cRPG

cRPG => Suggestions Corner => Topic started by: owens on May 27, 2013, 09:56:26 am

Title: Fix to ranged balance for EU1
Post by: owens on May 27, 2013, 09:56:26 am
Shields on back block arrows.

Not much but it might be enough to allow hybrid builds to not get shot in the back durring combat as easily and make "head on" archer a better choice than it is now.

Quote
Good idea, shield on back blocks arrows, 0 forcefield though. So headshot = headshot.

I think currently a shield on the back nerfs your speed with a certain % (apart from its weight)
So that'll prevent it from being a free boost.

^Haboe
Title: Re: Fix to ranged balance for EU1
Post by: oohillac on May 27, 2013, 02:23:05 pm
There doesn't need to be a defense for being shot in the back.  Much like there isn't one for being struck in the back in melee. 
Title: Re: Fix to ranged balance for EU1
Post by: Rumblood on May 27, 2013, 08:11:42 pm
Teamwork.
Title: Re: Fix to ranged balance for EU1
Post by: Kafein on May 27, 2013, 08:32:55 pm
Yeah, some classes require teamwork to kill and not others, it's completely fair because bananas.
Title: Re: Fix to ranged balance for EU1
Post by: Haboe on May 27, 2013, 08:46:09 pm
Good idea, shield on back blocks arrows, 0 forcefield though. So headshot = headshot.

I think currently a shield on the back nerfs your speed with a certain % (apart from its weight)
So that'll prevent it from being a free boost.
Title: Re: Fix to ranged balance for EU1
Post by: Malaclypse on May 27, 2013, 09:21:58 pm
I think currently a shield on the back nerfs your speed with a certain %

Only if you're also holding a shield out front AFAIK.
Title: Re: Fix to ranged balance for EU1
Post by: Ronin on May 27, 2013, 09:25:48 pm
Extra weight is an extra weight no matter what it is. Most of the shields have at least 5, so this would make sense.

Besides a shield on back looks very very stylish.
Title: Re: Fix to ranged balance for EU1
Post by: Rumblood on May 27, 2013, 11:14:41 pm
Yeah, some classes require teamwork to kill and not others, it's completely fair because bananas.

Two shields should make you immune to ranged, it's completely fair because pineapples.
Title: Re: Fix to ranged balance for EU1
Post by: Zlisch_The_Butcher on May 27, 2013, 11:18:40 pm
Rumblood is almost as crazy an archer lobbyist as Huseby.
Title: Re: Fix to ranged balance for EU1
Post by: Berserkadin on May 27, 2013, 11:19:41 pm
^
Mad because bad.
Title: Re: Fix to ranged balance for EU1
Post by: Rumblood on May 27, 2013, 11:30:41 pm
Rumblood is almost as crazy an archer lobbyist as Huseby.

I think you guys are crazy. Direct archery nerfs wasn't enough. There has been so many that the cRPG community as a whole seems to finally be of the consensus that there has been enough of that madness already. So now you've had to regroup and change your tactics and do indirect nerfs to archery with buffs like having shields on the back not just reduce damage as they do now, but completely block the ranged as well.
My thrower with a shield can already take down 2 archers by himself without breaking a sweat. Make him immune to missiles in his back so even if the archers split up he still cant be shot and he can do it without any effort.
Shielders were already given 0 slot weapons to use, so this would make it actually feasible to carry two 2 Huscarl around, one for front, one for back, and complete that turtle shell.

So yeah, don't pretend that this "balance" thread is anything more than another "Nerf archery" thread.
Title: Re: Fix to ranged balance for EU1
Post by: Malaclypse on May 27, 2013, 11:43:13 pm
Shielders were already given 0 slot weapons to use, so this would make it actually feasible to carry two 2 Huscarl around, one for front, one for back, and complete that turtle shell.

While that's true, it's at a massive malus to speed, far more than simply the weight of the two shields. 10 Ath/30 Agi with two Hand Pavise shields is about as slow as my 3ath/9agi archer with two stacks of bodkins, 0 slot 1h (and 7 PS) and a longbow.

Also it wasn't just shielder's who were given 0 slot weapons to use, it was literally everyone with the STR to do so! Archers, crossbowmen, cavalry, pikemen, throwers...
Title: Re: Fix to ranged balance for EU1
Post by: Haboe on May 27, 2013, 11:45:35 pm
In the old days, huscarl in the hand, huscarl on your back, the real turtle style  :mrgreen:
Title: Re: Fix to ranged balance for EU1
Post by: Ronin on May 28, 2013, 09:05:25 am
Lol a guy carrying 2 shields would be slow as fuck and vulnerable on sides. I wouldn't even waste an arrow on such a noob if I was an archer.
Title: Re: Fix to ranged balance for EU1
Post by: Eugen on May 28, 2013, 09:32:26 am
Shields on back block arrows.

I thought "holstered" shields do protect your back since beginning of M&B. I believe there are also animations and hitdetection for arrow hits on "backworn" shields, and sounds for hitting wood, when backstabbed or sideswinged on a backworn shield. Not 100% shure. Just would be nice to know if I was wrong all the years.

If its not already the case: Holstred Shields on the back really should protect your back (without forcefield and attribut bonus clearly)
Title: Re: Fix to ranged balance for EU1
Post by: Haboe on May 28, 2013, 09:39:32 am
I thought "holstered" shields do protect your back since beginning of M&B. I believe there are also animations and hitdetection for arrow hits on "backworn" shields, and sounds for hitting wood, when backstabbed or sideswinged on a backworn shield. Not 100% shure. Just would be nice to know if I was wrong all the years.

If its not already the case: Holstred Shields on the back really should protect your back (not your head - your back!)


The animations and shit are there for it, but they are not in crpg :P

I played mods (and i think native might also have it) where shields on your back block arrows, and provide extra armor for hits in your back by melee (though not blocking them).

I suppose those are disabled here for balance reasons, though i don't know if thats still legit with the amount of ranged on servers like eu1.