If this change is true, then I have one more reason not to play xbower again. I loved jumping to fire over low stone walls and heashotting people who were trying to stab you with melee weapons on the other side.
Just make xbows wildly innacurate when you are in the air. Jumping xbow shots are only good if you are dodging cav then firing, or using specific terrain advantages that are only possible on a handful of maps.
Using high agility, you can bait cavalry into charging you then leaping out of the way at the last second. Holding your aim or faking reload with a crossbow increases your baiting - cav will try and rush you down before you reload or fire. This is a tactic I used and enjoyed on many open maps where xbow has no terrain to hide and reload with.
I can care less about jump shooting with a xbow. They need to remove reloading while in the air though... Unrealistic as hell and unneeded.
If you are running with a crossbow and jump, you can start reloading before your character hits the ground. This and the fact that you can start moving before the end of your reload animation make you a little bit more mobile during reload.
Hello all,
I do not know if this is for all ranged, I've noticed it with my xbow char.
While having the xbow ready to fire, jumping is not possible and does not cancel the aiming.
- We had jumpshooting a while ago - dont care for that, dont need it back.
- Jumping used to cancel the aim but you were able to jump - the best solution imo.
- Then there was this strange "if you jump your aim is still there but you detonate in the ground" feature - pretty much the worst (I thought back then)
- Now when you aim you cannot jump at all - it is as if the button doesnt work
The current "solution" is very poor. Is there any intention to bring back one of the other things? I dont know if this is a thing that was done on purpose to limit ranged movement further or it just "happened", so I wont complain yet but would welcome an official answer.
Thanks & Best Regards
Grumpy_Nic
NA server don't have the new change they've been testing for quite a while now.
Also why don't you make every server melee only right now... that will save you the trouble of trying to nerf ranged even more. :rolleyes:
Have Dev's ever seen an Olympic javelin throw or Baseball outfielder do a big throw? They leap/jump into their throws
As an actual thrower for track I can safely say that jumping does make you throw farther, and also using strech reflexes helps a lot too.
Not really, maybe their body inertia brings them off the ground after the throw but thats about it. Trust me they are still grounded when releasing said throw, if they weren't they would have shit for power/distance
So you're telling us all that your coach tells you to jump during or after your throw? lol right, also you're talking about running and throwing not standing still and throwing, big difference.
I am glad they removed the whole jump shooting bullshit, mainly because it was insanely good against cavalry, where as if you are a ranged build and get caught out by cavalry who reaches you, you deserve to be at a disadvantage. Even vs Infantry it should be the same case, it was a part of how "kiting" worked, not so much for xbow of course but I imagine they might all be connected so if bows have to suffer the jumpshot disable, perhaps xbow and throwing do too, maybe they can't seperate the code?. Either way I wouldn't want jumpshot back for xbow if it meant bows got it back too, throwers should also suffer vs cav.
And as a chance to use a cool gif, this is what I wanted to do to those elite jump shooting archers
Yeah, because it takes archers at least four arrows with 6 pd and MW longbow to take down a horse but it takes cav one pass to kill an archer so of course we should just be rooted to the spot as soon as cav gets there since we've clearly fucked up.
I'm pretty sure people won't be happy with archery nerfs until we spawn and are no longer allowed to move.
And yet EU1 is full of archers, despite all the nerfs. Archers are not supposed to survive a cavalry charge, I mean c'mon, the whole point of cav is to kill archers and they cant do that if youre jumping out of the way and shooting horse/rider in the back. The archers of today are doing pretty good by sticking together on a hill and covering each other from cav charges and small inf groups. Thats the way it should be imho.
Anyway, despite what you think archery is not godmode, you shouldnt be able to fight inf, dodge cav and still do ridiculous damage from a distance.
Who decided that archers should be rendered defenseless and die the second cavalry reach them? If the whole point of cav is to counter archers, how come they do so well against infantry too? Doesn't that mean infantry should beat cav every time?
The biggest flaw in your argument, though, is saying that archers are doing good by sticking together. That's part of the problem. Archery has been nerfed to such a point that the only way to remain viable is to cluster together as many as possible and fend off any attackers that way. Meanwhile you've got cav and infantry (especially agility built) that are perfectly capable of playing without the help of anyone else assuming they don't run in to a mob of people.
Unfortunately, archery hasn't been god-mode for several years. Cavalry has always held that torch with the ability to kite with long lances and still remain combat effective when dehorsed.
Yeah, because it takes archers at least four arrows with 6 pd and MW longbow to take down a horse but it takes cav one pass to kill an archer so of course we should just be rooted to the spot as soon as cav gets there since we've clearly fucked up.
Yeah, because it takes archers at least four arrows with 6 pd and MW longbow to take down a horse but it takes cav one pass to kill an archer so of course we should just be rooted to the spot as soon as cav gets there since we've clearly fucked up.
I'm pretty sure people won't be happy with archery nerfs until we spawn and are no longer allowed to move.