I suggested spurring stamina similar to Red Dead Redemption, so riders have to choose when to get their horse to go fast and more timing is involved. Too much forceful spurring could kill the horse or damage it badly.
Also make hitting objects take damage, so steering and aiming takes more skill ;)
I don't know if it's possible to realise but maybe we should add an autonomous thinking of the horses concerning potential harm. Simply the idea that if they're coming closer to pointed objects they realize danger and independently from the rider decide to slow down. The game already has implemented this but not the way I mean. The horse shouldn't even reach the spear, pike or whatever but it should stop considerably earlier so that it doesn't suffer any damage.
FYI: I have played this game for very long and I have played all classes.
Personally I think the game itself is very balanced and fun as it is now. The problem is the servers which have too many horses and archers.
If you can add restrictions to the number of cavalry players and archers it would be the best thing to do.
I do however welcome changes that would make cavalry harder to play. I do it for every class. Here are some of my thoughts on this:
CHANGE
Won't make it much harder but will decrease the number of cavalry players which is what we want:
Make 1 riding cost 2 skill points instead of 1 (eg: 7 riding = 14 skill points = 2 more PS for an infantry player)
You will have to give free respec to all characters, even those without riding skill or it would be unfair.
Decrease bump damage of horses
I think it's enough that the infantry guy gets knocked down. Decrease bump damage to 50%?
Increase hit points of horses
Increased hit points might bring horsemen closer to combat (which would mean less backstabbing)
"but make people fly off their horse when they hit a wall or another horse etc.." /joey_bologna
This is a great idea if possible. It will make it harder but also more fun.
"Also let cav pick up other players, but decrease horse speed when they do." /joey_bologna
Why not? If possible add it. But don't just decrease horse speed. Need to nerf attack of rider as well.
"I don't know if it's possible to realise but maybe we should add an autonomous thinking of the horses concerning potential harm. Simply the idea that if they're coming closer to pointed objects they realize danger and independently from the rider decide to slow down." /Prinz_Karl
I have had ideas about something like this as well... You really have to be careful with things like this (if it's even possible).
Just imagine how much a 2 hander would cry if his +3 Danish greatsword didn't obey him 1/10 attacks.
DON'T CHANGE
Leave the speed and maneouver of horses alone
It's fine as it is and very uneccessary to force players to adapt to such changes (not just for riders but for everyone).
Rider should NOT be stunned if horses bumps
This is a very bad idea as it is a HUGE change to game mechanics. If it is implemented once again you might as well remove left and right swings from all classes.
Keep the ability to attack while jumping
This takes skill and is not something you do all the time. It would just make the game less fun if it got removed. It would not nerf horsemen.(click to show/hide)
4. use this VIDEO (http://www.youtube.com/watch?v=rsUOW4mljfg) as a reference to horse speed and maneuver not what we have right now ingameI'm sure you'd love that, the Arabian is bad enough. We are speaking war horses here so this is not really top notch reference material.
Remaking cavalry should be focused around one principle - cavalry charge is the main weapon, not zig-zagging between enemies and stabbing unaware people. More like actual horses, less helicopter gunship.
Therefore, riders should have a triggerable "charge" ability with long cooldown, which accelerates the horse, makes it a lot less manueverable but also the bump should be deadly and the horse itself way less vulnerable during it to anything except anti-cavalry weapons. So group of riders charging together means there's teeth and bones to collect if they catch spear-less infantry in open fields. Something similar to current "shield +1" etc. mechanics could be used so that horses which are charging in group don't instantly die from fatal wounds, though they do die after completing the charge. On the other hand, if cavalryman makes wrong decision and commits to a charge against pikes, he will die since he won't be able to insta-stop and ride away.
This obviously requires 1) making lone horseman way less maneuverable and durable when not charging than he is now 2) removing attacking while in air for infantry and general reduction of jump height and distance. Less monkeying, more thinking, on both sides.
...how we should do horses when we do them from scratch.
an easy one is to make riders take heavy fall damage if horse is killed. based on speed. will add consequencesto horsedeath and force them to be more careful.
Info on riding real horses:
Alot of good ideas already been posted so ill just offer some random stuff what i know from actually riding horses in regards to comments made already. First off you cannot kill or even hurt a horse by spurring it, horses are 2,000 pound animals and extremely stuff, a spur will not do anything to kill it horses are just sensitive in the rib cage area. Also a trained horsemen will not bounce up and down while riding it making using thier weapon more difficult, trained horsmen will "post" up on their horse to prevent them from being thrown up and down. If you didint do that while galloping youd be thrown from your horse completely. Also a trained warhorse will not slow down because of perceived danger. Horses are not very intelligent and they are herd animals, they follow commands as well as other horses, even into a dangerous situation, which again they are trained from birth not to fear this kind of stuff. An example is a normal horse will not intentionally trample a person, but a war horse will run right over a crowd of people.
Someone also said something about tapping the left spur and right spur to change direction or something? Taping either side once will make a horse walk, tapping twice will make it trot, tapping again after that will send it into a gallop/run, it does not make the horse change direction the reins do that. Horses do respond rapidly to commands, not as fast as the game, but definitly still fast enough i dont see it as a problem. One thing that definitly does strike me is that a horse is no were near as manuverable as alot of the horses in this game, like the Arabian, not that ive ever ridden an arabian but still. Horses are big and somewhat clumsy animals. Also people have been talking alot about riders falling off and the damage associated with that, ive fallen off of horses (its called an emergency dismount) and its not that bad unless your in a group and get trampled by the horse behind you. It probabbly wont severally injure you if you do it right (just get your feet out of the sturups so you dont get dragged), especially if your wearing armor/padding. And i mean if you fall off a horse and get some cuts and bruises are you actually any closer to being dead? no.
lemmy winks said horses arent as maneuverable as this game.... are you kidding me lol.. they are way more maneuverable and faster than this game man lol
here is your proof.. take a good look and slap yourself
http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related (http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related)
yea but that takes skill( lot of that guy is profesional) and lot of trening time
lemmy winks said horses arent as maneuverable as this game.... are you kidding me lol.. they are way more maneuverable and faster than this game man lol
here is your proof.. take a good look and slap yourself
http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related (http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related)
Real Horse Bump LOLOLOL
http://www.youtube.com/watch?v=qYi5A__lWzg (http://www.youtube.com/watch?v=qYi5A__lWzg)
If anything id say the video proves my point, these horses are never going very fast, and when they round the barrel they are down to a fast walk speed, not to mention they usually arent even that close to the barrell. An Arabian in this game turns on a dime and maintains alot of speed. These horses definitly do not turn on a dime and are reduced to a very slow speed just to make the turn. Not to mention these are professionally trained agility horses. The main difference you see here is the horse actually has to turn its whole body realistically, and its got a very big body. In the game the physics dont work that way, and the horse seems to magically turn on its z axis at such sharpe angles as would be physically impossible with an actual horse.
Which knights ect who ride horses had a lot of generally speaking.
For everyone else - what changes could be done to increase the player skill needed to ride a horse? Right now, it's W to accelerate, S to decelerate.
Remaking cavalry should be focused around one principle - cavalry charge is the main weapon, not zig-zagging between enemies and stabbing unaware people. More like actual horses, less helicopter gunship.
Therefore, riders should have a triggerable "charge" ability with long cooldown, which blah blah blah... Less monkeying, more thinking, on both sides.
This would be cool, but it would be even cooler if the rider could have shield up and lance out, which would be a little more realistic, but also have that deluge thing that they could be knocked off the horse if their shield (or the rider) is hit hard, which would make actual jousting possible (perhaps Str would decide how much of a hit it would take to knock the rider off). Also, any hit on the horse or rider would cancel the horse's charge, giving us infantry some hope.
ok so you are saying horses arent fast... its the rider? i can show you some of people that arent pros and still fast as shit.. what is your pointJeez, you're one obnoxious fucker.
im sorry you dont just jump on a horse without being trained bro lol
if so you make a video of you doing it
make it so that you cannot do these hybrid melee cav builds.. that is pretty dumb.. make it so its dedicated more
I THINK AN AWESOME FEATURE WOULD BE... MAKE IT SO THAT THE HEAVIER ARMOR YOU WEAR THE SLOWER THE HORSE GETS AND MAKES IT LESS MANEUVER.. forcing people to have to use more skill and flanking rather than saying oh shit i have 8if 8ps on horseback with full plate... make that user be slow as shit... you see what happened when you nerfed riding chaz.. you forced people to get minimal riding and tank it up and ACTUALLY being harder to kill lol.. i rem back in the day gettin 1 shot off cav all the time by arrows now i laugh with my troll 8if 8ps highest 8.3kdr in game LOL
lemmy winks said horses arent as maneuverable as this game.... are you kidding me lol.. they are way more maneuverable and faster than this game man lol
here is your proof.. take a good look and slap yourself
http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related (http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related)
Real Horse Bump LOLOLOL
http://www.youtube.com/watch?v=qYi5A__lWzg (http://www.youtube.com/watch?v=qYi5A__lWzg)
Failed example with the quarter horse video at the rodeo. Quarter horses are completely different from a heavy war horse. It's like comparing a Porsche with a truck.
That would be more realistic yes, but looking from the games perspective, i dont just dont see that as a good idea. With the giant forcefield that the riders have(which gurni talked about earlier in this thread) + the power of the lance.
Just my opinion, but i dont see it working very well with the game.
Remove the insane blocking area you get from horseback.
make riders take fall damage if horse is killed.
The W-A-S-D in M&B is perfect, there should be no tweak on that.
2) add crash damage for running into shit including other horses
Riders take fall dmg is so stupid. They're dead anyhow when their horse dies because every melee whore will rush around you and gangbang you.
The only thing I have to say is that in the end the only classes that are going to be playable will be ranged (xbow+bow) throwing is shit and a lot of 2h spam kuyak heroes.
you nerfed A LOT polearms and now you will tear down lancers aswell, while you let untouched the most abuzive class,2h, and please little 2h bitches don`t - my posts just because I`m telling the truth,most of you whined because turning speed got nerfed because you couldn`t abuze the 180 lolstab and top the scoreboards,we all know that if NEVER 2h class gets the nerfs that it deserves most of you will GTX or respec into something else.
Fucking QQers.
The only thing I have to say is that in the end the only classes that are going to be playable will be ranged (xbow+bow) throwing is shit and a lot of 2h spam kuyak heroes.Stop QQ-ing Panos.
you nerfed A LOT polearms and now you will tear down lancers aswell, while you let untouched the most abuzive class,2h, and please little 2h bitches don`t - my posts just because I`m telling the truth,most of you whined because turning speed got nerfed because you couldn`t abuze the 180 lolstab and top the scoreboards,we all know that if NEVER 2h class gets the nerfs that it deserves most of you will GTX or respec into something else.
Fucking QQers.
Stop QQ-ing Panos.
coming from a dude who respeced to 1h as soon as the turn speed nerf came,is a bit dumb :wink:I retired from 2h as soon as I hit 31. By the time the turn speed nerf arrived I was already well on my way towards 31 as a 1h. :wink:
The only thing I have to say is that in the end the only classes that are going to be playable will be ranged (xbow+bow) throwing is shit and a lot of 2h spam kuyak heroes.
you nerfed A LOT polearms and now you will tear down lancers aswell, while you let untouched the most abuzive class,2h, and please little 2h bitches don`t - my posts just because I`m telling the truth,most of you whined because turning speed got nerfed because you couldn`t abuze the 180 lolstab and top the scoreboards,we all know that if NEVER 2h class gets the nerfs that it deserves most of you will GTX or respec into something else.
Fucking QQers.
Riding isn't the problem, it should be easy, just like walking is.You lost me here. Why should riding be easy like walking? Riding is not easy.
the horse movement in M&B 2 looks really nice...Wait what? Gimme link!
Remove the insane blocking area you get from horseback. Arrows to horse's face being sucked up by the shield of the rider, and pikes to the horse's body sucked up by the rider's shield/down block is getting very old. :|
I have no issues with cav except for that one right there, which is just completely broken.
coming from a dude who respeced to 1h as soon as the turn speed nerf came,is a bit dumb :wink:Panos i remember you talking shit abbout GK,lobbying for cav nerf,calling them names and now when you are cav,noob lancer you defend it... :rolleyes:
- fixed position for couched lance (no moving left and right, over the horse head and such bullshit)
beer i remember you talking shit abbout GK,lobbying for cav nerf,calling them names and now when you are cav,noob lancer you defend it... :rolleyes:
You said cav is OP.
So we were discussing horses yesterday, and were trying to come up with ideas how to change horses in general. Note - this is in no way a balance thread, so if you think horses are OP or UP, and feel you have to communicate this, please, gtfo.
buff 2h cav.
Wait what? Gimme link!
You lost me here. Why should riding be easy like walking? Riding is not easy.
For gameplay purposes, Teeth. I wasn't talking about RL.Okay, but isn't the exact point of this entire thread that riding a horse is too easy and that it should be made more difficult and interesting?
http://www.youtube.com/watch?v=zZUfzAFL5EkOh, I always thought those were animations for the campaign map. Guess its not, I wonder how they are going to implement sidestepping control wise.
see the sidestepping?
Okay, but isn't the exact point of this entire thread that riding a horse is too easy and that it should be made more difficult and interesting?
You are missing the point of this thread. chadz didn't mention a nerf at all, this is about a complete overhaul of the cav system. It's not about tweaking or balancing the current system, it's about forgetting the current system and brainstorming about a new one.(click to show/hide)
Bad approach. Riding isn't the point of lancer cavalry, proficiency with lance is. However chadz thinks that horse is more important tool than lance and therefore made all those changes from native cavalry which is still fun, unlike cRPG cavalry which is dull.Native cavalry is not that fun, and you really can't compare those anymore. The changes to the slot system and ranged power compared to Native would have made cavalry horribly OP if left untouched.
Realism is nothing but an inspiration.
In the end someone has to envision how cav should work, and work it through.
1. Make tapping W increasing speed (and depending on acceleration and to his max speed), not holding it
So it will be like car 'gears' + horse loosing speed when you r not tapping
sth like max 1tap/2sec(or slower) needed at full speed
Like this (http://www.youtube.com/watch?v=FIS-OBGmhbM)?
I mean, I kinda liked that but most people stopped riding horses in that game because it's frustrating for them.
most people stopped riding horses in that game because it's frustrating for them.
Realism is nothing but an inspiration.
(click to show/hide)
You may not have much of a problem with cav because (atleast the times i've spectated you) you go alone, away from the main battle and being aware of cav is easier that way. But when fighting in the main battle it is incredibly hard to watch for cav and fight multiple enemies at the same time, and when you dont watch your back cav will either bump you down or just one-hit you :/
and your point is?
You lost me here. Why should riding be easy like walking? Riding is not easy.
ahem.. wanted to change cav for 1 1/2 years and now this! *rrr.. told ya so.. rrr..
The people we are 'RPing' are experienced fighters. With high level characters with higher WPF autoblock just represents the ease with which a trained warrior would control their swords. Adding 4 attack and block directions for a swing would simply be a pain in the arse.
You may not have much of a problem with cav because (atleast the times i've spectated you) you go alone, away from the main battle and being aware of cav is easier that way. But when fighting in the main battle it is incredibly hard to watch for cav and fight multiple enemies at the same time, and when you dont watch your back cav will either bump you down or just one-hit you :/
4 attack/block directions, 4 movement directions. Seems fair as its the same for each.
The people we are 'RPing' are experienced fighters. With high level characters with higher WPF autoblock just represents the ease with which a trained warrior would control their swords. Adding 4 attack and block directions for a swing would simply be a pain in the arse.
You are missing the point of this thread. chadz didn't mention a nerf at all, this is about a complete overhaul of the cav system. It's not about tweaking or balancing the current system, it's about forgetting the current system and brainstorming about a new one.
The people we are 'RPing' are experienced fighters. With high level characters with higher WPF autoblock just represents the ease with which a trained warrior would control their swords. Adding 4 attack and block directions for a swing would simply be a pain in the arse.
But horsies can't drift. What would this improved physics model, which is completely unattainable, effectively add to the horseriding mechanics in the game?(click to show/hide)
melee no shield: 4 attacks, 4 blocks, 4 movement directions
cav lancer: 1 attack, 4 blocks (of which only one is mostly used, if ever), 4 movement directions
???
Of course over a lot of that time the balance paradigm was completely different and cavalry was a less significant problem. In the cycle of balance if you continually moan about anything long enough it will probably come round to getting nerfed eventually. This doesn't mean you were right when you moaned and bitched for years.
I don't understand why cavalry shouldn't be allowed to perform in anyway it likes, why should they be forced to operate in large groups any more than infantry or ranged should? If a melee fighter wants to run around and flank enemies, take their targets at unaware and get kills by surprise attack rather than coordinated group work why shouldn't cavalry?
If cavalry chooses to work in a coordinated group then they should be rewarded for it the same as infantry is, this doesn't mean they should be forced into it however.
awareness bla bla bla..
It's not gonna happen UNLESS:
* Make cav charges MORE deadly for inf, more risky for cav, and more predictable.
If the team knows that if they don't deal with the cav charge, they loose, something will happen to teamplay.
Now it's more of an uncatchable swarm of mosquitos hacking away at the fringes of the battle. Is an infantry man gonna go around running after cav? Infantry can't attack cav, they are too fast. The only defense is passive and that's sticking together.
*Edit, lots of great suggestions from Tomas above..
1. add a psychology effects to the game (horses and infantry)
examples:
- low riding skill of a rider would cause horse to sometime ignore riders commands in front of a danger (suicide charge into pikes)
- when 3+ horses charge infantry, infantry can be scared and players would have a chance to loose control temporarily over their characters
2. add what prinze_karl said
currently when we hit the wall we have that cheap animation of rearing, which i think is there to show that horse wouldnt ride itself into wall - hence it rears on impact
3. when on very slow speed or when standing still add biting enemy in front and kicking enemy in the back that attacks the horse (horse would do it on its own)
4. use this VIDEO (http://www.youtube.com/watch?v=rsUOW4mljfg) as a reference to horse speed and maneuver not what we have right now ingame
5. remove ctrl+j when riding fast, make it only useable when horse stands still
6. i would say old lance angle would improve skill of lancer vs lancer but it would be too harsh for 1h cav i guess (when it was that lancers where anti cav and 1h anti inf)
7. make rider able to fall of his saddle, when recieving a heavy blow ala Deluge mod
I suggested spurring stamina similar to Red Dead Redemption, so riders have to choose when to get their horse to go fast and more timing is involved. Too much forceful spurring could kill the horse or damage it badly.
Also make hitting objects take damage, so steering and aiming takes more skill ;)
I understand your point, and I agree with you.. Don't misunderstand me.
An example of what I suggest is that a rider wanting to maximize his damage would have to ride full speed, and have very little maneuverability at that speed.
Thus a charge would be a real commitment to him, spelling death or victory depending on his timing. There would be no last moment pull out. (like now)
I think such a change would "help encourage" teamwork for cavalry players, as it would not be so easy to get out of sticky situations.. The potential for teamwork is already there for cav players, they just don't use it very much because "It's so hard do coordinate". The real reason is because its not at all necessary to get plenty of kills.
Anyone got some ideas.
i once suggested skill bonuses that you get when you are in close formation with teammates, you gave us only shield skill bonus for strat.
yea but that takes skill( lot of that guy is profesional) and lot of trening timeOh man you are just too fun. Never been more "skilled" riders than warriors who started training for the thing maybe at 5 yo....
Failed example with the quarter horse video at the rodeo. Quarter horses are completely different from a heavy war horse. It's like comparing a Porsche with a truck.Are you aware that all these kind of "quarter" horses are descendant of real arabian horses and more?. We already have the granfathers of those horses ingame...
I think the best thing the devs can do for us will be completely change horse models to make them much less dangerous, it's the only way ranged and inf players will be satisfied. Obviously horses should be useless like they were in the medieval period, so I suggest we change the current beasts for something a little more...on the safer side. At the moment we have this:but i'd like to see:(click to show/hide)maybe finally it would be "balanced"? No more riding skill, the players athletics could determine the speed and manouvere (max 5kmh and 3-point turn capability, seatbelt mandatory).(click to show/hide)
So we were discussing horses yesterday, and were trying to come up with ideas how to change horses in general. Note - this is in no way a balance thread, so if you think horses are OP or UP, and feel you have to communicate this, please, gtfo.
For everyone else - what changes could be done to increase the player skill needed to ride a horse? Right now, it's W to accelerate, S to decelerate. Therefore, it's more like a motorbike than a horse. Maybe someone who has done real riding has some insight how we could translate rider skill into a game mechanic? Riding should be difficulty in itself, just as flying a plane in a game would be. Riding needs more nuances.
Anyone got some ideas.
I think the best thing the devs can do for us will be completely change horse models to make them much less dangerous, it's the only way ranged and inf players will be satisfied. Obviously horses should be useless like they were in the medieval period, so I suggest we change the current beasts for something a little more...on the safer side. At the moment we have this:but i'd like to see:(click to show/hide)maybe finally it would be "balanced"? No more riding skill, the players athletics could determine the speed and manouvere (max 5kmh and 3-point turn capability, seatbelt mandatory).(click to show/hide)
lemmy winks said horses arent as maneuverable as this game.... are you kidding me lol.. they are way more maneuverable and faster than this game man lol
here is your proof.. take a good look and slap yourself
http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related (http://www.youtube.com/watch?v=awR1zuyfXwo&feature=related)
You could implement a series of commands to "walk" "gate" and "gallop"
- The stamina idea is a pretty good one. It's unrealistic a horse blazes through the battlefield at top speed with 100kg of weight over it. A stamina system where the faster you go and the more weight you carry, the stamina decreases more seems fine. Then horse can only trot and recover stamina slowly.
Like this (http://www.youtube.com/watch?v=FIS-OBGmhbM)?
I mean, I kinda liked that but most people stopped riding horses in that game because it's frustrating for them.
(click to show/hide)
Not really, bows were/are used throughout time to hunt for large game as well, a high-power bow (like the rus/longbow in crpg) is very lethal to unarmoured targets, moreso then in crpg. Archers shooting in the flanks of a cavalry charge was quite effective, if you had time to set up defenses so they can't charge them directly.
3) Tanking with horsesThat is kinda what medieval cavalry did. They crushed into their enemies using momentum and weight. Decreasing HP and armor will only increase the lame thing that cav is in this mod. A backstabbing class. I think cavalry should be changed in something that can effectively attack an aware enemy, but only those with short weapons. I really don't know why anyone would want cav to rely completely on backstabbing, also ranged would rape horses if they get any less durable.
No playstyle should ever rely on tanking damage. All horse HP values must be decreased and all armor removed from horses that visually don't have armor.
1) ManeuverEverytime I've played cav I noticed how much more room for error I had when I used an Arabian. High maneuver allows you to fuck up, but get out before you get properly punished for your mistake. You can also charge someone, back off at the last moment, you don't have to commit and deal with the consequences of a bad judgement call. You can even run into a pike and use your super acceleration to get out alive.
Contrary to popular belief among players which aren't very used to cav, decreasing maneuver cannot make cav more skillbased, only less. Skill is what you make of your freedom, if you don't have freedom, your skill doesn't matter. If anything, maneuver needs to be increased a lot on all horses.
That is kinda what medieval cavalry did. They crushed into their enemies using momentum and weight. Decreasing HP and armor will only increase the lame thing that cav is in this mod. A backstabbing class. I think cavalry should be changed in something that can effectively attack an aware enemy, but only those with short weapons. I really don't know why anyone would want cav to rely completely on backstabbing, also ranged would rape horses if they get any less durable.
As for ranged, onehitting would not be fun, but current balance is also skewered, too, heirloomed horses take too much to shoot down. 4-6 arrows for a horse which can get out of range very quickly is far too forgiving. (Heirloomed) Destriers are almost like tanks vs ranged, while still having decent speed.
1) Maneuver
Contrary to popular belief among players which aren't very used to cav, decreasing maneuver cannot make cav more skillbased, only less. Skill is what you make of your freedom, if you don't have freedom, your skill doesn't matter. If anything, maneuver needs to be increased a lot on all horses.
joey bologna - allow horses to pick up an extra person at considerable hit to speed/maneuver
Sorry I'm late to the party, only read first two pages so far...
Hobb hit the nail on the head for me, just make it so that your view "bobs" up and down with the horse. At least it may be worth trying (it may be impossible to swing with the screen bobbing, but at least it would be more realistic and also more challenging). As it stands, horse lancing and crossbowery is very easy from horse back because you don't actually have the effect of riding a horse on your view.
I hate these gay infantry only ''master race'' kids.
So we were discussing horses yesterday, and were trying to come up with ideas how to change horses in general. Note - this is in no way a balance thread, so if you think horses are OP or UP, and feel you have to communicate this, please, gtfo.
For everyone else - what changes could be done to increase the player skill needed to ride a horse? Right now, it's W to accelerate, S to decelerate. Therefore, it's more like a motorbike than a horse. Maybe someone who has done real riding has some insight how we could translate rider skill into a game mechanic? Riding should be difficulty in itself, just as flying a plane in a game would be. Riding needs more nuances.
Anyone got some ideas.
^this(click to show/hide)
You don't think its weird that shielders and 2h/p have to worry about timing and countering while cav can just play the game like grand theft auto?
Thus this this thread turned into a mess of a mix of QQ,nerf cries,ballance issues, and some really ambitious and great ideas about cav changes .. no single post fits for the OP because it cant.
For everyone else - what changes could be done to increase the player skill needed to play a shielder? Right now, it's just LEFT DIRECTION and press LMB 100 times a second to swing a sword, RMB to rise a shield. Therefore, it's more like a <monkey drilled to press 2 buttons> than a real <warrior fighing in an epic battle>. Maybe someone who has done real swordfighting has some insight how we could translate swordman skill into a game mechanic? swordfight should be difficulty in itself, just as <doing hardcore sports> in a game would be. fighting needs more nuances.
^ fixed
Also, if i'm not mistaken, Frell plays archer? So ignore any post he makes on whole forum.
No, I haven't played archer in over a year and I don't enjoy the class one bit. YOU suspected I played archer.
Valperga is a shielder
Frell is a 2h
That is kinda what medieval cavalry did. They crushed into their enemies using momentum and weight. Decreasing HP and armor will only increase the lame thing that cav is in this mod. A backstabbing class. I think cavalry should be changed in something that can effectively attack an aware enemy, but only those with short weapons. I really don't know why anyone would want cav to rely completely on backstabbing, also ranged would rape horses if they get any less durable.
Everytime I've played cav I noticed how much more room for error I had when I used an Arabian. High maneuver allows you to fuck up, but get out before you get properly punished for your mistake. You can also charge someone, back off at the last moment, you don't have to commit and deal with the consequences of a bad judgement call. You can even run into a pike and use your super acceleration to get out alive.
Having lower maneuver forces cav to anticipate, people with good battle awareness will make the proper choices, and be good cav and therefore it will be more skillbased. With even higher maneuver every joker can just turn around whenever his shitty plan turns out to not work.
Make horses a lot tougher on the front, but not versus pikemen, less maneuverable and make their hooves noise louder. Cav will be able to do much more against an aware enemy. Lower manuever means that they are less unpredictable and maybe that will make people more aware of cav. You just spot them once, see that they are not going to be a danger. With the current Arabians, you have to look around every 5 seconds cause they could've turned around at any time.
Obviously give them their lance angle back. That is long overdue.
Fuck, now I missed the point of this thread aswell, discussing how to fix the current system like a derp.
[...]
Kafein, you are lobbying here for a cavalry playstyle I always hated. It's this circling around the enemy with an Arabian Warhorse, and attacking like some kind of dragonfly. But I think horses are not supposed to be like Muhammad Ali, float like a butterfly and sting like a bee.
And I think the backstabbing is perfectly okay. Cavalry should NOT be able to attack most people frontally, because then nothing would be left to compensate for their high mobility and the shitload of advantages ist brings. Yes, in real life cavalry attacked frontally, but this doesn't work in cRPG, because in real life every mounted warrior, never mind if knight, man at arms or a simple mounted sergeant, was worth more than several infantrymen, unless it's mounted sergeant vs. dismounted knight perhaps. But different "values" doesn't work in a multiplayer game. That's why you need to limit cav on backstabbing.
Cav is no duel class at all. Please reduce maneuverability of Arabian Warhose to something like 41 or 42, and the other horses accordingly. It's plain retarded to see a high riding skill Arab Warhorse rider charging a hoplite with his Ashwood pike, he releases his stab so that the horse would have been hit properly if it kept on charging, but immediately after the stab got released the horse is slowed down, the stab hits air, and while the hoplite is still recovering from the stab the horse accelerates again and the hoplite gets lance stabbed. I saw this. It's ridiculous.
I think you're greatly oversimplifying cavalry, and undermining infantry's own responsibility. "i'm not retarded, nor is all my single minded teammates who can't be bothered to use a pike, or run in a group with a pikeman".
one pike, one long spear, one pitch fork, and a horse is nullified. 2 1h'ers standing next to each other, first guy gets hit, 2nd guy takes out the rider or the horse. Seems really overpowered to me.
I'm not just saying not only are cavalry not overpowered, nothing in the game is overpowered. Cavalry is always going to pick apart a team of rambo's who run around on their own. Cavalry is pretty much useless whenever infantry is organized into semi-formed groups with lancers/pikemen in the group (not to mention throwers or other ranged). A couple throwers in a group and I'm basically cut off from that section of the map.
Stop blaming everyone else, and take some responsibility for your actions. Cavalry can easily be countered, do you have the intelligence and organizational skills to do so? That's the real issue.
Almost every nerf or QQ thread boils down to people not wanting to use the tactics or equipment to counter what they're whining about. God forbid I should have to change my play style to counter another class, that's blasphemy.
Joker, why were you so incredibly awful as cav?
Brilliant. The standard "my class if fine, everyone who thinks its OP is a QQer and anyone who thinks its UP is my friend!" I never commented at all on the damage of cav. Nothing about cav is overpowered but the role is still easy to play compared to everything else, and chadz wants that to change.
And I already contributed to a non-nerfing suggestion. Look on the first page.
Now for a more facetious response:
You have to have intelligence to beat cavalry, but cavalry can just wait until you're occupied and attack you without opposition. Yeah, guys, be intelligent! Take responsibility and change your class to succeed! In other words, roll cav.
And go play a horse archer and tell me just how "easy" it is.
it's about balancing cav vs cav, skill wise
Good cavalrymen are already miles ahead in scoring kills then bad cavalry players
(click to show/hide)
For those that _still_ haven't gotten it - it's not about balancing cav vs other classes, it's about balancing cav vs cav, skill wise - giving cavalry players a similar learning curve as, for example infantry. Giving cavalry fine nuances that players can use to their advantage and shine out when compared to other, less skillful/experienced players. Giving cav techniques to use that are hard, if not impossible to master.
It's not about cav being OP or UP.
I have no doubt this will once again just be ignored anyway.
Edit: there were some very interesting ideas in this thread, though, some that we have already come up with ourselves, and some new ones as well.
btw: how about giving lances a health bar like shields have, but make them sheathable again and giving back old lancespectrum? upping gaming experience, need in choice making and forcing more combatvariety.
Actually, you were terrible and got owned by literally any other cav. Just because you played like a massive pussy doesn't make the class OP, no more than Agor being a bundle of sticks camper makes crossbows OP.
Make couched lance break when hit against a shield.
With high wpf, it would not break with the first couch.
Same with against armored horses or tincans, but with lower chance to break.
- That would lower the use of trolololo couched lance.
To improve cav vs cav you could slower the lance hit, so it will cost some time for a newbie to get used to timing and ofc the cav pros will have an advantage.
Heavy lance got nerf pretty bad, keep getting nerf after nerf, in the future it might become 25 pierce
For those that _still_ haven't gotten it - it's not about balancing cav vs other classes, it's about balancing cav vs cav, skill wise - giving cavalry players a similar learning curve as, for example infantry. Giving cavalry fine nuances that players can use to their advantage and shine out when compared to other, less skillful/experienced players. Giving cav techniques to use that are hard, if not impossible to master.
It's not about cav being OP or UP.
I have no doubt this will once again just be ignored anyway.
what changes could be done to increase the player skill needed to ride a horse? Right now, it's W to accelerate, S to decelerate. Therefore, it's more like a motorbike than a horse. Maybe someone who has done real riding has some insight how we could translate rider skill into a game mechanic? Riding should be difficulty in itself, just as flying a plane in a game would be. Riding needs more nuances.
(click to show/hide)
That and perhaps nerfing maneuver (sorry, guys)
Found and fixed. Should also fix weird behavior with "regular" blocks.
Will be applied after a server restart later today, along with other fixes (people flying, duel offers broken...).
in recent patch Cmp just nerf the horse's maneuver and speed, but he just didn't mention it in the log
dont like the idea of timelimits on chambering, it takes away a lot of combat potential, makes everything more predictable, linear and less skill considering dancing. the skill needed for the timing is a lot less interessting that that of the dance.
For those that _still_ haven't gotten it - it's not about balancing cav vs other classes, it's about balancing cav vs cav, skill wise - giving cavalry players a similar learning curve as, for example infantry. Giving cavalry fine nuances that players can use to their advantage and shine out when compared to other, less skillful/experienced players. Giving cav techniques to use that are hard, if not impossible to master.
It's not about cav being OP or UP.
I have no doubt this will once again just be ignored anyway.
Edit: there were some very interesting ideas in this thread, though, some that we have already come up with ourselves, and some new ones as well.
My only hesitation with this, is that it would ultimately be a gimmick in that the size of hit boxes and active areas of the lance, would render the whole thing pointless. I have no doubt that you guys could come up with some additional mechanic changes that would make this great, I'm just not sure how much effort it might take to get it working really well.
For those that _still_ haven't gotten it - it's not about balancing cav vs other classes, it's about balancing cav vs cav, skill wise - giving cavalry players a similar learning curve as, for example infantry. Giving cavalry fine nuances that players can use to their advantage and shine out when compared to other, less skillful/experienced players. Giving cav techniques to use that are hard, if not impossible to master.
It's not about cav being OP or UP.
I have no doubt this will once again just be ignored anyway.
Edit: there were some very interesting ideas in this thread, though, some that we have already come up with ourselves, and some new ones as well.
Remove ctrl+J and horse jumping = good solution, also give infantry a chance to crouch
Remove ctrl+J and horse jumping = good solution, also give infantry a chance to crouch
For those that _still_ haven't gotten it - it's not about balancing cav vs other classes, it's about balancing cav vs cav, skill wise - giving cavalry players a similar learning curve as, for example infantry. Giving cavalry fine nuances that players can use to their advantage and shine out when compared to other, less skillful/experienced players. Giving cav techniques to use that are hard, if not impossible to master.
It's not about cav being OP or UP.
I have no doubt this will once again just be ignored anyway.
Edit: there were some very interesting ideas in this thread, though, some that we have already come up with ourselves, and some new ones as well.
Rework the manoeuvre statistic by removing the link between turning ability and acceleration. Making them separate statistics will allow a manoeuvring horse that doesn't fly like a saturn 5 rocket.[/li][/list]
38 speed for Destrier? Oh god, i do not wanna see how you've set the Plated Chargers speed to lol....
Not to mention problem with most QQ cav nerfers (and in this case you) is that you assume everyone got loomed +3 cav.
always related to my first post (link (http://forum.c-rpg.net/index.php/topic,35130.msg531353.html#msg531353)), i deepened my idea of separate armors and I rebalance the stats:(click to show/hide)
I made a distinction between three classes of horses:
- The speed class
- The class maneuverable
- The robust class
I also dropped all stats to maximum level of 42.
This will prevent the horses op was due of heirloom.
Sorry to tell you but you should've spent the time you needed making that table on cleaning the shit out of your eyes.
Yes, let's all ride my little pony.
i agree, acceleration should be independent from the maneuver of the horse. And I would also agree that horsemen should require a more dedicated class. As 18/18 build, 21/18, or 21/15, all these builds are very useful on foot as well as horse. I'd hate to lose my fun when I'm infantry as well, but I think that would also be a welcome change. Make people decide if they are dedicated horsemen or not. I think the only viable footman/horseman hybrid should be people riding on saddle horses (3 riding). Not with 5, or 6 riding.
Then you could also bring back more of a riding bonus for the riding skill. As it stands, there's not much difference between my 6 riding on a saddle horse, and 3 riding. I really don't notice a difference at all. This would further help differentiate one cavalryman from the next.
Meh, the guy actually went through the trouble of giving a comprehensive idea with all cav types defined, you might not agree with his choices (I don't particularly) but it's a more concrete proposal than any that have been posted yet in the thread.
Personally I think you're trying to blend the different types of cav too gradually, it makes for easier balancing but the different sometimes wildly varying "flavors" of cav as of now is something I enjoy. For high end unarmored horses Destrier (medium cav), Arab horse (maneuv light cav), and Courser (speed light cav) each fill their role pretty well. Blending them into each other doesn't seem like a fun option.
- any lance with a thrust attack ability no longer has Couching capabilities, the "couch only" lances will be the only ones capable of it.
Limiting the options/actions will not increase the gap between good and bad players. That's the case for all classes.
Instead add functionality to all classes with varying difficulty.
The issue with cav at the moment, is that a cav player can contribute effectively to his team with less practice than with most other classes.
There is a world of difference between good, experienced cav and mediocre cav. That being said, a mediocre cav player can contribute far more to his team than he would be able to as mediocre infantry or as a mediocre archer (assuming he plays cautiously and doesn't just get himself dehorsed at the beginning of every round).
- 90% of the maps are for cavalry designed, change the way that maps are designed.
The issue with cav at the moment, is that a cav player can contribute effectively to his team with less practice than with most other classes.
There is a world of difference between good, experienced cav and mediocre cav. That being said, a mediocre cav player can contribute far more to his team than he would be able to as mediocre infantry or as a mediocre archer (assuming he plays cautiously and doesn't just get himself dehorsed at the beginning of every round).
Forcefield:About force field: yes you can down block but always there is a option to poke enemy horse and with forcefield is almost impossible to hit horse. Also sometimes you can block strikes from behind so sort of angle nerf for block about 30 degrees in back will be helpful (not only for shields).
Some Players complain about the force field with shields. (But they never question how it is possible to downblock an lancecav at full speed with a wooden stick... oh well,whatever )
Maybe this could be a solution:
2 stages of blocking with shield on horseback:
for example:
down-block= shield blocks legs
up-block=shield blocks upper body
So when the rider blocks his upper body and you hit his legs, there will be no force field etc.
Accelaration/Speed:
I think the accelaration/Speed and exhousting implementation of "Zelda Ocarina of time" is worth looking at:
http://www.youtube.com/watch?v=OqHY9Xe6_0k&t=1m0s
just replace the carrots with horsewhip/horseshoes icons etc.:
like this...
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As you can assume riding at fullspeed all the time is not possible with this . You have to use the "speed boosts"(horsewhip/horseshoes) wisely.
When you use them too fast your horse will get exhousted and slows down (-50%speed ? ). In order to ride fast again, you have to wait for some time(when there is a free "boost" available).
The lance angle:
The lance angle nerf has influenced heavy cav more than light cav, since they have a bad maneuverability. I got used to it after a time, but I have still hard time to counter a good-cav-player+arabian-horse.
Changing it back would make cav duells more interesting.
PS: I have been inactive for a long time, so I dont know much about the current state of cRPG. But back then when I played, the balance system was bad. The various classes should be also taking into account when it comes to balance. Or we end up playing Team1: 3cav vs Team2: 15 cav .
While you're at it, can you also take away the ridiculous force field of the shield on horse?
[/quote
Also remove the force shield to infantry so that shielders can get a nerf, then the nerf will move back to archery instead of cav
While you're at it, can you also take away the ridiculous force field of the shield on horse?
as inf, when you hold down block your covered from toes to head from thrust attacks, works the same on the horse back so good luck changing this ridiculous force field
While you're at it, can you also take away the ridiculous force field of the shield on horse?
I'm not sure has this been suggested.
This (http://forums.taleworlds.com/index.php/topic,233889.0.html) can make hoplites stronger and make playing lancer cav more challenging.(click to show/hide)
Nope, this has never been suggested
#1: Making separate armours? Someone would have to do the models for that. However, interesting idea.
Yeah, already planned.
I think it shouldn't feel like there is a telepathic link between rider and horse. There should be a delay before the animal responds so people have to plan their approach a bit more. They should behave a bit more like an animal, a bit more erratic and hard to control, especially when you have a weapon chambered.
You should have to consider the welfare of the horse when riding into people, and when you face plant into the ground after your horse dies you should take some damage. The horse should not behave like a real players body when it dies too, absorbing hits that should hit the rider on the ground
Remaking cavalry should be focused around one principle - cavalry charge is the main weapon, not zig-zagging between enemies and stabbing unaware people. More like actual horses, less helicopter gunship.
Therefore, riders should have a triggerable "charge" ability with long cooldown, which accelerates the horse, makes it a lot less manueverable but also the bump should be deadly and the horse itself way less vulnerable during it to anything except anti-cavalry weapons. So group of riders charging together means there's teeth and bones to collect if they catch spear-less infantry in open fields. Something similar to current "shield +1" etc. mechanics could be used so that horses which are charging in group don't instantly die from fatal wounds, though they do die after completing the charge. On the other hand, if cavalryman makes wrong decision and commits to a charge against pikes, he will die since he won't be able to insta-stop and ride away.
This obviously requires 1) making lone horseman way less maneuverable and durable when not charging than he is now 2) removing attacking while in air for infantry and general reduction of jump height and distance. Less monkeying, more thinking, on both sides.
Cavalry charges are done in groups, not just one rider. In order to increase the team work aspect of cavalry, perhaps the same concept which allows shielders who form a wall to gain shield bonuses can be applied to cavalry? The more horses close to each other while going full speed would then benefit from this "charge" bonus that makes them less vulnerable.
Working on a system similar to shields, make it so when cavalry is in close proximity to one another they receive a large charge buff and a slight manoeuvrability nerf. Encourages group charging etc. Also increase couch time on GL.I hope one day, cavalry gameplay in this mod will consist of mass charges with couched great lances.
I hope one day, cavalry gameplay in this mod will consist of mass charges with couched great lances.
I hope one day, cavalry gameplay in this mod will consist of mass charges with couched great lances.
Sounds cool and it's actually realistic but I wouldn't go that far. Will make cavalry extremely boring.ROLE PLAYING GAME
It's like playing different version of Star Trek online, where every player has his role on ship and you're the one pressing teleport button all the time. Sounds like fun, eh?
it's about balancing cav vs cav, skill wise
perm ban inc.
Give HAs and HXs (AND HTs!!!!!!!!!!!!!!!!!!!!!!!!!!!!) speed bonus
+1, lancers + 1 handed cav are too OP at the moment compare to them, HA, HX, HT needs a buff to become anti Cav
This is what I think about cav right now.
http://www.youtube.com/watch?v=1A7gBS3QiqA&feature=youtu.be
This is what I think about cav right now.Never again.
http://www.youtube.com/watch?v=1A7gBS3QiqA&feature=youtu.be
This is what I think about cav right now.Read the title, closed window.
http://www.youtube.com/watch?v=1A7gBS3QiqA&feature=youtu.be
Make it so my guy does not have a seizure every time a horse touches him
They should make it so that Xbow cav has more of a chance to go through shields. Also when xbow cav horse bump people they get double the damage if they shoot them while they are on the ground.Bitch more, bitch.
Also cut upkeep in half for all xbow cav.
Develop a mobile ballista that attaches to all xbow cav to give them a double shot in case they miss with the first one.
Try to make it so there are even less counters to xbow cav.
This is what I think about cav right now.
http://www.youtube.com/watch?v=1A7gBS3QiqA&feature=youtu.be
(click to show/hide)
I own six horses irl and I have been riding for twenty years. I've competed on horseback, I've made a living on horseback. All suggestions that horses should be more sluggish or response have obviously never ridden a tuned horse.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel Fuck the music, mute it and watch. That's how agile a horse can be. The horse is motherfucking side stepping. I'd like to see that shit. Diagonal movement.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel No hands. Sudden stops can be done on horseback, more or less.
Personally, I think the idea that a slight slope is going to radically slow down a horse is also ridiculous. Just my couple cents.
Now I want to see him try that against an uninjured, non drugged bull. Fuck that is such a despicable tradition.(click to show/hide)
I own six horses irl and I have been riding for twenty years. I've competed on horseback, I've made a living on horseback. All suggestions that horses should be more sluggish or response have obviously never ridden a tuned horse.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel Fuck the music, mute it and watch. That's how agile a horse can be. The horse is motherfucking side stepping. I'd like to see that shit. Diagonal movement.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel No hands. Sudden stops can be done on horseback, more or less.
Personally, I think the idea that a slight slope is going to radically slow down a horse is also ridiculous. Just my couple cents.
Now I want to see him try that against an uninjured, non drugged bull. Fuck that is such a despicable tradition.
I own six horses irl and I have been riding for twenty years. I've competed on horseback, I've made a living on horseback. All suggestions that horses should be more sluggish or response have obviously never ridden a tuned horse.First horse is going to be the best soccer player of all times. With her epic skill moves:D
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel Fuck the music, mute it and watch. That's how agile a horse can be. The horse is motherfucking side stepping. I'd like to see that shit. Diagonal movement.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel No hands. Sudden stops can be done on horseback, more or less.
Personally, I think the idea that a slight slope is going to radically slow down a horse is also ridiculous. Just my couple cents.
Really cool video, but i doubt the behemoth war horses that knights rode into battle would be that agile. Especially if they are covered in metal armor.
I own six horses irl and I have been riding for twenty years. I've competed on horseback, I've made a living on horseback. All suggestions that horses should be more sluggish or response have obviously never ridden a tuned horse.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel Fuck the music, mute it and watch. That's how agile a horse can be. The horse is motherfucking side stepping. I'd like to see that shit. Diagonal movement.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel No hands. Sudden stops can be done on horseback, more or less.
Personally, I think the idea that a slight slope is going to radically slow down a horse is also ridiculous. Just my couple cents.
Adding whistling for only horse you spawn with would be a nice addition too. It is almost comical how downed cav players running away whistling. Quite often they get a free horse wayy to easy and continue the reckless playstyle. Having it harder to find a new horse could make cav players have more mind playing.You are aware due to next to no cav clashes and the few clashes that there are only aiming for the horse and all inf ragekilling every horse that comes near them after they've killed the rider finding a horse isn't always that easy, right?
Make the rider dies when get dehorse, just like in medieval total war
Make the rider dies when get dehorse, just like in medieval total warNot die, it'd make aiming at the horse even stronger than it is now, just make rider lose health depending on speed bonus of the killing hit.
In M:TW cav is effective against archers. Your point is invalid.
Not die, it'd make aiming at the horse even stronger than it is now, just make rider lose health depending on speed bonus of the killing hit.
I own six horses irl and I have been riding for twenty years. I've competed on horseback, I've made a living on horseback. All suggestions that horses should be more sluggish or response have obviously never ridden a tuned horse.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel Fuck the music, mute it and watch. That's how agile a horse can be. The horse is motherfucking side stepping. I'd like to see that shit. Diagonal movement.
http://www.youtube.com/watch?v=ZvuSvwb8DPg&feature=fvwrel No hands. Sudden stops can be done on horseback, more or less.
Personally, I think the idea that a slight slope is going to radically slow down a horse is also ridiculous. Just my couple cents.
How to improve difficulty on horses? Make it more skill-based.I'm sorry, but I've been trampled by a horse. It freaking hurts, and I'm not talking about a horse stepping on my foot. I'm talking about being knocked down by a stallion and then getting my slow self trampled. It's a thousand plus lbs animal, something that heavy running into you around 20 to 30 mph is gonna hurt.
1) Remove charge damage altogether. Just bumping someone to death simply isn't a fun game mechanic. It also doesn't require much skill at all (no timing needed + unblockable)
2) Nerf knockdown a bit. Make it shorter and less reliable. Allow people who jump aside to get up faster, but let people who just stand there still be knocked down long like they are now.
Cav doesn't need nerfing...(click to show/hide)
Holy fucking crap! I knew they are agile, but fucks sake. sidestepping like a crab and doin faints like an american football player. yeeehaaaw, I want that!Give cav more tricks so it will he harder to master them all. It will force cav to use more especially in 1 vs 1. Inf has a lot of tricks with feints, chambers, kicking, holding. They can also evoke the sound of release while releasing and canceling their attack. All the features make it harder to master and this makes playing inf more skill based I think. Give cav something more than "W" and Left mouse button so 1vs1 cav won't be just straight_charge_random_shit. yeh ctrl-J is nearly useless in fact :/
thanks for the awesome videos.
How do you think, the skill requirement for cav could be upped?
and I detest killing people by bumping them, it literally pisses me off to get a kill like that.
In fact, in single player, doesn't each infantry you hit slow you down? You can't just plow into 20 of them and keep going like nothing happened but I see people do that in cRPG. We dumbed it down?!
What about alternating/floating lance angle for lancers? The higher the speed the smaller the angle. Definetly would add a lot of depth to lancing. When you are not moving, your angle is the old non nerfed lance angle. Then when you get more speed it shrinks to the current state. Just throwing ideas here.
Dunno if it makes sense irl but it would definately add more difficulty to lancing. I like the idea.Yeah I was referring to the old native lance angle as the starting point at 0 speed.
Just don't start from the current angles... make it 90 degress both sides when you stand still.
Although I cherish your video input a lot (never new horses could descend like that, woha!) you are missing the point.
-this is not a nerf thread, au contrair: it is a thread which is seeking for answers in how to making horseriding more skillbased. All in all that will result in a buff for dedicated riders,
and only a nerf concerning the easy part of being a cav.
and this is the part where you should chip in as an experienced rider!
why not just make spears and lances breakable like shields? no sence that a lance thats chouched souldnt break or atleast get stuck in the person like the trowing lance. and as far as takeing damage form falling off the horse, so not fair when you have about 10 ppl that have homeing device to the nearst down horseman the riders dead befor he could say fuck.
Because that wouldn't improve difficulty. It would only take something off the class. Yes it would be harder but you can't counter random lance break probability with skill and that is not a good thing imo. This thread is about making cav to take more skill, not to lower the skill cap.
My feelings exactly.+1 bro. I know the feel
Nerf cav ? what for? They already implemented lag spike on Eu1, cavs love it!
+1 bro. I know the feel
Quite awesome my +1 post got more likes than yours.Quoting me is the best way to get renown :wink:
Quoting me is the best way to get renown :wink:
Quoting me is the best way to get renown :wink:
Bumps. Haters gonna hate.
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I can't see how could someone hate that.
Btw, "Horsey ride !" is a great pickup line.
Stop with the renown circle jerking, you two.Wanna join us and make it a threesome? :wink:
I haven't read the entire thread, but even from the first few pages I know I am echoing others. Here's my suggestions:
- Improved inertia - horses have a harder time turning/slowing down if they are charging at full speed. Picking up speed requires a longer distance as well.
- Horses that suddenly lose all momentum (hit a wall, reared, etc.) dismount their riders and damage the rider.
- Consider ranged horsemen (archers, crossbowmen, and throwers) regarding any changes made. People love to hate ranged cavalry, but they are players too and should not be thrown aside when re-doing the whole horse system.
- Reduce shields' ability to absorb hits that would strike parts of the horse that are in front of the shield.
- Make horse bumps deal minor damage (blunt makes sense, but dunno balance-wise) to the horse. Maybe proportional to the damage dealt or the horse's speed?
- Bumps slow down the horse. Prevent a single horseman from "bowling" through a crowd of peasants.
- A spur/burst of speed option for horses. Afterwards, the horse can't reach full speed for X seconds.
- A bonus to shieldwall members to prevent knockdown from a charging horse?
Stop with the renown circle jerking, you two.Mad?
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Please don't add unnecessary unpredictability to the game. Things like horses weaving randomly to sides.
You might as well incorporate leg cramps for foot soldiers, and make them randomly miss steps. And fall over every once in a while.
Why the fuck cant we improve things instead of constantly nerfing them ffs
What is the best proof that cav currently already requires skill?
There are a few cav heroes on the NA servers that can almost singlehandedly nullify all of the enemy cav players (killing/de-horsing/distracting) and then proceed to mop up the rest of the infantry.
Why? Because they are simply BETTER than the rest of the cav.
But dynamike! Cav players can kill me, and I have lots of skill, so therefore playing cav requires none, and it should be made more difficult so it is fair!I may have this tattooed on me. DEAR LORD DOES THIS SCREAM CRPG LOGIC
I haven't read the entire thread, but even from the first few pages I know I am echoing others. Here's my suggestions:
- Improved inertia - horses have a harder time turning/slowing down if they are charging at full speed. Picking up speed requires a longer distance as well.
- Horses that suddenly lose all momentum (hit a wall, reared, etc.) dismount their riders and damage the rider.
- Consider ranged horsemen (archers, crossbowmen, and throwers) regarding any changes made. People love to hate ranged cavalry, but they are players too and should not be thrown aside when re-doing the whole horse system.
- Reduce shields' ability to absorb hits that would strike parts of the horse that are in front of the shield.
- Make horse bumps deal minor damage (blunt makes sense, but dunno balance-wise) to the horse. Maybe proportional to the damage dealt or the horse's speed?
- Bumps slow down the horse. Prevent a single horseman from "bowling" through a crowd of peasants.
- A spur/burst of speed option for horses. Afterwards, the horse can't reach full speed for X seconds.
- A bonus to shieldwall members to prevent knockdown from a charging horse?
Give everyone ability to ride every horse with impaired performance, and ability to whistle-call horses.
I say remove whistle-call.
Cavalry pretty much has two lives in certain instances, and the whistle-call only makes it so they can go back to full power and get a third life and repeat and repeat and repeat until THEY are personally dead with the click of 3 buttons.
Cavalry pretty much has two lives in certain instances, and the whistle-call only makes it so they can go back to full power and get a third life and repeat and repeat and repeat until THEY are personally dead with the click of 3 buttons.