cRPG

cRPG => Suggestions Corner => Topic started by: Armbrust_Schtze on April 21, 2011, 09:48:15 pm

Title: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 21, 2011, 09:48:15 pm
me as crossbow archer suggest ti implement more parabolic ballistic flight paths for missiles. the result would be less archers who need really to be skilled to calculate the hit zone of their projectile like in the vikingr mod. as balance for this nerf i would suggest to make it that the shields really only protect the plain they cover. if you want a little taste of arching that way play some vikingr. here is the link

http://forums.taleworlds.com/index.php/board,202.0.html (http://forums.taleworlds.com/index.php/board,202.0.html) greetings
Title: Re: parabolic flight paths? NOT? oO
Post by: Tears of Destiny on April 21, 2011, 09:52:33 pm
I am against shields only protecting if the arrow directly hits them, as in real life if you had a shield, you would move the thing to catch more arrows, not just keep protecting your chest if you saw an arrow dart towards your right shoulder...


Also... for an in game view (screw realism, right?), shielders should perform extremely well against range and fear litte (And yes I play an archer some days).
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 21, 2011, 10:07:32 pm
well cant u mov your shield in that direction? when arrow comes from up take ur shield upside when an archer aimes your feet get it down..in vikingr it works very good. that idea would be much more realistic but still keep balance because the archers have to aim very good due to the high parabolic flight path and dont forget its crpg arching not everyone has a 156 wpf crosshair =D y/y? :P
Title: Re: parabolic flight paths? NOT? oO
Post by: Tears of Destiny on April 21, 2011, 10:14:08 pm
Archers already have to aim extremely well though to account for drops... And also for the record my first archer had 130 wpf and he did just fine after learning to account for the little things, 156 wpf is merely a perk for long range shooting or if you are a nut who likes archer duels. (150 wpf though I do recommended nontheless, and most archers do have that or higher).

My apologies but I do not like this suggestion.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 21, 2011, 10:15:45 pm
have you tried vikingr mod? <3
Title: Re: parabolic flight paths? NOT? oO
Post by: Tears of Destiny on April 21, 2011, 10:16:53 pm
have you tried vikingr mod? <3

I am afraid not, as the concept holds limited interest for me, and that I lack the time to play multiple mods.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 21, 2011, 10:19:00 pm
well in vikingr mod arching is most realistic i think...u really have to aim high to release a long shot, that gives more room for trained archers and also creates a good battle atmosphere (:

its worth a download to try..
Title: Re: parabolic flight paths? NOT? oO
Post by: Spawny on April 21, 2011, 10:24:04 pm
Go play vikingr mod.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 21, 2011, 11:17:14 pm
spawny please post proper suggestions concerning the poll. thx.  :wink:
Title: Re: parabolic flight paths? NOT? oO
Post by: Teeth on April 21, 2011, 11:34:16 pm
I am against shields only protecting if the arrow directly hits them, as in real life if you had a shield, you would move the thing to catch more arrows, not just keep protecting your chest if you saw an arrow dart towards your right shoulder...


Also... for an in game view (screw realism, right?), shielders should perform extremely well against range and fear litte (And yes I play an archer some days).
I don't think you would actually be able to spot where an arrow is going to hit you and react accordingly.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 22, 2011, 10:44:08 am
yes you can :p

try the vikingr mod. it gives a great example for that, and its really very hard with that ballistics to aim for an un shielded part of a moving body and to hit it. and it also would give no sheidlers more movement of space because the missilses dont fly that straight/directly anymore like in native..you really have to get aiming skill to  even hit a non moving target above 50m (:
Title: Re: parabolic flight paths? NOT? oO
Post by: Beauchamp on April 22, 2011, 11:58:12 am
do you have some videos from vikingr played from the archer point of view?
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 22, 2011, 12:49:10 pm
sadfully i have no in game cam, but i postet a link to it..maybe you try it out the mod is really good and worth a dl (:

lol not that i make advertisement for vikingr xD but its arching system is great..
Title: Re: parabolic flight paths? NOT? oO
Post by: Patricia on April 22, 2011, 01:38:45 pm
I don't think you know what parabolic is.
Title: Re: parabolic flight paths? NOT? oO
Post by: Beauchamp on April 22, 2011, 02:00:23 pm
i dont want to install a mod only to see another archery :(
Title: Re: parabolic flight paths? NOT? oO
Post by: Paul on April 22, 2011, 02:20:28 pm
Vikingr uses an even higher air friction value than cRPG already does and they combine this with very low projectile velocities for bows. I'd rather keep ballistics as they are now.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 22, 2011, 02:59:17 pm
i know what parabolic is. patricia. girl.

well why do we have to take the bows velocity? just keep the demage, just change modify the flight paths that projectiles have to be shot higher for long shots..and of course make it that shields only block where they cover the body..thats realism and it wouldnt even change much on the balance would it?

to paul: but isnt it unrealistic that you can shoot over the whole map with a hunting crossbow?
Title: Re: parabolic flight paths? NOT? oO
Post by: Paul on April 22, 2011, 03:41:24 pm
Huh, the only way to change a projectiles flight path is the either change the starting velocity or the air friction constant. A higher friction value would drastically decrease damage on range (which is fine atm imo) and would make DaveUKR's head explode(actually almost worth it). Unless you mean that Cpm's WSE should be used to change the whole ballistic calculation, which is pretty good atm in my opinon.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 22, 2011, 05:03:37 pm
yeah well i saw it in vikingr and there it works and is quite realistic...i have no idea about modding just suggested it. pretty bs that it wouldnt work :/
Title: Re: parabolic flight paths? NOT? oO
Post by: Paul on April 22, 2011, 05:05:08 pm
Again, vikingr uses a combination of slow projectile velocities and a high friction value.
Title: Re: parabolic flight paths? NOT? oO
Post by: Armbrust_Schtze on April 22, 2011, 05:09:48 pm
dont understand that...im just sad it wouldnt funktion in crpg :S

well its the engine. topic closed <3'