, etc- it's not a Pike or even polearm only issue.
Title: Re: Pikes & longspear need to be adjusted...
Post by: POOPHAMMER on February 29, 2012, 12:14:32 am
The problem with thrusts in general in this game is the ridiculous spinning for speed bonus effect. This goes for Germans, Espadas, etc- it's not a Pike or even polearm only issue.

Yeah I dont think that real fighters on the battlefield were able to repeatedly spin around like fairies all day while landing every single stab
Title: Re: Pikes & longspear need to be adjusted...
Post by: okiN on February 29, 2012, 12:22:43 am
As far as the history debate that has started up here, pikes were used effectivly in a few battles by the swiss over a few decades and sparingly by the germans and scots, not really a big deal and nothing came of it.

The use of pikes spread from the Swiss and Germans to pretty much everyone else after the Hundred Years War, being further developed into the pike and shot formation, and remained the chief close combat weapon of infantry troops all over Europe until they were finally replaced by musket bayonets. You're delusional.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tanken on February 29, 2012, 12:31:03 am
Instead of Historical Discussion, let me address Lemmy as to why it is used, how it is used, and what it's weaknesses are.

Useful in Strat? Hell yes it is, I was able to reach you guys easily most times, but you had a shit-load of shields and your men equally had the same amount of Pike users, they just didn't know how to use it. KUTT, obviously, is a culprit for skilled pike users. When you have Xeen, Caita, and I picking up a pike, shit's going to get messy. While Pikes are good for infantry fighting and formations, they are also a good way to get your ass kicked if someone knows how to counter it.

In a solo-battle, or a one-on-one, we're going to lose almost every time unless we A) Switch weapons or B) the Enemy is Incompetent. When you see a Pike user jump, block down. They turn away with a chambered pike ready, block down. As soon as they waste a shot attacking you, you have (what feels like) a solid second to get an attack in and potentially begin stunning them to a horrific death. This is a Pike user's biggest weakness, not being able to throw up a block after an attack is made. If a pike user gets too close, hug them, attack them. We can't do shit even if we manage to pull off a spinstab (most times it hits our teammates).

Pike also has wonky hit boxes, there are times my hit box seems to just fly to the right of my weapon or get stuck on something way sooner than it should. However, what makes the Pike great is it's ability to be in formations, work around shield walls, catch unsuspecting people coming around corners, and more. There are a lot of Chaos members who picked up the Pike whom had little experience with it, and they didn't do that great with it. The Pike itself is a weapon that requires a pretty heavy bit of learning I'd say. It's not like a Maul or a Shielded 1hander or Katana that is very easy to pick up, learn, and do good with. Pike takes practice, and given how nerfed it is, it takes skill to use.

Title: Re: Pikes & longspear need to be adjusted...
Post by: Bonze on February 29, 2012, 12:34:34 am
Correct ....Pikes are the most unrealistic and bugged fantasy weapons in crpg ( hits from 30 cm with a 10000 kilometer pike, alright) ..quite interesting what the greeks, romans, landsknecht or swiss  have done. Crpg have small battles ,  no real physics,  no formation, no military tactics ... its just a wild mixed arade game with medival and Hong Kong kung Fu film elements.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zanze on February 29, 2012, 12:47:39 am
When I had just started playing this game, I practiced a lot with NH_Relit. Freaking amazing Longspearman. After about 20 duels total, I learned exactly how to fight a pike. Downblock. Its not rocket science. Downblock. He turns around? Downblock? He missed his stab? Downblock. He moves away? Downblock. He does ANYTHING. Downblock. You block his attack? Retaliate.

How is it that a gen 1 person who had the game for 2 weeks can routinely beat a gen 9 expert longspear? Downblock. The best way of explaining the fighting style of a pikeman is a game of trickery. Don't fall for their tricks and you will win easily. It is no different from fighting a 2h in the sense of block tennis. Stop trying to get that second or third hit in.

Yes, the jumpstab is extremely unrealistic. But what else do you really want us to do? Keel over and let you stab us because our pub teammates are incompetent or you outlasted your clanmates?

If you fall for the jumpstab, or die to a pike, its your own damn fault. You had the option to block down, and you chose not to.


Edit: Btw, am currently a longspearman atm. Ive done the entire gen as one. I didn't learn the jumpstab until...maybe yesterday? Half the time it doesn't work. Either they block, or you get hit by something else. Fighting 1v1 is extremely hard and you literally have maybe 2-3 jumpstabs at your disposal before they learn how to downblock.
Title: Re: Pikes & longspear need to be adjusted...
Post by: ArchonAlarion on February 29, 2012, 12:58:41 am
No one arguing pro-pike based on realism has faced this little fact: THE PIKE WASN'T EFFECTIVE BECAUSE YOU COULD JUMP-SPIN-SLASH.

That is the freaking issue at hand here. If it was fixed (removed), pikes used in formation would still be effective in crpg for the same reasons they were effective historically. If they aren't used in formation, then they won't be effective in crpg for the same reasons they wouldn't be effective historically.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tanken on February 29, 2012, 01:07:47 am
It was my understanding he was talking about the Pikes used in yesterday's Strategus battle--which all of them dealing kills -were- used in Formation.


Soooooo............................considering his side had just as much Pikes and we looted more Pikes from them than we started with, I don't see the point of this topic? Pike is a weapon of skill, try playing a whole generation with it, try picking it up and trying a jump stab, you will blow ass with it immediately.

I would say the Jump-spin is only a small percentage of my kills as a dedicated Pikeman. Reason why? It's more of a percentage of my teamkills than anything because despite how well you time it, the hit-box for the Pike always seems to be faulty and land in places you don't want it to go.

I always like to picture my hitbox as being a donut, sliding from my hand on the pike, all the way to the tip, and my job is to move the pike in such a manner that I slide that donut right down the pike and feed it to my opponent.


Title: Re: Pikes & longspear need to be adjusted...
Post by: Zanze on February 29, 2012, 01:10:13 am
Correct me if I am wrong, and mind you I am most of the time, but this is the game balance part of the suggestions forums. Citing history or anything related to realism should have no meaning here.

Now to properly balance pikes and longspears you cite the need for proper discipline and formation. Keeping balance in mind, that is extremely hard to achieve. The ability to execute a jumpstab effectively gives the piker room for error so that he may return to his teammates or stay at an effective piking distance with his weapon. What you ask is to completely remove any room for error in the playstyle of a pikeman, one wrong move and you are now separated from your teammates and most likely dead.

Is it wrong to reward such discipline in the use of a pike formation? Especially if they manage to easily defend against a disorganized mob?
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 29, 2012, 01:28:52 am
Dont have time to read or address specifically the arguments u all have made. But what does any of that have to do with the realism of a pike. Once again people couldnt lawlstab in real life, move quickly with a pike in real life, or jump around in real life, or even block attacks.

These were the disadvantages of pikes and waht made them not very useful against infantry unless used in superb formation (and even then still not very useful), which i have never seen in this game, the defenders of hanun were a disorganized clusterfuck, at no poit in time were they in anything resembling a formation and as soon as combat began they broke apart, and it didnt matter anyways.

At any rate for what reasons, real reasons, should pikers should be able to do any of the things i listed in teh first paragraph.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Ufthak on February 29, 2012, 01:38:57 am
Solution: remove lolstab from pike, add permanently active hitbox greatly dependent on speed bonus so that if an enemy so much as runs into the tip of a pike like a moron he automatically dies?

Realism achieved, now lets all cry more that the lolzy mechanic to compensate for the realism factor being overpowered was replaced with realism.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zerran on February 29, 2012, 01:41:44 am
When i said that to you it was in a battle server and i think it was after i killed you in a duel at the end of a round. In that situation, being in a battle server and fighting somene one on one yes its a shitty weapon. But with a group of people working together like in a strat battle where everyone has pikes, they are overpowered. While i acknowledged the fact taht even when running around on your own with a pike, the pike is unrealistic with teh speed you can move and the lawl stabbing and bunny hoping, i didnt care because it was still easy to fight someone who has it. But now that ive seen them in strat battles these unrealsitc and unfair features can no longer be ignored, they must be fixed.

The battle was at hanun which we fought last night, i guess you werent there, chaos had a shit ton of pikes and crushed us with them. The crpg equip web site doesnt say u cant use with a sheild, but at the same time i was generalizing pikes with other long spears. You were plate armor and have a pike and can outrun most people, when i was infantry i had 6 or 7 athletics and wore medium armor and i dont think i could catch you. Almost every semi-decent piker ive seen has a ton of athletics and is very fast. If weapon length slows you down already its clearly nto slowing people down enough. The lawl stabbing and bunny hopping is also a huge problem as i mentioned. In my opinion the bunny hop stabbing is almost as bad as the speed. Also as someoen else mentioned the side swiping, and stabbing people who are way close to you. Even in movies if you see phalanx troops you seem them moving extremely slowly, cause thats how it was. You only see someone with a long spear running 30 miles an hour and jumping 6ft in the air and spinning around stabbing people in kung foo movies, and they did that much shorter spears.

Unfortunately I was unable to be at that fight. But do remember Uslum where we had a huge number of pikes as well, and your archers totally nullified them. One or two fights where pikes dominate is hardly grounds to call them OP. Archers tend to dominate much harder in strat. Yes, pikes, longspears, etc are good support weapons and good group weapons, but if you take that away... what the hell do they have left?

At the time of that duel I was using 24 agi. I don't recall what armor I was using then, though I believe it was lighter-medium. Currently I have 18 agi 6 ath and use rus scale, and yes with this I still can keep up with a lot of people, but largely this is because infantry, at least in NA, seems to go very very low agi on average. When I drop the pike to use my sidearm there is a SIGNIFICANT increase in my running speed, at least 1-2 ath worth.

Removing the jumpstab would make pikes totally useless in 1v1 fights, which I suppose is what a lot of people want, but it does next to nothing to weaken the longspear, since they can hit at a closer range and so don't HAVE to jump. So essentially what it would mean is the pike would become completely worthless outside strat, meaning pretty much all pikemen would switch to longspears which are generally already a hell of a lot better for dueling.

The way this game's combat system works pikes and longspears are USELESS in realistic formations. They have to have "disorganized clusterfucks" in order to be effective. Due to enemies being able to just downblock all pikemen in front of them, it is necessary to flank and backstab in every fight, which can look like just mass confusion and disorganization.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Gurnisson on February 29, 2012, 01:45:36 am
Pikes are great if you team protects you. If your allies are hopeless you're useless. Seems about right to me.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zanze on February 29, 2012, 02:11:50 am
But what does any of that have to do with the realism of a pike. Once again people couldnt lawlstab in real life, move quickly with a pike in real life, or jump around in real life, or even block attacks.

At any rate for what reasons, real reasons, should pikers should be able to do any of the things i listed in teh first paragraph.

Wrong Forum. Realism forum is elsewhere. Backup your argument with balancing issues, not realism ones.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Lemmy_Winks on February 29, 2012, 02:46:02 am
Zarren pikes wouldnt be useless if you got rid of lawl stabbing, they would still be good agaisnt cavalry, that is what they are for. Lawlstabbing is harder to block than someone with a longspear just trying to stab you, which is why everyone uses pikes.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tanken on February 29, 2012, 03:20:20 am
Please, for the love of god, do not say they are good for anti-cav. Yes, historically, they were. In cRPG, without help, my Pike most times cannot take down a horse. I can do little more than rear them, then by the time they are turning to go the other way, I stab them in the butt if I'm lucky.

Whereas 2hander weapons with the recent fix can just hack-slash 2 times at most horse's legs and BOOM. The horse is down. SO PLEASE, don't say the Pike is an anti-cavalry weapon. If you remove the spin stab from Pikes, fix turns on all weapons so 2handers can't 180 stab, Mauls can't hit you after their animation has been finished for half a second, shields can't block arrows that are nowhere near their shield, and lightly armed guys survive a spear seemingly sink through their torso.

This game, obviously does not strive for complete realism. The sooner you get that out of your head Lemmy, the easier the game will be to play. Also, in regards to our formations in Hanun--It worked, obviously. You guys weren't able to stay organized, your shield walls buckled, your archers couldn't find lanes, and your infantry was out-maneuvered pretty much every time. So, despite us not forming Shield Walls to march to your 6 man shield-wall and proceed to fight this like a Civil War battle, we still won.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zerran on February 29, 2012, 03:49:01 am
Zarren pikes wouldnt be useless if you got rid of lawl stabbing, they would still be good agaisnt cavalry, that is what they are for. Lawlstabbing is harder to block than someone with a longspear just trying to stab you, which is why everyone uses pikes.

True, pikes wouldn't be useless, if we don't compare it to other weapons. Compare it to the longspear, however, and without lawlstab the pike is, in fact, useless. The is due to the fact that were that to be removed pikes would lose ALL 1v1 capability, while longspears retain much of theirs.

Essentially what I'm getting at is removal of the lawlstab is a HUUUGE nerf to the pike, while only a moderate nerf to the longspear.

And, even with balance aside, the pike would be really damn boring without being able to jump and attack.  :|

Please, for the love of god, do not say they are good for anti-cav. Yes, historically, they were. In cRPG, without help, my Pike most times cannot take down a horse. I can do little more than rear them, then by the time they are turning to go the other way, I stab them in the butt if I'm lucky.

This is, unfortunately, also very true. If I stop cav on a full charge right on me, then I can sometimes kill them if I do a lot of spin stabbing and spam as much as possible, but quite often they just ride away. The longspear and bamboo spear are dramatically better cav stoppers, but even then, archers are really the best anti cav in the game.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Richter on February 29, 2012, 04:32:13 am
Honestly, I have noticed a disparity between melee groups that have a lot of pikes in them and those who don't.
But then again, that's reasonable. Is it balanced that our pike & melee formation can almost always break a plain shieldwall? Maybe.

But what do you think would happen when a bunch of guys locking their shields together get set upon by a forest of sharp sticks going for their legs and faces? Their Arms and flanks?
It's even worse when both sides are just pikemen, because unlike in Warband, you can't downblock to defend yourself completely, nor can you just hold a shield up and deflect everything.

Why were long, pointed stabbing weapons used from pre-history, to modern times, existing still in bayonet form?
Because nobody wants to run at a spike, much less a wall of spikes, especially when they can move and chase you.

Do you get the idea? It's what we call "bad war."

What I don't like about my weapon of choice is that I can jump in mid-air and stab with it at the same time. I don't like that I can abuse its length to go through closed doors, or around them at an impossible angle, as if the haft did not exist.

But if you're going to complain about lolstab, then pikes aren't solely to blame. You can do the same things with two-handers and one-handers.
Pikes are just intrinsically more prone to be used like this, because they're long, and slow.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Aleta on February 29, 2012, 07:37:42 am
The reason why there were so few pikes in medieval times was that there were a ton of halberds and bills and such instead. The halberds could outrange the 2handers and shielders and basically anyone, but still they had better manouverability that the super long pike and strikes from above were more powerful with a halberd.

However, in cRPG the polearm animations are so derped that halberds don't outrange 2handers when thrusting. Therefore people use longer weapons like the pike.

About the balance of the pike, I'd say it's completely fine. Teamwork should be effective, and pikers suck on their own.

Title: Re: Pikes & longspear need to be adjusted...
Post by: Zerran on February 29, 2012, 08:37:06 am
I'm on my 3rd or fourth gen pure pikeman, played longspear the gen before that, and played 2 or 3 gens of 2d weapons before that. Only last gen did I actually get to the point where I could even really begin to effectively 1v1 with my pike. It's not in any way a weapon that you can just pick up and start dueling with, regardless of how much experience you have with other weapons.

For some reason people love to grab my pike after I die in battle. It's actually pretty entertaining to watch them, because you get to see some players that were doing great with a different weapon suddenly reduced to complete nubs with no idea what they're doing.  :lol:
Title: Re: Pikes & longspear need to be adjusted...
Post by: FRANK_THE_TANK on February 29, 2012, 09:29:12 am
When the pike walls and box formations were invented warfare in Europe was turned on its head.

An army of xbows, swiss halabers and pikes should cluster fuck pretty much everything. The pikes are a pain in the butt, but they are pretty much on (as in right/good).

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

Note the statement "Well trained and well drilled" I might hate all members of chaos and KUTT with a burning rage that few could ever must or understand... oh wait I don't... but you really have to hand it to their pikemen, a lot of them work really well together and are a huge pain in the arse.

Title: Re: Pikes & longspear need to be adjusted...
Post by: dodnet on February 29, 2012, 11:44:58 am
Correct ....Pikes are the most unrealistic and bugged fantasy weapons in crpg

Yeah, and archery is absolutely realistic in this game where you headshot one through half the map with a higher accuracy then most modern pistols. If you want realism you also need battles with thousands of people not only 120 at max.
Title: Re: Pikes & longspear need to be adjusted...
Post by: John on February 29, 2012, 12:09:40 pm
If it was my decision, I'd "adjust" the pike all the way out of the game.
Title: Re: Pikes & longspear need to be adjusted...
Post by: dodnet on February 29, 2012, 12:43:07 pm
If it was my decision, I'd "adjust" the pike all the way out of the game.

Good your NOT in command here  :!:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Gurnisson on February 29, 2012, 12:44:22 pm
But Paul is stalking the thread. Maybe he will. :mrgreen:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tears of Destiny on March 02, 2012, 04:01:45 pm
Yeah, and archery is absolutely realistic in this game where you headshot one through half the map with a higher accuracy then most modern pistols.

You've clearly never gone shooting, nor have you played much with bows recently in this game.
Title: Re: Pikes & longspear need to be adjusted...
Post by: dodnet on March 02, 2012, 05:05:54 pm
You've clearly never gone shooting, nor have you played much with bows recently in this game.

With the first part you're wrong, with the second you're right. But still I sometimes get headshotted over a distance ingame where you wouldn't hit anything with a pistol for sure in RL  :wink:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tears of Destiny on March 02, 2012, 06:23:50 pm
With the first part you're wrong, with the second you're right. But still I sometimes get headshotted over a distance ingame where you wouldn't hit anything with a pistol for sure in RL  :wink:

That would be luck then, those arrow headshots are hardly "on demand" otherwise half of the enemy team would be dead 40 seconds out of spawn from range.

As for the firearm "pistol" comment: A Glock has an effective range of about 50 meters, and heavens knows you can "lob" luck shots farther then that, just like you can "drop" shots with an AK-47 at a kilometer and a half or more if you know what you are doing, despite it being farther then the "effective range." Either that, or the base security squadron is hacking real life. Now compare with modern longbows that have an effective range of 180 meters, and even "era appropriate" longbows had more then half that effective range (Actually era appropriate bows have ranges near-dead on with the 180 meter/200 yard figure I gave.)

TL:DR Version: Modern pistol bullets go really damn far if you don't care about accuracy, c-RPG arrow headshots from half way or across the map are largely luck, and most bows, ancient or modern, have effective ranges far above that of pistols.
Title: Re: Pikes & longspear need to be adjusted...
Post by: CrazyCracka420 on March 02, 2012, 07:14:37 pm
Long pointy sticks have always been effective in warfare (if used properly).  Pikes and long spears are fine the way they are.  The only problem I have is when I'm 2 feet away there's no way that a pike/long spear should be able to pull their attack back and still hit me.  You shouldnt' have to be the full distance of the weapon away, but you should have to be at least half the distance of the total length in order to do anything other than glance.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Turboflex on March 02, 2012, 07:39:59 pm
I'm glad to see pike formations making a comeback on NA battle. NH is back, KUTT doing it, even Chaos to an extent. It's really neat when 2 sides' formations line up and have some back and forth for a while before one side gives.

Sometimes it can be challenging when one side gets all of a certain class, pikes, maulers, cavalry or archers, it's tough to adapt to that kind of gimmick imbalance on a public server. But such is the capriciousness of the team scramble.
Title: Re: Pikes & longspear need to be adjusted...
Post by: San on March 02, 2012, 08:11:32 pm
@ the OP

You were fighting a pretty dedicated pike clan, what do you expect?

A lot of the mechanics for those weapons are pretty dumb (what gets me is stabbing through teammates since I try to position myself to avoid that), but there's little reason to remove them, or any viable alternative at the moment which would satisfy people.

Also, that's the role of support weapons. They're very powerful in this game, and help augment the force's melee power. Precisely why I respec'd my character at lvl 33 to hoplite/1h.


I disagree with the pike being hard to use or anything, if shield+spear is any indication of how pike users fight. It just sucks that its blocks are slow.
Title: Re: Pikes & longspear need to be adjusted...
Post by: CrazyCracka420 on March 02, 2012, 08:19:40 pm
I think pikes would be balanced a little more if you could stab with a spear while still having your shield cover a good portion of your body.  As it stands right now a group of hoplites + infantry generally get destroyed by a group of equally skilled pikers + infantry.  You just get outreached and hoplites are no match for pikes, as soon as you release block you get stuck.
Title: Re: Pikes & longspear need to be adjusted...
Post by: engurrand on March 05, 2012, 04:13:34 am
OP is complaining about weapons being used how they should?

I was in this battle too, i was very impressed by the massive pike / long spear use. I thought it very effective.

Something i noticed right off the bat, it was very vulnerable to archer fire and throwing weapons. We had roughly 7-10 archers in the group, and they were all over the place. If they would have stood together and concentrated their fire they would have been devastating to the pikemen.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Blackzilla on March 05, 2012, 04:43:51 am
Can you block down?
Title: Re: Pikes & longspear need to be adjusted...
Post by: Darkkarma on March 05, 2012, 04:57:50 am
OP is complaining about weapons being used how they should?

I was in this battle too, i was very impressed by the massive pike / long spear use. I thought it very effective.

Something i noticed right off the bat, it was very vulnerable to archer fire and throwing weapons. We had roughly 7-10 archers in the group, and they were all over the place. If they would have stood together and concentrated their fire they would have been devastating to the pikemen.

Pretty much this. Any archer worth their salt should be having a head shot buffet with pikemen around. At least from my experiences, the animations of the body in general are very stationary for the pike and there is very little range of motion as opposed to someone with a 2 hander side swinging, or a thrower rearing back and throwing. They are also generally linear in movement. A strong ranged presence is enough to offset pikes in my opinion.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Herra Hakkarainen on March 05, 2012, 05:47:10 am
Remove everything except 1h swords. Shields, 2h, pike, spear, throwing, archery, horse, they all have to go. Maybe then people stop complaining.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Malaclypse on March 05, 2012, 06:04:58 am
Remove everything except 1h swords. Shields, 2h, pike, spear, throwing, archery, horse, they all have to go. Maybe then people stop complaining.

Personally I wish the mod was forever like this: http://www.youtube.com/watch?v=CjGVztif9Kk
Title: Re: Pikes & longspear need to be adjusted...
Post by: duurrr on March 05, 2012, 08:00:54 am
Remove everything except 1h swords. Shields, 2h, pike, spear, throwing, archery, horse, they all have to go. Maybe then people stop complaining.
this would actually be very fun
Title: Re: Pikes & longspear need to be adjusted...
Post by: dodnet on March 05, 2012, 02:56:54 pm
Remove everything except 1h swords. Shields, 2h, pike, spear, throwing, archery, horse, they all have to go. Maybe then people stop complaining.

Noooo... 1h is so OP!  :lol:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Konrax on March 06, 2012, 05:54:45 pm
Aside from the borked physics,

the only problem is these long weapons still having the ability to jump away to kite. If they had to run normally they would not be able to get away most of the time.

I would like to see the ability to attack with the pike/awlpike type weapons removed while in the air. Maybe also not allow them to jump for a short period after attacking even.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 07, 2012, 09:38:18 am
You all use pike so generically it hurts me. The pike has varied WILDLY through the years and from nation to nation. No where in your offense or defense on this subject should you be using realism, unit tactics, and historical battles as proof. However close to real this game is, it is still extremely far from. Allow me to demonstrate
A fully grown man is ALWAYS strong enough to wear leather(but yet it has a str requirement)
A horse that runs full speed into ANYTHING will die, yet they take 0 damage running into solid walls. Hell they can run into a spear and live.
There is no crossbow in this game that would be operatable from a mounted postion. Simply not possible without a crank or lever.
You can swing a pole arm through a door, spin quickly, and hit some one through a wall.
If a longbow or crossbow were to shoot you, you might not die but you sure as hell won't get up.

I could go on forever but dont use realism as the basis for why a weapon should or should not be tweaked. This is a game, the mechanics are NOT real, and it needs to be balanced based on what is happening IN GAME.

1v1 a pike is pretty crappy. However, I dont know anyone that will engage 1v1 with a pike. Most of them have high enough athletics they will run until they find a teamate, and can take massive advantage of run/jump lolspin. They are used in swarms, where you cant just sit there and down block or your head will be cut off by the guy next to him. They have such a massive range, if they are anything but solo you dont have much of a chance to engage them. They can be swung around and through walls, as well as around and through your/their own teamates. It can take such a huge advantage of the faulty mechanics in this game, I really feel it needs to be nerfed.  There is no other weapon other than the long spear that can perform such feats. I personally feel this weapon encourages poor and dishonorable play and needs to be heavily re-evaluated.

*50m is max effective range for pistols. Most ranges dont even have 50m pistol targets, but you could go to the rifle range. Sure you can shoot and with blind luck hit something farther. An AK going 1500m accurately?? The bullet tumbles and fans as it flies, so good luck with that. it is possible but still HIGHLY unlikely.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Smoothrich on March 07, 2012, 12:06:16 pm
If a longbow or crossbow were to shoot you, you might not die but you sure as hell won't get up.

Now this is something I really doubt.  Have you ever bothered reading some medal of honor citations?  Dudes take liek 30 bullets, have limbs blown away, and maintain the presence of mind to slaughter dozens of chocolate chip cookies single handedly while coordinating troop movements and saving their men.  An arrow or xbow bolt causes significantly less trauma and damage then bullets do.  Nerf ranged.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zanze on March 07, 2012, 04:46:34 pm
Quote

I could go on forever but dont use realism as the basis for why a weapon should or should not be tweaked. This is a game, the mechanics are NOT real, and it needs to be balanced based on what is happening IN GAME.

Good! We agree we are in the game balance thread!
Quote
1v1 a pike is pretty crappy. However, I dont know anyone that will engage 1v1 with a pike. Most of them have high enough athletics they will run until they find a teamate, and can take massive advantage of run/jump lolspin. They are used in swarms, where you cant just sit there and down block or your head will be cut off by the guy next to him. They have such a massive range, if they are anything but solo you dont have much of a chance to engage them.
Massive advantage? Downblock. Seriously, only idiots get hit by a lolspin more than once or twice. Anything that stops your movement during a spin means death, and the main reason to spin is to polestun the attacker so they can return to their teammates.

Quote
They can be swung around and through walls, as well as around and through your/their own teamates. It can take such a huge advantage of the faulty mechanics in this game, I really feel it needs to be nerfed.  There is no other weapon other than the long spear that can perform such feats.

Hitting through teammates is limited to the pike. It has no hit box directly in front of the wielder. Swinging around walls? Any weapon with around 150ish reach(including the reach gained or loss from stabbing) can easily stab into a space and drag it through the wall into you. Don't believe me? Hug a door in siege while they stab it, watch how easily a danish or some other 2h sword can hit you with a thrust.

Quote
I personally feel this weapon encourages poor and dishonorable play and needs to be heavily re-evaluated.
You mean teamwork? Just in case you cite 1v1's, downblock. Suddenly, you can never die.

Quote
*50m is max effective range for pistols. Most ranges dont even have 50m pistol targets, but you could go to the rifle range. Sure you can shoot and with blind luck hit something farther. An AK going 1500m accurately?? The bullet tumbles and fans as it flies, so good luck with that. it is possible but still HIGHLY unlikely.

Don't know where this came from...but last I checked, you and I agreed this thread was dedicated to game balance. Where did this come from and what does it have to do with long spears and pikes?
Title: Re: Pikes & longspear need to be adjusted...
Post by: Memento_Mori on March 07, 2012, 04:52:36 pm
Hitting through teammates is limited to the pike.

You can hit through team mates with a great sword stab, long spear, pretty much any weapon with a stab and long enough weapon length to take advantage of the game mechanics. This ability is not just limited to the pike, though the pike can make good use of it due to it's extreme length.


Down block and you will never die, but you will NEVER kill that pike guy with your down block. On my pure str piker I hit people while they're trying to hit me, only idiot pikers purposely stun themselves by attacking a down block/shield.

All in all I don't think it needs a nerf, there are many things it excels at but if you don't have a team coordinating with you all of it's strengths are lost and replaced with uselessness.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Joker86 on March 07, 2012, 06:59:16 pm
I think the first problem of your post is the moment you realized you think (!) that pikes are OP. It was against a clan, and they used masses of pikes. Clan members tend to play together, they are in teamspeak, and unlike in cRPG in strategus they fight to win, not to have fun/mess around.

cRPG has the weird behaviour, that if a class is dominating in a team, the team will win the fight more likely. I don't know where this comes from, and I have no theory how this could work, but as soon as a team has superiority concerning cavalry, archers or heavy infantry, it will win. This is what I observed in cRPG, at least. I don't know how much this applies to a strategus battle, but I wanted to have it mentioned.

Then, if we want to discuss this further, we need to agree on one important thing: noone is allowed to ever mention how "it used to be in history", because this is completely irrelevant if you want to achieve some balance. Warfare in history never tried to be balanced, so it is a very poor base for creating a fair game. It was a rock-paper-scissors-shotgun system, where everyone tried to be the shotgun. For obvious reasons.

That said, I beg you to look at the whole matter from the point of view of a pikeman. Imagine you choose to be one, to play cRPG. Pretty much everyone on the enemy team will prioritize you as a target, either because you are an easy one (ranged, infantry) or a dangerous one (cavalry, infantry). If a cavalryman catches you and a few more of your teammates turning your back to him, you can be sure he will attack you first, if he's smart. If an enemy infantryman is fighting against you and your infantry teammate, he will try to kill you first before trying to kill your mate.

If you get seperated somehow (which happens more easily and frequently than you might think - just follow a good player, and when he dies and you turn around you see the rest of your team that used to be behind you is gone somewhere else), and you encounter an enemy who is not cavalry, you will die. If the cavalry is smart and dismounts before engaging you, you will die as well.

The only thing you can do is to stand in the second line and stab or at least annoy enemies. That's all. Pikeman gameplay is rather plain, and, as most important insight:

No other class is more dependant on other people than pikemen.


Sure, they are great as supporter, but they are supposed to, because there is nothing else left for them. I don't know how it's about you, but most people do NOT prefer to be dependant on other people that much, and if I take a look at the average cRPG player that's damn smart.

A pikeman needs 3 slots for his weapon, no other class besides long maul crushthrough infantry needs 3 slots for one piece of equipment! The only viable backup weapon left is a) a quarterstaff or b) buckler + 1hd weapon (which both need skill/WPF points to be effective).

The most frequent (and dumbest, imho) argument against "nerf ranged spam"-cries was "get a shield", but you are the ONLY class for which this argument doesn't apply, because if you switch to your shield you drop your pike. Because it's not only 3 slot, it's also unsheathable. So you can't switch to a shield while approaching the enemy, like 2hd or halberd infantry.

Then you need to be aware of the fact that a pike is unbalanced. So if you do a mistake you are dead most likely. Or you teamhit a comrade although you hammer on RMB like mad.

And finally I would beg you to equip a pike and try to fight on a steep hill or a rooftop against an enemy. You will be literally unable to attack, as soon as you release your blow your character will do "HNGH", the attack animation will stop before it even started, and you won't be able to block for a second. It's tremendous fun.

We agree on one point though: jump-lolstabs are crap. But not because it's OP or something like that, I just hate how retarded it looks, so I don't use it (and to be honest, I didn't notice any difference in staying on ground or jumping. If anything, I think your damage is higher while staying on ground). I would like to deactivate any attacking while jumping, I hate the looks. People can attack cavalry from the ground almost as effectively.

What I would like to have though is a second attack direction for spear like weapons, both one and two handed. It would make pikemen and especially the poor hoplites more viable. Of course this would change the look of melee completely, with having about 50% spear weapons, and always having 2 lines of combat, but I think game depth would increase, simultanously with the importancy of shieldmen. 2 hd wouldn't be the main infantry class any more. More shieldmen would decrease the general effectivity of ranged fighters, another big problem in cRPG, and the increased amount of spears would make life harder for cav, which is still able to amass a lot of easy, skill-less kills. In short: it would buff infantry again.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Diomedes on March 07, 2012, 11:07:06 pm
Pikes are handicapped 1v1 and against ranged attacks but are quite strong when supporting allies or fighting cavalry.  Just like any weapon-type, pikes have their strengths and weaknesses.  If they're killing you disproportionately then you're likely fighting them when they're in their more advantageous environments.

Mount&Blade combat is like rock paper scissors, except with more hand gestures than a deaf person in an argument.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Mlekce on March 08, 2012, 02:21:39 pm
i only hate when i am stopped with my armored pony,and some my old friend come and hit my pony once and kill it even if i don't move. So pike removes 70% health to my armored pony. I realy hate pikers,but i use it when i fight in strat. I like to stab unaware infrantery. So side stabs with pike should deal less dmg to armored ponies,arrows too.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Thomek on March 08, 2012, 07:20:08 pm
Joker.. I'm suffering from same illness as you with writing too long posts. Anyhow.. Try to write shorter.. No one can be assed to read anything in that wall of text.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zlisch_The_Butcher on March 08, 2012, 07:24:06 pm
i only hate when i am stopped with my armored pony,and some my old friend come and hit my pony once and kill it even if i don't move. So pike removes 70% health to my armored pony. I realy hate pikers,but i use it when i fight in strat. I like to stab unaware infrantery. So side stabs with pike should deal less dmg to armored ponies,arrows too.
So... you're saying, pike is ok if I'm not the one fighting it.
Excuse me, but that is fucking stupid.

BTW: Thomek, even I make longer posts than you, your only illness is lack of ban-polls being thrown upon you, you gotta be more like Chlorine.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Joker86 on March 08, 2012, 07:45:14 pm
Joker.. I'm suffering from same illness as you with writing too long posts. Anyhow.. Try to write shorter.. No one can be assed to read anything in that wall of text.

(click to show/hide)

- the observation the OP made was against a clan in a strategus battle about a fief (= high performance, teamspeak, better organisation, no fooling around and casual playing like in cRPG, perhaps you didn't lose to their pikes but to their better skill?), of COURSE the performance would be rather good. Ask yourself what would happen if they were all cavalry or archers.

- in cRPG, unlike other games, a high concentration of a class in one team usually is an advantage. In other games you need a good mixture, in cRPG you don't. I don't know why and how, but that's why I observed. Perhaps it has to do with the autobalancer and the fact that the opposing team usually ends up pretty balanced, anyway.

- history is a bad base to balance things, because warfare in history never was (and never will be) fair. So it doesn't matter how it is/was in reality. Just don't mention it at all.

- pikemen are a high priority target for almost every enemy, for different reasons. Either because it's an easy target (majority of all cases) or because it is a dangerous target (way more seldom)

- 2 + 2 = 4. a²+b²=c². A single pikeman is a dead pikeman. E=mc². 

- the entire gameplay of pikemen is to wait behind other players and try to stab/annoy enemies, which is rather plain.

- pikes have 3 slots, the only viable backup weapons are a quarterstaff (meh) or a buckler + 1hd (which need skill and WPF points).

- pikemen can't use a shield at all to approach archers safely, because the pike is unsheathable. They would drop it when switching to a shield.

- pikes are one of the slowest weapons ingame, PLUS they are unbalanced. Make a mistake and you hit a teammate in the best case (!!!), or you die in the worst case.

- pikes are worthless on uneven ground. You simply can't attack with them.

No other class is more dependant on other people than pikemen.

Take all these points into concern and ask yourself again, if you really want to further nerf the weapon.

I agree jumpstabs should go, but not because they were OP (they are not, I don't even use them), but because I hate the look. Just give a second attack direction to spears and pikes both 1hd and 2hd, some kind of overhead stab. I think gameplay would benefit from it. And reducing the turning speed while performing a stab could make melee more... interesting. No more twist stabs, I hate them too.  :mad:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Thomek on March 08, 2012, 10:32:33 pm
hehe.. thanks.

It didn't mean anything bad.. Just hinting that you should take a look at your writing. You write too long posts dammit! (My writing is terrible as well.. I just have less to say!)

Anyway, back on topic.

I like pikes. (They force both the piker and the enemies to think and teamwork a bit. People should be a little bit careful when engaging a pikeman + one or more other infantry in a group.)

Choosing when and how to engage is also skills.. I like powerful combos resulting from teamwork.

And I think the top long 2h and polearms are too flexible all rounders. Need nerf. Everyone is using them, see my other ragethread.

Also, nerf cav. (Pondering about writing a rageful suggestion that they should not be able to headshot with their lances, or at least get the lance damage nerfed, or their speed bonus.. but that will be in time.)

=crpg fixed.

(Ranged is OK atm)
Title: Re: Pikes & longspear need to be adjusted...
Post by: Leshma on March 08, 2012, 10:41:19 pm
What if someone wants to work alone. You can't impose formations and teamplay on everyone...

There are scouts, rogues, assassins, spies, rangers, decoys,ninjas. You know those ninjas from 80s B movies, where one and the only skilled ninja beats up whole group of ninjas using teamplay :wink:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Joker86 on March 08, 2012, 11:37:52 pm
And I think the top long 2h and polearms are too flexible all rounders. Need nerf. Everyone is using them, see my other ragethread.

Also, nerf cav. (Pondering about writing a rageful suggestion that they should not be able to headshot with their lances, or at least get the lance damage nerfed, or their speed bonus.. but that will be in time.)

=crpg fixed.

(Ranged is OK atm)

I wrote it already in my "Dear Devs..."-topic:

Nerfing on itself won't help anything at this point of game development. You are stuck in the "My chair is wiggling. Two legs are too short, in need to saw a bit off them to make everything even again."-thinking, Thomek. And we all know, there the story with the wiggling chair and the saw ends.  :wink:

The item stats are not the problem, the average infantry player is.

Cavalry is not OP at all. If anything, I would lower the upkeep cost for horses, but perhaps increase their difficulty by 1 or so.

The problem of cav seeming OP is:

- players not CONSTANTLY, from spawning at the beginning of a round till the equipment (& teamkill) screen at the end of the round, being aware of cavalry
- infantry not sticking together, with pikemen/spearmen at the flanks and back of the formation (no line formation, I am talking about the blob)
- player listening to music while playing. I don't have any background sounds while playing, except for the fighting sounds (shouts, weapons, hits, HORSE TRAMPLING). I think this is one of the biggest and simultaneously one of the most difficult, if not impossible to solve problems.
- people thinking that teamplay is boring, lame, and less fun than casual suicide runs. They don't realize that one doesn't exclude the other. Poor bastards.

And concerning the problem of too many swung polearms (I am still looking for a name for the "halberd" class)/ two handers: I wouldn't look for a solution basing on nerfs. Rather buff something. My idea would be to give spear and pike weapons a second overhead stab (as tradeoff you remove melee attacks while jumping (which also makes up for the increased amount of spears from the point of view of cav), and you drastically lower the turning speed while being in the stab animation of any weapon. I HATE jump stabs/slashes and spin stabs). It's identical to the normal stab, but you need to block upwards. This means you can't approach three spearmen safely by blocking down any more. The weapons would become more viable, which would result in an increased number of spear weapons. Melee would be fought in two lines: the front line and the support line with spears and pikes. With two stab directions for spear weapons it would become more difficult to survive in the front line with two handed weapons, which would (hopefully) result in a lower amount of two handed weapons and an increased amount of 1hd+shield. Which would nerf ranged a bit again, which is not a bad thing (you can buff their stats a bit if this nerf is too severe), but buff cavalry again which will suffer heavily from the high amount of spears in the teams.

You see? A single change can shift things heavily, and no one needs to cry about worse stats of his heirloomed items. If anything, buffs could be applied again. Perhaps I will create a topic about this suggestion.

Edit: a SHORT topic, of course  :wink:
Title: Re: Pikes & longspear need to be adjusted...
Post by: Okkam on March 09, 2012, 12:25:41 am
pike reach with two type of frontal attack, current broken sweetspot mechanics and instastab?
Title: Re: Pikes & longspear need to be adjusted...
Post by: Joker86 on March 09, 2012, 12:30:02 am
pike reach with two type of frontal attack, current broken sweetspot mechanics and instastab and slower turning speed, no jump stabs, three slots, unsheathable, unbalanced?

Fixed that for you.

Yes.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 09, 2012, 05:23:42 am
Now this is something I really doubt.  Have you ever bothered reading some medal of honor citations?  Dudes take liek 30 bullets, have limbs blown away, and maintain the presence of mind to slaughter dozens of chocolate chip cookies single handedly while coordinating troop movements and saving their men.  An arrow or xbow bolt causes significantly less trauma and damage then bullets do.  Nerf ranged.

You need to do some research on newtons, area, and impact damage. You clearly have no idea what you talking about. I like physics and currently in college for it(far from being done, however I do know enough). A longbow would fuck your world up with a 100lb draw weight(Max estimated 200lb on longbow). Bullets pierece the body, but cause relatively little impact damage due to size until you start getting into larger rounds(ie 50 cal sniper that can cut a man in half). If you are shot 30 times and still living/moving, it isnt a big round. Arrows/crossbows and bullets are no where near close to the same type of damage.

I said Pike 1v1 is shit. No Pikeman will EVER engage 1v1 unles the rest of his team died and he has no choice. So that argument is void. Anyone without a shield is an archer target, derp. You are correct down block is easy. However, it is completely unmanageble when there are multiple enemies, and a guy can stab you from off the screen with his 300 reach weapon. They can also look like they are stabbing some one else far away and they turn and you are dead. If you are just holding down block and dont die from his teamate, they are doing something wrong.  No where in my post did I say other weapons are not capable of taking advantage of the mechanics, but the longer the weapon is the more it can abuse the system. I dont feel you should be ghosting 15foot pikes through solid objects and players. You still cant swing a sword through a ally as far as im aware. I started this game almost a year ago, and Pikes werent that common. Nearly 1/4 of the teams now are Pikes when I returned. Rise in popularity probably means people feel it is strong. I'm going pole anyways so I can have fun with it too, but I personally wish it wasnt there.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 09, 2012, 05:29:10 am
Was meaning to modify my post, not quote myself. I wins
Title: Re: Pikes & longspear need to be adjusted...
Post by: Zerran on March 09, 2012, 04:21:46 pm
You know those ninjas from 80s B movies, where one and the only skilled ninja beats up whole group of ninjas using teamplay :wink:

This is the rule of the ninja. A lone ninja is a formidable opponent, a group of ninjas are useless. http://drmcninja.com/archives/comic/17p70/ (http://drmcninja.com/archives/comic/17p70/)
Title: Re: Pikes & longspear need to be adjusted...
Post by: Rumblood on March 09, 2012, 07:01:16 pm
You need to do some research on newtons, area, and impact damage. You clearly have no idea what you talking about. I like physics and currently in college for it

Theory meet Life

http://www.americainwwii.com/stories/audiemurphy.html (http://www.americainwwii.com/stories/audiemurphy.html)

My Dad was shot 7 times with a .357 Magnum and lived for another 35 years as well.
Title: Re: Pikes & longspear need to be adjusted...
Post by: CrazyCracka420 on March 09, 2012, 07:38:15 pm
You need to do some research on newtons, area, and impact damage. You clearly have no idea what you talking about. I like physics and currently in college for it(far from being done, however I do know enough). A longbow would fuck your world up with a 100lb draw weight(Max estimated 200lb on longbow). Bullets pierece the body, but cause relatively little impact damage due to size until you start getting into larger rounds(ie 50 cal sniper that can cut a man in half). If you are shot 30 times and still living/moving, it isnt a big round. Arrows/crossbows and bullets are no where near close to the same type of damage.

.22 caliber rounds can be extremely deadly even though they're tiny.  Having a piece of lead bouncing around off your bones inside your body is very dangerous to organs and arteries.  And the impact may be small, but the exit wound could be the size of a softball (or basketball depending on the round and location).

It's all down to luck really whether you survive a gun shot wound or die. 

If I had to take a guess I'd wager that arrows and bolts would be a much slower death than gunshot wounds, and would also do less internal damage (if the bullet and arrow or bolt hit the same location).  Arrows and bolts were so deadly because of their barbed tips, not to mention lack of antibiotics, if a piece of cloth got lodged into your body from the arrow, it was a death sentence.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 09, 2012, 08:48:17 pm
Yes bullets piece flesh like I said, causing little impact damage until you get into larger rounds like what an AK shoots. An M4 shoots tiny rounds, closer to a .22, and soldiers in our military complain they lack stopping power. They can bounce depending on size, speed on impact, and if it hits bone. Bullets are certainly deadly but the damage types are 100% different. A wider, heavier, longer projectile is going to cause more impact unles the speed is insanely different, but the projectile still has to be large enough to cause impact damage or it will mainly pierce flesh. Also an arrow is more likely to go straight through because once in flesh it cannot be displaced as easily by bone as a bullet would, add that with a barbed arrow designed to pull things with it, you are going down. By down I mean no longer combat effective, not necessarily dead.

Anyways this has gone way off topic, sorry.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Tears of Destiny on March 10, 2012, 11:26:03 pm
I should mention that this is the game balance forum, not the realism forum.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 11, 2012, 08:15:01 am
That would be luck then, those arrow headshots are hardly "on demand" otherwise half of the enemy team would be dead 40 seconds out of spawn from range.

As for the firearm "pistol" comment: A Glock has an effective range of about 50 meters, and heavens knows you can "lob" luck shots farther then that, just like you can "drop" shots with an AK-47 at a kilometer and a half or more if you know what you are doing, despite it being farther then the "effective range." Either that, or the base security squadron is hacking real life. Now compare with modern longbows that have an effective range of 180 meters, and even "era appropriate" longbows had more then half that effective range (Actually era appropriate bows have ranges near-dead on with the 180 meter/200 yard figure I gave.)

TL:DR Version: Modern pistol bullets go really damn far if you don't care about accuracy, c-RPG arrow headshots from half way or across the map are largely luck, and most bows, ancient or modern, have effective ranges far above that of pistols.

This is where the conversation deviated from the thread. *points finger*
Title: Re: Pikes & longspear need to be adjusted...
Post by: POOPHAMMER on March 11, 2012, 11:28:18 am
Joker.. I'm suffering from same illness as you with writing too long posts. Anyhow.. Try to write shorter.. No one can be assed to read anything in that wall of text.

I typically scroll past his posts lol, they are always essays. This guy could handle an essay ban every few minutes I could imagine.
Title: Re: Pikes & longspear need to be adjusted...
Post by: Crazyi on March 11, 2012, 06:03:54 pm
Down with pikes! Up with hope!