cRPG

cRPG => Suggestions Corner => Topic started by: Sniger on October 17, 2013, 12:35:33 pm

Title: Amount of range :)
Post by: Sniger on October 17, 2013, 12:35:33 pm
just to make it clear this is not tears, i had fun on my archer alt yesterday, its not that, but i think melee is more fun to play. its just impossible to get GF's when we have this overload of range.

ref: http://forum.melee.org/general-discussion/let-us-out/
Title: Re: Amount of range :)
Post by: Molly on October 17, 2013, 12:56:42 pm
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...
Title: Re: Amount of range :)
Post by: Vibe on October 17, 2013, 01:00:03 pm
they just 2casual2melee
Title: Re: Amount of range :)
Post by: Sniger on October 17, 2013, 01:08:12 pm
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...

yeah ive said it for ages as well lol but every time ive tried to express my point, its been QQ'ed to pieces (most likely cus SOMEONE *cough*cmPENIS*cough* moved the lot to Chambers of TearsĀ® :p :D im just trying to help lol
Title: Re: Amount of range :)
Post by: Phew on October 17, 2013, 03:16:24 pm
And no, playing with a shield isn't a solution.

True this. I have 7 shield skill and a +3 Knightly Heater, and I get maybe one passive block of a projectile per 10 hrs of play time. Everyone just shoots over/under/around the shield. I watch archers, and they don't even consider shielders a lower priority target; if anything, they aim for them, since they know they have less armor and HP than a 2h hero.

Buff the effect of shield skill on "forcefield", and let anyone use shields (at reduced effectiveness if you don't meet the skill requirement), and a lot of the qq about ranged would disappear.
Title: Re: Amount of range :)
Post by: rufio on October 17, 2013, 04:22:19 pm
cut the ranged stagger in half or more .
Title: Re: Amount of range :)
Post by: Arthur_ on October 17, 2013, 04:34:44 pm
and a lot of the qq about ranged would disappear.

Title: Re: Amount of range :)
Post by: Adamar on October 18, 2013, 10:52:24 am
Ballance ranged in a way that the class will eat itself away.
Title: Re: Amount of range :)
Post by: Zlisch_The_Butcher on October 18, 2013, 11:05:53 am
just to make it clear this is not tears, i had fun on my archer alt yesterday, its not that, but i think melee is more fun to play. its just impossible to get GF's when we have this overload of range.

ref: http://forum.melee.org/general-discussion/let-us-out/
I doubt lack of ranged would make it easier for you to get a girlfriend, try quitting cRPG.
Title: Re: Amount of range :)
Post by: Legs on October 18, 2013, 11:57:22 am
Change so that projectiles have a chance of glancing just like melee, depending on base damage, armor, wpf, angle of attack, etc?

This would ostensibly make things more reliant on the ranged player's skill - bad ranged would suffer, good ranged would be mostly unaffected.

Also throwers wouldn't be as cartoonish if there was a chance that their spinning axe or whatever landed off-point. Just an idea.
Title: Re: Amount of range :)
Post by: Adamar on October 18, 2013, 11:59:04 am
Remove range penalties on all armor but plate and partial plate.
Title: Re: Amount of range :)
Post by: Zlisch_The_Butcher on October 18, 2013, 12:01:01 pm
Remove range penalties on all armor but plate and partial plate.
Are you fucking retarded? One thing is lowering the penalties, but this is just beyond fucking stupid. Melee got penalties on all armor above 0.0 weight.
Title: Re: Amount of range :)
Post by: Nightmare798 on October 18, 2013, 12:31:35 pm
I'll repeat what I've been saying for quite a while now:

Problem with ranged never was about the damage but about the huge amount of them. And yes, that is an issue. And no, playing with a shield isn't a solution.
I don't claim to have a proper suggestion how to fix the problem but I do know that this is a problem.

When the server is on a low population, having a lot of ranged is annoying but happens. Nowadays, even with 30+ players on each side, there is even more ranged players per team than melee players. Not even the most narrow-minded ranged (prolly Xynox... just saying...) can deny that there is something wrong when there are more player shooting than having "sword fights"...

oh really? shield works wonders for me. odd.
Title: Re: Amount of range :)
Post by: Adamar on October 18, 2013, 12:33:40 pm
Are you fucking retarded? One thing is lowering the penalties, but this is just beyond fucking stupid. Melee got penalties on all armor above 0.0 weight.

No im not retarded, it just so happens that I can think ahead about how different things affect different classes. And so long as people remain ignorant or blantantly biased against ranged, like you, we wont have a chance of constructive ballancing in this game. It takes knowing the class to knowing what it needs.
That knee jerk -1 says it all.
Title: Re: Amount of range :)
Post by: Sharpe on October 18, 2013, 12:45:16 pm
Archers dont need better armor, If anything needs to be changed its the amount of damage you do is dependent on where the shot hits. We'll use a cloth peasant for example. If I shoot him in the heart/head he should die immediately, but if I shoot him in the arm or leg he shouldnt die . I will admit sometimes I've done/seen some pretty bullshit shots, that really shouldnt of killed anyone but ended up killing people in transitional armor and up.
Title: Re: Amount of range :)
Post by: Adamar on October 18, 2013, 01:23:46 pm
It's not about what archers need, it's about in-class ballance, and how making armor efficient for ranged would make the best archers weed out the rest.

You people just seem to have a -nerf ranged- mental block that doesn't let you see the bigger picture.
Title: Re: Amount of range :)
Post by: Sniger on October 18, 2013, 01:54:46 pm
personally i dont want range nerfed but its the easyest way i can see considering that (i think) devs dont wanna spend too much time and energy on tuning crpg anymore and tbh personally id prefer they spend their time and energy on MBG
Title: Re: Amount of range :)
Post by: Sniger on October 18, 2013, 01:56:06 pm
I doubt lack of ranged would make it easier for you to get a girlfriend, try quitting cRPG.

you know very well that its impossible to quit crpg
Title: Re: Amount of range :)
Post by: Sharpe on October 18, 2013, 08:55:55 pm
It's not about what archers need, it's about in-class ballance, and how making armor efficient for ranged would make the best archers weed out the rest.

You people just seem to have a -nerf ranged- mental block that doesn't let you see the bigger picture.

I mean I dont think archers need to be nerfed. I just think as an archer; running around in anything heavier then the Heraldic Mail is retarded. However thats just my opinion.
Title: Re: Amount of range :)
Post by: Phew on October 18, 2013, 09:10:58 pm
I mean I dont think archers need to be nerfed.

Archery was a powerful medieval weapon, and the only effective counter was the usage of shields. In cRPG, shields (either in the hands of dedicated shielders or a low-req shield used by a 2h/pole player) are currently a poor counter to archery, for a variety of reasons:
1. "Forcefield" effect on passive blocks is 100% gone, and very much diminished for active blocks (forward coverage is good, lateral coverage is very poor even with high shield skill)
2. Blocking with a shield slows you down, actually making you a MORE attractive target to an archer than a zig-zagging 2h hero
3. The high weight of the shield slows you down whether your are blocking or not, also making you an easier target
4. Crossbows penetrate all but the handful of high-armor shields
5. The 0/1 requirement shields are broken by 1-2 arrows and penetrated by most bolts, so 2h/pole players don't bother even if they have a free slot

My proposed solutions:
1. Re-enable "forcefield" effect on passive blocks, but make its efficacy a function of shield skill, also make lateral coverage on active blocks a function of shield skill
2. Make shield skill reduce effective shield weight, on the order of 1kg/skill pt
3. Make shield skill mitigate bolt penetration, which is currently only a function of shield armor
4. Allow people to equip shields even if they lack the skill requirement, but greatly diminish the shield performance (i.e. shield stats are "Battered" (-2) if you don't meet the requirement)

Archery is well-balanced atm; they have good accuracy and damage, but mediocre rate of fire and poor mobility. Their counter (shields) is just too ineffective right now.
-
Title: Re: Amount of range :)
Post by: Sharpe on October 18, 2013, 09:22:18 pm
Im actually in support of what Phew says, on siege last night I got a headshot on Polarbear, when his shield was up; and thought that shouldnt happen. I will admit shielding is a very annoying class to play, if youre not being destroyed but two handers and axes, youre being shot through your shield by crossbowmen and archers. Its about damn time shielders got some buffs.
Title: Re: Amount of range :)
Post by: Phew on October 18, 2013, 09:32:06 pm
I will admit shielding is a very annoying class to play

Shield shoving people to their death on siege is about the only thing keeping me from respeccing. 1h is very powerful right now, but adding a shield is often more of a liability than an asset.
Title: Re: Amount of range :)
Post by: San on October 18, 2013, 09:35:13 pm
^I agree with Phew.

I also believe that a small buff to shields on your back would also be nice for those 2h/polearm players. Increased forcefield (based on shield skill) for the shield resistance addition to armor on the back as well as ~20-30% resistance added to armor against melee swings. Body armor is typically 1 point for 0.7 weight on the higher end, so an extra 5-7 body armor for 6-8 weight isn't so bad (and only on your back). Not too creative, but I think something can be added to make the shield weight more of a tradeoff than a penalty if you have it sheathed.
Title: Re: Amount of range :)
Post by: Phew on October 18, 2013, 09:42:55 pm
Increased forcefield (based on shield skill) for the shield resistance addition to armor on the back

I've been putting my shield on my back just to troll enemy archers that are behind me, since in theory I should have 111 armor to any projectiles that hit my shield when it's on my back. But it has never actually occurred; the arrows always hit my arm/head/leg/hip/etc for full damage. One day I'll make some lvl 35 loomed-out archer rage when he hits me for zero damage.