cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Leshma on December 01, 2013, 04:16:04 pm

Title: Nerf ranged
Post by: Leshma on December 01, 2013, 04:16:04 pm
Way too many ranged everywhere (Siege, DTV, Strategus, Battle). Please nerf :)

Suggestions: Big xbows back to 3 slot (heavy xbow, arbalest). Upkeep increase for archers obviously doesn't work (since selling heirloom points became possible upkeep has no meaning). Find some other way to nerf them. But this time don't nerf their melee ability because most of them can't or simply don't use melee weapons. I'll be happy with removal of projectile stun but situation is in pretty bad shape atm, ranged nerf should be hardcore to put things into shape once again.

Edit: I'm aware that I don't wear armor and shouldn't complain. I'm actually complaining because they take 80% of my HP in one shot while wearing heaviest possible armor in Strategus and there's ton of them in Strat.
Title: Re: Nerf ranged
Post by: DaveUKR on December 01, 2013, 04:20:23 pm
Nice thread, xbows back (?) to 3 slots - were they ever using 3 slots? And nerf ranged I don't know how.

Very useful and important suggestions coming from Leshma. If you want to take any reasonable changes = you're welcome.
https://docs.google.com/document/d/1WdO5aOiP-LFb2pxWf9n-GVhXHETQuxzRncmeGWX1pWc/edit
Title: Re: Nerf ranged
Post by: Teeth on December 01, 2013, 04:48:22 pm
Crossbows do need a nerf, I wouldn't say their ranged capability is that much below archers, while they have much better armour and melee capability. An 8 athlethics build with a 1h stab sword and 70 wpf is a great build considering crossbowers usually stay away from the main fight and often fight 1 opponent at a time, otherwise they can just run. The high ranged and high melee capability while being the best class to take out the heavy hitters on the opposing team makes it a much too win-win class.

Individual ranged or melee capabilities are fine, it is just the combination of the two in one sweet melange of asskickery.
Title: Re: Nerf ranged
Post by: Rebelyell on December 01, 2013, 04:56:49 pm
Bodkin Arrows
visitors can't see pics , please register or login

Thrust:2 pierce

Pierce dmg is only problem with archers in my opinion

Title: Re: Nerf ranged
Post by: rufio on December 01, 2013, 05:08:03 pm
didnt read just +1 for title
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 01, 2013, 05:08:04 pm
Pierce ranged (and to a slightly lesser extent regular ranged) seems way more effective than pierce melee in ignoring armor, really, whether I'm wearing cloth or plate a boltfromthesamecrossbow/arrow/throwingweaponthatispierce will usually take more or less the same amount of my hp. Facehug shooting is by far the biggest issue with ranged though.
Title: Re: Nerf ranged
Post by: Leshma on December 01, 2013, 05:53:41 pm
Nice thread, xbows back (?) to 3 slots - were they ever using 3 slots?

I believe Arbalest was 3 slot at one point. Considering the fact there's quite a few excellent 0 slot items, I see no problem there. MW Italian Falchion combined with high AGI build (8 or 9 ATH) is enough to kill anyone.

Change will be more psychological in nature and will lead to less xbowers. Every nerf, no matter how small leads to change of builds. Because of combination of higher average melee skill of cRPG community, wpf buff for high WM pure builds and free respec way too many players repecced to ranged class (high level ranged class). Nerf will force them to respec again, lose a level or even retire. Ranged is fine at level 30 but at higher levels (lvl 35/36) it becomes too powerful.

But biggest problem is number of ranged players, this game completely lose fun factor if there's more than 50% of ranged on server. Even archers hate to shoot other archers.
Title: Re: Nerf ranged
Post by: Erzengel on December 01, 2013, 07:40:00 pm
Make shields useful again versus ranged (and make them easier available). The "forcefield" ist just a bad joke at the moment. Would solve a lot of problems.
Title: Re: Nerf ranged
Post by: Herkkutatti666 on December 01, 2013, 07:41:15 pm
didnt read just +1 for title
Title: Re: Nerf ranged
Post by: Penitent on December 01, 2013, 07:48:39 pm
Ugh, not the nerf-ranged bandwagon again. 

My main is a shielder.  I have a 2h alt and archer alt.  I think ranged is fine.

Just because they are numerous is no reason to nerf them.

Bodkin damage vs tartar arrow damage is hardly different.  Use the ranged damage calculator.  2 pierce vs 8 cut means that bodkins on average do about 1 or 2 points more damage vs someone with 55 armor.  But they have less ammo so its balanced.
Title: Re: Nerf ranged
Post by: kinngrimm on December 01, 2013, 07:54:31 pm
...
But biggest problem is number of ranged players, this game completely lose fun factor if there's more than 50% of ranged on server. Even archers hate to shoot other archers.
this, but i would concider >20-30% ranged = no fun
Title: Re: Nerf ranged
Post by: tizzango on December 01, 2013, 08:42:44 pm
I've always thought it was silly to 'nerf ranged into da ground' to make it an undesirable class. It makes playing melee so much more interesting and thought provoking, I think anyway.

I also think that too much ranged ruins CERTAIN maps. It is a circle, if you will, but the answer is definitely not to nerf them into being not fun. I'm not sure how viable it is (technically- within the game limitations) to make an archer melee efficient, whilst being ranged efficient.

The answer for me, if it is possible, is to limit the amount of arrows per stack and also allow ranged players to have a somewhat effective melee build without being level 34.
Title: Re: Nerf ranged
Post by: Grumbs on December 01, 2013, 08:47:28 pm
Ranged should be good at ranged, melee good at melee, not these ranged melee hybrids that pretty much every ranged guy is as long as he can manual block.

Xbows are worst in this instance, heavy armour, 1 hit killing, great in melee. Archers can be just as bad but at least they dedicate some points into PD and seem to need to wear less armour
Title: Re: Nerf ranged
Post by: Tzar on December 01, 2013, 09:12:10 pm
Just rework their ammo.
Less ammo, less flying shit in the air 24/7

That´s right, my suggestion would solve the range fest problem.

/End Thread

PS:
(click to show/hide)
Title: Re: Nerf ranged
Post by: Leshma on December 01, 2013, 09:16:22 pm
I've always thought it was silly to 'nerf ranged into da ground' to make it an undesirable class. It makes playing melee so much more interesting and thought provoking, I think anyway.

No it does not. Maybe if there're few archers on the whole map shooting different targets but when there are so many archers that only you get aimed by at least 4 when fighting melee enemy, that's not fun at all.

I've exiled to siege to enjoy melee and don't get mad because I'm constantly shot by ranged. But today there were so many archers on siege that even me, who can handle ranged fest, had to GTX.

Bring a shield argument is bullshit because shield doesn't help much and if I wanted to play a shielder, I would make one. Playing a shielder is completely different from being shieldless infantry, don't force us to be shielders just because this game attracts so many Counter Strike players.

Edit: I would like to quote certain NA archer who was playing siege with us on EU2 one day. He said that if NA guys knew how bad ranged fest are EU servers, they wouldn't complain. So, it's obviously not the same for both communities and because of that I kinda feel bad for asking to nerf ranged. But there is no other choice. Maybe limiting ranged per server, but not sure is that doable at this point.
Title: Re: Nerf ranged
Post by: Rebelyell on December 01, 2013, 09:18:49 pm
reduce ammo

xynox incoming wach out
Title: Re: Nerf ranged
Post by: Tzar on December 01, 2013, 09:20:09 pm

xynox incoming wach out

(click to show/hide)
Title: Re: Nerf ranged
Post by: XyNox on December 01, 2013, 09:29:18 pm
I am just enjoying the show ... no need to pee your pants. Now if you dont mind, proceed.
Title: Re: Nerf ranged
Post by: Erzengel on December 02, 2013, 01:00:05 am
I have 54 hit points, 52 head armor and 65 body armor.

My shield doesn't protect me from ranged at all. Sometimes they can even shoot me directly from the front. Shots from the sides always hit, no matter how small the angle (or how wide my shield/how high my shield skill) is.

Archers can kill me with a single headshot and one bolt in the chest takes about 80% of my hit points (I am not exaggerating). Considering the insane number of ranged this is just a fucking joke.

Did I already mention the hordes of horse archers terrorizing EU_1?

Nerf ranged or they will kill the mod. The current state of the game is just extremly frustrating (especially battle). Balance never felt that bad to be honest. This is a melee-simulation which simply doesn't work properly if 1/3 - 1/2 of the players are using ranged classes. It is not fun if you have to hide the whole round from ranged only to wait for another delaying horse archer at the end...

Don't get me wrong, ranged is a part of the game and should be viable. But at the moment it is way too strong/tempting.

Oh and also finally nerf fucking Awlpikes.  :mad:
Title: Re: Nerf ranged
Post by: San on December 02, 2013, 01:21:04 am
Let shielders be able to run while blocking after a while so they can flippin catch the ranged. Even with 10athletics, blocking+running forward and I'm as fast as a 4ath guy running without a block. Shield weight and movement penalties while blocking only lets them be good against ranged a small percentage of the time and only if the group has superior numbers. If you're a shielder in melee, you'll also get shot regardless, since you're slower and just one less future threat if ranged get a shot on you. Good shielders that are easy to recognize like Voester get targeted like hell while they aren't attacking ranged, too.

NA doesn't really have many great archers on at a time, but we sure do have a ton of xbows and throwers, much more mobile ranged classes.
Title: Re: Nerf ranged
Post by: Rebelyell on December 02, 2013, 01:47:08 am
I have 54 hit points, 52 head armor and 65 body armor.

My shield doesn't protect me from ranged at all. Sometimes they can even shoot me directly from the front. Shots from the sides always hit, no matter how small the angle (or how wide my shield/how high my shield skill) is.

Archers can kill me with a single headshot and one bolt in the chest takes about 80% of my hit points (I am not exaggerating). Considering the insane number of ranged this is just a fucking joke.

Did I already mention the hordes of horse archers terrorizing EU_1?

Nerf ranged or they will kill the mod. The current state of the game is just extremly frustrating (especially battle). Balance never felt that bad to be honest. This is a melee-simulation which simply doesn't work properly if 1/3 - 1/2 of the players are using ranged classes. It is not fun if you have to hide the whole round from ranged only to wait for another delaying horse archer at the end...

Don't get me wrong, ranged is a part of the game and should be viable. But at the moment it is way too strong/tempting.

Oh and also finally nerf fucking Awlpikes.  :mad:
61body armor and steevee 3 shot me, but last shoot is like for 10% hp

8 if btw
Title: Re: Nerf ranged
Post by: Gurnisson on December 02, 2013, 01:53:58 am
Will get moved to chamber of tears, probably! Only way to have fun on eu 1 is playing ranged yourself or make a cavalry build dedicated to bum-rush the enemy ranged. :lol:
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 02:20:53 am
Won't be moved if we don't go full retard. I've stepped up by identifying the issue, don't expect it being solved anytime soon (I'm well aware of Paul's stance on melee-archery relations). But I'm fairly sure, given enough time this thread will grow and gain support because this will get only worse, not better. Until they get another nerf, they numbers again go back to manageable size and another circle closes.

But San is right, and as Apsod said on server: Major problem with archery is that there's nothing efficient against them. That's their strength. When they grow in numbers, they are unstoppable on all besides open plains maps.

Single archer, even high level one can be dealt with. Ten of high level archers working together can't be killed easily, if they can be killed at all. Ten of anything else don't get anywhere good bonus from teamwork as archers do. This is not about them being OP, dealing massive damage, being first on the scoreboard (silly change meant to act as fix to ranged, by discouraging players to play ranged classes). This is about number of ranged on the server at given time and when that number is too high as it is in every game mode last few days (since free respec), gameplay goes to shit for everyone (including ranged).
Title: Re: Nerf ranged
Post by: San on December 02, 2013, 03:33:30 am
Nerfing ranged would really just make it less fun for them and overall won't change the grand scheme of things. We've already seen this happen time and time again.

I believe that increasing shielder movement (at least a run tier while blocking) won't make them demigods of destruction or anything like that, but I hope it would allow a smaller group of shielders to both pressure a larger group of ranged and allow non-shield reinforcements in the back to get some breathing room. It would be a buff to aggressive pushes instead of having a boring campfest. Right now, if there's enough ranged, they have too much leeway to target whoever they want without any pressure, making any sort of push near suicidal. Even if 1 archer can kite, that choice should be detrimental instead of beneficial to the group as a whole.
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 03:35:05 am
I have 54 hit points, 52 head armor and 65 body armor.

My shield doesn't protect me from ranged at all. Sometimes they can even shoot me directly from the front. Shots from the sides always hit, no matter how small the angle (or how wide my shield/how high my shield skill) is.

Archers can kill me with a single headshot and one bolt in the chest takes about 80% of my hit points (I am not exaggerating). Considering the insane number of ranged this is just a fucking joke.

Did I already mention the hordes of horse archers terrorizing EU_1?

Nerf ranged or they will kill the mod. The current state of the game is just extremly frustrating (especially battle). Balance never felt that bad to be honest. This is a melee-simulation which simply doesn't work properly if 1/3 - 1/2 of the players are using ranged classes. It is not fun if you have to hide the whole round from ranged only to wait for another delaying horse archer at the end...

Don't get me wrong, ranged is a part of the game and should be viable. But at the moment it is way too strong/tempting.

Oh and also finally nerf fucking Awlpikes.  :mad:

I have 56 hp and wear about 70 body armor and 32 head armor.  I am a shielder.  I don't find ranged to be a problem at all.  My shield almost always protects me from any archer I'm aware of, whether they are in front of me or on the side.  A quick turn and some practice makes it easy to catch arrows.

The arrows that do hit me don't bother me too much.  They take about 25% of my hp most of the time.  Long range shots hurt less.  I basically shrug them off unless there is a headshot or I'm hit by a heavyer xbow.  I die from ranged plenty, but usually just lucky shots or sneak-shots.  If I'm aware of them I usually don't get bothered.  Hell, even just holding a shield up will make the archer shoot for a different target if one's available.

Arbalest (and perhaps H. Xbow I dont' know) do a hell of a lot of damage.  I've never had a bolt go through my H. Kite Shield yet though. 
Title: Re: Nerf ranged
Post by: Erzengel on December 02, 2013, 08:58:25 am
I have 56 hp and wear about 70 body armor and 32 head armor.  I am a shielder.  I don't find ranged to be a problem at all.  My shield almost always protects me from any archer I'm aware of, whether they are in front of me or on the side.  A quick turn and some practice makes it easy to catch arrows.

The arrows that do hit me don't bother me too much.  They take about 25% of my hp most of the time.  Long range shots hurt less.  I basically shrug them off unless there is a headshot or I'm hit by a heavyer xbow.  I die from ranged plenty, but usually just lucky shots or sneak-shots.  If I'm aware of them I usually don't get bothered.  Hell, even just holding a shield up will make the archer shoot for a different target if one's available.

Arbalest (and perhaps H. Xbow I dont' know) do a hell of a lot of damage.  I've never had a bolt go through my H. Kite Shield yet though.

Of course a single archer or sometimes even two are not a huge threat for a shielder if he is fully aware of them. But what do you do against 3 ranged or even more (which isn't unlikely)? They will just move slightly to your sides and fuck you up. Most of the time you won't see all of them because they are almost everywhere... You can't even catch them in close combat because they will just run away if you get too close (and I have 9 athletics).

Have fun trying to rush that hill on which they are camping. Especially if there is some cav/melee that protect them. This "tactic" is just a complete nobrainer and very hard to counter.

There are so many ranged that you can't protec yourself properly. I get hit by random arrows alll the time. You would need an insane awareness to catch all the projectiles with your shield. You also can't fight in melee without getting shot because there is always a ranged player who just shoots into close combat (no matter how often he hits his team).

It is not fun if you lose 50% or more before you see your first melee fight...

Shielders (especially with high agility) should be the counter class for ranged. At the moment it is impossible to fulfill this role, though. Cavalry also isn't a real threat for ranged (especially on a hill or roof). So what can counter ranged?

Yep, only even more ranged... You get the point...
Title: Re: Nerf ranged
Post by: kinngrimm on December 02, 2013, 09:36:12 am
i am still for quotas

fixate the amount/% of ranged, shielders ... whatever per server.
If someone cant log because of quota reached(info message, quota reached for XY, free quota for XYZ), he needs to switch to an alt and play him for a while and could try again later.

advatages:
+ no need to nerf anything into the ground
+ alts get more traction

disadvantages:
- need to switch between alts increased(if you see that as negativ)
Title: Re: Nerf ranged
Post by: Thomek on December 02, 2013, 10:56:40 am
Quota system will not happen, have been suggested so many times. Leave that dead horse to rot.

What ranged needs is nerfs to keep the numbers down. They can easily take it as well, since archers and xbowers deal more damage than melee per hit. The cheapest kills you can get in c-rpg is by the xbow. Nothing needs a nerf more than that.

Logically, if you nerf ranged, cav needs a nerf as well. Maybe then finally c-rpg can be focused around melee mechanics again.

Nowadays, melee are squeezed between ranged and cav, and thats almost an unbearable place to be.

Anyway, Shik is defending ranged, and thats why nothing happens.
Title: Re: Nerf ranged
Post by: Osiris on December 02, 2013, 11:06:03 am
I have 56 hp and wear about 70 body armor and 32 head armor.  I am a shielder.  I don't find ranged to be a problem at all.  My shield almost always protects me from any archer I'm aware of, whether they are in front of me or on the side.  A quick turn and some practice makes it easy to catch arrows.

The arrows that do hit me don't bother me too much.  They take about 25% of my hp most of the time.  Long range shots hurt less.  I basically shrug them off unless there is a headshot or I'm hit by a heavyer xbow.  I die from ranged plenty, but usually just lucky shots or sneak-shots.  If I'm aware of them I usually don't get bothered.  Hell, even just holding a shield up will make the archer shoot for a different target if one's available.

Arbalest (and perhaps H. Xbow I dont' know) do a hell of a lot of damage.  I've never had a bolt go through my H. Kite Shield yet though.


I sense a great difference in the ranged quantity/quality between NA and EU :D Might have to start playing some NA1
Title: Re: Nerf ranged
Post by: kinngrimm on December 02, 2013, 01:00:58 pm
Quota system will not happen, have been suggested so many times. Leave that dead horse to rot.
I don't think so.

i havent yet seen any legit argument against it. If you wouldnt count "devs dont have the time because they are occupied with other game".

(click to show/hide)
I don't say that there wouldn't also be the need to tweak at ranged stats and gear, but If you wont want to nerf it into the ground to reach fewer numbers, "taking away interrupt effect , the shooting through shields effect" alone wont stagnate the ranged numbers, whereby those maybe quite ok changes. If you then also make the builds less effective(less wpf ...) fewer bolts/arrows, less dmg, then you get into an area where you drive away players who had been playing their characters for a long time and then may see themselves treated unfairly. If you introduce quotas, you have a "balancing" not "nerfing/buffing" tool. Get someone in charge of the % per server, he could change that on a weekly base, or we could get votes up in the forum where we could orientate at, but   you then would have less players not by nerf but by setting limits.
Title: Re: Nerf ranged
Post by: Thomek on December 02, 2013, 01:23:40 pm
Thing about quotas is that it is essentially a loss of freedom, and will be quite provoking to many players..

I seriously think ranged simply need a damage nerf. It's just absurd that an xbow doing as much damage as they do is so easy to use. That level of easy of use should not award that much damage, end of story. They also don't fight much in melee, their class encourages them to hide and reload. Basically moving the game away from the core concept that is melee combat.

Gameplay wise it's just a horrible class. Boring to play, boring to get killed by. (I do have an xbow alt.. Feel so dirty everytime I end a good intense duel between good players.. )

Nerf them, and nerf cav maneuver too to make up for it so cav will not grow even stronger because of it.
Title: Re: Nerf ranged
Post by: darmaster on December 02, 2013, 01:39:00 pm
I think armors need a buff, especially non loomed. I spend fucking 18k just for the body armor and i still get 3 shot by HA.
 I've also noticed that the damage bonus when you run towards ranged is quite ridiculous, I'd nerf that too.
Title: Re: Nerf ranged
Post by: Mr_Oujamaflip on December 02, 2013, 01:46:34 pm
Reduce available ammo for all ranged classes.

There are less players on servers at the moment and having two stacks of +3 bodkins gives you 40 arrows which is far too many. 30 is enough. The fact you can still loot from the ground means archers never have to worry about making a shot, they can just shoot until they eventually hit. Plus having to scavenge arrows means less concentrated fire plus arrows tend to be closer to the action allowing players to close the gap more.

This will also help nerf the ridiculous HA invasion of late given they can just ride in circles shooting forever.
Title: Re: Nerf ranged
Post by: Molly on December 02, 2013, 01:51:59 pm
There's been a HA invasion? :o
Title: Re: Nerf ranged
Post by: IR_Kuoin on December 02, 2013, 02:08:48 pm
When I was playing as an xbow char. with +3 Arbalest and steel bolts I could pretty much take 60 - 80% instantly from tincans.
Title: Re: Nerf ranged
Post by: oreshy on December 02, 2013, 02:25:32 pm
..nerf melee. 1-2 hits my champ courser rupert.
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 02:56:03 pm

I seriously think ranged simply need a damage nerf. It's just absurd that an xbow doing as much damage as they do is so easy to use.

Nerf them, and nerf cav maneuver too to make up for it so cav will not grow even stronger because of it.

A 'Nerf archers' thread that would also like to nerf cav!  The nerf circle continues.  :)

Seriously though, we should specify between archers and xbows since their damage and mechanics are quite different.  That may be a lot to ask for from the "he-hit-me-before-I-could-hit-him-nerf-it club".
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 03:00:13 pm
There is a guide I put together for just this occasion.  I'm telling you I'm 13 gen shielder and I really honestly do not have much trouble at all with ranged.  Maybe it can help some of you out.

http://forum.melee.org/guides/(guide)-how-to-defend-against-archers-xbows-and-not-become-a-statistic/
Title: Re: Nerf ranged
Post by: polkafranzi on December 02, 2013, 03:04:31 pm
There is a guide I put together for just this occasion.  I'm telling you I'm 13 gen shielder and I really honestly do not have much trouble at all with ranged.  Maybe it can help some of you out.

http://forum.melee.org/guides/(guide)-how-to-defend-against-archers-xbows-and-not-become-a-statistic/

Not everybody is, or wants, to be a shielder I guess, so your perspective is different than theirs.  There are pikemen, shieldless infantry etc, they are the ones having the trouble.
Title: Re: Nerf ranged
Post by: Thomek on December 02, 2013, 03:35:29 pm
Yeah sure, we could just all just go shielders. Might as well migrate to native then..

Then again, all this is solely from my EU perspective. The balancer holding back xbow, HA and archernerfs is NA. (Shik)

The fact that there are few competent archers, xbows or HA on NA doesn't make it a weaker class.

Read your guide there.. nothing new for me there, and I can deal with 1 archer most of the time. It's the groups that give me trouble.  :P 
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 03:36:30 pm
Not everybody is, or wants, to be a shielder I guess, so your perspective is different than theirs.  There are pikemen, shieldless infantry etc, they are the ones having the trouble.

My guide is for all classes.  And it works.  Did you read it and try it?

Also there are shielder a complaining in this thread too.

Also, why shouldn't 2h and pole players complain about ranged?  The day they a finally stop complaining is the day ranged has been nerfed way too far.
Title: Re: Nerf ranged
Post by: Molly on December 02, 2013, 03:38:40 pm
There is a guide I put together for just this occasion.  I'm telling you I'm 13 gen shielder and I really honestly do not have much trouble at all with ranged.  Maybe it can help some of you out.

http://forum.melee.org/guides/(guide)-how-to-defend-against-archers-xbows-and-not-become-a-statistic/
I may be wrong... dunno... but could it be that you're NA?

If so... you 'MURICANS seem to have an amount of ranged on your server which isn't even close to what we have on EU.

If you're EU... disregard everything I wrote above.
Title: Re: Nerf ranged
Post by: polkafranzi on December 02, 2013, 03:42:29 pm
My guide is for all classes.  And it works.  Did you read it and try it?

Also there are shielder a complaining in this thread too.

Also, why shouldn't 2h and pole players complain about ranged?  The day they a finally stop complaining is the day ranged has been needed way too far.

Shielder complaining about ranged are just nublets.  :mrgreen:

Isn't this thread going off topic:

Way too many ranged everywhere...........

now people are talking about damage nerfs, ammo nerfs etc etc.  I'm no coder or anything but isn't there a simple way to prepare some rule that says "25% of players currently on this server are ranged, fuck you, take a melee wep" when you try to equip bows/xbow/throw weps and the quota has already been met :lol: :lol:


p.s. just read Garison guide and none of the points are valid for eu servers  :wink:
Title: Re: Nerf ranged
Post by: Adamar on December 02, 2013, 04:29:30 pm
How about a class gets nerfed only when it's better than the others, and not when it's weaker?

Ranged doesn't need a nerf, it needs to be buffed. Nerfing for ballance is a desease of this mod, and doesn't work in the long run. It only makes people frustrated.

Your problem is numbers, and you fix that, by changing the game design. By remaking the class in a way that the costlier builds have a natural advantage against the lighter builds, just like with melee. Because the lighter/faster/cheaper ranged has always had an advantage against the rest and that is wrong. That way, the class will keep itself in check without being weaker than other classes. Adding more glance for the highest tier armors against weaker ranged builds would help this ballance too.
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 04:41:32 pm
A few nights ago i played on eu1 with ~40-50 other players. Map was some random steppe shit. Both teams used shield walls. Guess what happened? Within 1st 2 min i saw only 2 ranged kills, both killing 2h heroes that didnt follow the shield wall. After shield walls collided it was pretty much even fight. Ranged were killing, melee were killing, it was as you would say "balanced" fight. It was also really fun to play, and nobody complained except those solo wanna-be-heroes. All the rounds after that one had pretty much the same outcome - shield wall, retards get shot, after that is done teams collide and fun.
Is it just me or melee guys think they can go solo and kill them all?
Learn to comprehend the meaning of the word "team" in this game. After all when the round ends the game says "[insert color] TEAM has won the round!"
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 04:41:53 pm
Maybe shopkeeper needs to stop selling ranged weapons? :D
Title: Re: Nerf ranged
Post by: Panos_ on December 02, 2013, 04:52:14 pm
2handers and ranged should jump from a cliff
Title: Re: Nerf ranged
Post by: Falka on December 02, 2013, 04:57:31 pm
My shield doesn't protect me from ranged at all. Sometimes they can even shoot me directly from the front. Shots from the sides always hit, no matter how small the angle (or how wide my shield/how high my shield skill) is.

Bullshit.
Title: Re: Nerf ranged
Post by: Ikarus on December 02, 2013, 05:11:51 pm
2handers and ranged should jump from a cliff
no u
Title: Re: Nerf ranged
Post by: Kafein on December 02, 2013, 05:15:19 pm
Bullshit.

Get a shield lol
Title: Re: Nerf ranged
Post by: Falka on December 02, 2013, 05:16:04 pm
Get a shield lol

I had a shield, when I still played.
Title: Re: Nerf ranged
Post by: Kafein on December 02, 2013, 05:18:54 pm
I had a shield, when I still played.

My grandmother used to make apple cakes.

Also to whoever is linking "how not to die against ranged" guides, stop your bullshit. Here's my guide on how not to die in melee : block. And it actually always works, unlike so-called guides that EVERYBODY KNOWS EVERYTHING ABOUT ALREADY HOW CAN YOU NOT SEE THAT, which are of course completely uneffictive.
Title: Re: Nerf ranged
Post by: pingpong on December 02, 2013, 05:19:39 pm
Only problem i have with archery is the fact that you dont really need to loom anything to be effective, if you want to be a second or 2 faster shot you loom a bow to +3 but thats pretty much it and thats not really necessary anymore because high wpf gives speed too. 

This pretty much explains why theres so much ranged, you dont need loomed bows or arrows anymore to kill people with like 2-3 shots and thats just wrong, bows & arrows needs to be nerfed pre damage buffs and return the looms giving dmg bonuses, game fixed, no more HAs 2 shotting a plate dude.
Title: Re: Nerf ranged
Post by: Rebelyell on December 02, 2013, 05:26:30 pm
Only problem i have with archery is the fact that you dont really need to loom anything to be effective, if you want to be a second or 2 faster shot you loom a bow to +3 but thats pretty much it and thats not really necessary anymore because high wpf gives speed too. 

This pretty much explains why theres so much ranged, you dont need loomed bows or arrows anymore to kill people with like 2-3 shots and thats just wrong, bows & arrows needs to be nerfed pre damage buffs and return the looms giving dmg bonuses, game fixed, no more HAs 2 shotting a plate dude.
how that is a problem
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 05:26:44 pm
A few nights ago i played on eu1 with ~40-50 other players. Map was some random steppe shit. Both teams used shield walls. Guess what happened? Within 1st 2 min i saw only 2 ranged kills, both killing 2h heroes that didnt follow the shield wall. After shield walls collided it was pretty much even fight. Ranged were killing, melee were killing, it was as you would say "balanced" fight. It was also really fun to play, and nobody complained except those solo wanna-be-heroes. All the rounds after that one had pretty much the same outcome - shield wall, retards get shot, after that is done teams collide and fun.
Is it just me or melee guys think they can go solo and kill them all?
Learn to comprehend the meaning of the word "team" in this game. After all when the round ends the game says "[insert color] TEAM has won the round!"

Aren't you the leader of cRPG's largest archer clan? :rolleyes:
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 05:32:15 pm
Aren't you the leader of cRPG's largest archer clan? :rolleyes:

I got the leader rank so i can do certain things i cannot without the leader rank. So im only the leader on the paper but Quincy_Maat is the only true leader. Some others in Quincy clan also have a leader rank for the same reasons i do. Even if i were the true leader what difference would it make? I was the only Quincy at that moment on eu1. Please explain what you wanted to say?
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 05:32:55 pm
Double post... delete plz...
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 05:35:38 pm
So no we arrive at the crux of the matter.  EU has too many archers (supposedly) but NA does not.  So, nerfing archers is not the answer -- obviously -- because that will screw up NA balance.  Sorry, NA matters too guys. 

On NA there are way too many 2h/pole users, so I adapt by playing shielder or archer.  (shielder is good for fighting multiple 2h players, archer works too because they don't carry shields).  If there are too many of a certain class, figure it out.

(click to show/hide)
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 02, 2013, 05:36:53 pm
I hate the talk about nerfs.  No class is overpowered in a vacuum.  Nerfs only beget other nerfs, and we've been down that road far too often in c-rpg. 

For me, the problem with classes has always been the team balance.  Let's discuss something creative to "fix" the ranged problem without resorting to talk about nerfs.

Or people could just suck it up and learn to adapt to what they encounter in the battlefield.  I think that's what makes the game so great.  You have to adapt to be successful. 
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 05:38:40 pm
I got the leader rank so i can do certain things i cannot without the leader rank. So im only the leader on the paper but Quincy_Maat is the only true leader. Some others in Quincy clan also have a leader rank for the same reasons i do. Even if i were the true leader what difference would it make? I was only Quincy at that moment on eu1. Please explain what you wanted to say?

You remind me of Chagan Arslan, leader of GK. He also used to lobby hard against any cavalry nerfs, even when that class was clearly broken. After horses were balanced, he decided to quit playing cRPG.
Title: Re: Nerf ranged
Post by: Thomek on December 02, 2013, 05:49:20 pm
(click to show/hide)

My sociological theory on this is that in NA, people think they have to compensate their manliness by swinging a large weapon, while in EU, people are more relaxed and comfortable as they are, mainly because they are more intelligent, and not so influenced by the body-obcessed american culture.

Of course a gross generalization that.. You find both types on both sides, and both US and EU has particularities according to region, but on NA STR-builds, big weapons actually ARE more prevalent.
Title: Re: Nerf ranged
Post by: Falka on December 02, 2013, 05:58:08 pm
My sociological theory on this is that in NA, people think they have to compensate their manliness by swinging a large weapon, while in EU, people are more relaxed and comfortable as they are, mainly because they are more intelligent, and not so influenced by the body-obcessed american culture.

visitors can't see pics , please register or login


 :wink:
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 06:03:19 pm
It's true there is a different str/agi balance on NA and EU, you're right.

I think NA players favor the "big and strong" brute type -- think of the Incredible Hulk or Hulk Hogan or other hulks in popular culture.  Big and bad is the American way.

But why would EU favor more lithe builds?  Maybe it's the compact cities and populations that favor a smaller profile, or their non-GMO veggies don't allow their bones to grow as big.  Who can really say.
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 06:04:06 pm
You remind me of Chagan Arslan, leader of GK. He also used to lobby hard against any cavalry nerfs, even when that class was clearly broken. After horses were balanced, he decided to quit playing cRPG.
There is a big difference between balancing out things and nerfing things.
For instance, i gave u the example where team work was more rewarding than solo playing and nobody complained, while in "normal" situations everyone complains about every class (1h STAB OP NERF, ARCHER OP NERF, 2h OP NERF, CAV OP NERF, XBOW OP NERF...).
I agree that bows should not deal much or any damage to full plate (except long bow with heavy bodkins), but im also for arrows insta killing low armor guys and heavier bows with heavier arrows should insta kill medium armors (body shots). But since we are not talking about realism but about game play let me put it this way.
All players that are too dumb to go solo and try to kill anyone are retarded cus arrows/bots/throwin weapons/cav waits for those retards. Those mention classes that wait for retards figured out that ppl are easy to kill when they go alone, while the ppl who go alone are too dumb to get that they are food in most cases.
Stick to the team and enjoy. Go solo and come to the forum and cry.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 06:06:37 pm
You're native player, aren't you?
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 06:11:12 pm
You're native player, aren't you?
Only multiplayer m&b i ever played was cRPG (i exclude maybe several native games with a few friends).

Also, what i forgot to mention in previous post. Im not lobbying against archer nerfs, im lobbying for balance. Although balance is sometimes even more retarded as we can see cRPG now - 1st 2h lol stab was rly potent, then it got a bit nerfed, then they buffed all other stabs and the mod is pretty much retarded. The amount of retardedness is so obvious that i can 1h stab almost anyone and never glance with 0 ps and 1wpf, same goes with other stabs. I couldnt do that before all that balance. I stopped playing my melee alts cus its too retarded and too easy to play melee char of any class. Archery is still a challenge, but no lets nerf it more so you have 2 archers per server that are just being there as some kind of spectators that cant do anything. That will fix the game. Yay Leshma!
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 06:15:12 pm
This is not about 1h stab or archery damage, this thread is about amount of archers on servers and only temporary cure for that is nerf. Happened before plenty of times.

Native is basically what you say, if you're not ranged bring a shield. Teamplay blah blah. Well, you have to realize that many people who play cRPG exiled from native. They dont' want cRPG to become ranged fest like native is. This is and always were, predominantly melee oriented mod.
Title: Re: Nerf ranged
Post by: En_Dotter on December 02, 2013, 06:19:41 pm
This is not about 1h stab or archery damage, this thread is about amount of archers on servers and only temporary cure for that is nerf. Happened before plenty of times.

Native is basically what you say, if you're not ranged bring a shield. Teamplay blah blah. Well, you have to realize that many people who play cRPG exiled from native. They dont' want cRPG to become ranged fest like native is. This is and always were, predominantly melee oriented mod.

If you are not for a team play then i dont get why anyone should even read what you are writing. As far as i know in every other game that has more than one class or different weapon types ppl take that difference to create a functioning team (random ppl or clans, doesnt matter) to make the best use of that difference. Im done talking to you and i hope others will do the same. This tetris mentality is the only thing that is killing this mod, not the ranged, cav, 2h, 1h, hoplites or any other class. Tetris - no team, cRPG and similar games - team work is the key.
Title: Re: Nerf ranged
Post by: pingpong on December 02, 2013, 06:28:54 pm
how that is a problem
because this game is about grinding exp to loom stuff ? if a melee dude needs to loom weapons or armor to live longer and get more damage done, why ranged doesnt?
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 02, 2013, 06:32:26 pm
Ranged amount is a problem, true. But really... 3 slots for an xbow? Light xbow and xbow have been made obsolete already with the change to 2 slots and now you're suggesting 3 slots? With bolts that would make 4 slots, limiting xbowers to 1h 0-slot weapons. Furthermore you're greatly encouraging kiting/running.
Title: Re: Nerf ranged
Post by: kinngrimm on December 02, 2013, 07:07:17 pm
There is a big difference between balancing out things and nerfing things.
...
true

quota = balancing;
changing stats of gear or builds = nerf/buff

Also Thomek, really your going with a loss of  freedom ^^ argument.(NSA invading my privacy ...)
In similar ways there are quotas in nativ. How cRPG does it we can choose our own gear wich is far better then nativ, but i don't see a loss of freedom, when the server tells me, "please change your char OR your weapons of choice as it is currently represented too often." It is a regulation not a permanent prohibition. Next time you login you can play again with your build or the weapon you like to use mostly.

I personally would like rather to be forced to play a different class or weapon, then have to endure 30%+ ranged players or die of bordom joining the unholy crowd of ranged.

Then again if you guys would like to get on the nerf bandwagon, well nerf the hell out of ranged, more then enough suggestions have been done.

(click to show/hide)
Teamplay my ass, when i often get online in the evening i want to have just a few fun hours, that maybe with teamplay that maybe completly mindless and/or without teamplay, but please dude get of your high horse we are here not contesting for the para-olympics even though when i look at some clans you may just think that is the case ^^.
If you want to teamplay, good for you, but dont make it an arguement to forbid someonce voice or discredit him, that in my opinion was a very narrowminded statement of you, even though he attacked you first.

@Leshma
I never liked the argument only because i am a shielder i am totally biased for anything concerning that class. I like to believe as i have more expereince with that class i maybe able to contribute better insights. I would like to give EnDotter and his clan of ranged lads(i dont really hate you ranged my old friends  :wink: only when you shoot me  :rolleyes:) the same curtesy.

Banner Balance
while i have seen now often that both teams often have over 40% ranged, then sometimes there are the extrems, where one team consists nearly only of ranged and some cav ... and the other team has whatever players still playing infantry ...
These rounds are more likely to be compared with "march to/of death" then a "fun experience".  When i witness such rounds over 2-3 maps, normaly i then also witness players logging off. Wonder wich players ... wonder why ...

2 Years back, banner balance was a wonderful thing so clans members can play together in one team, it still would be, if we would have more clans and more fresh blood, both but i see stagnating. Therefor the importance of banner balance stagnating too, the importance of a good team balance increasing.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 07:15:29 pm
With bolts that would make 4 slots, limiting xbowers to 1h 0-slot weapons.

Which are excellent. Longer weapons (2H, Polearms) have negative effect on movement speed, shorter 1H are match in heaven for ranged.

Edit: Not sure do you remember, but I was the first who publicly stated that Large Bardiche is a bit OP. That was months ago. Currently, there is one handed sword very similar to Large Bardiche and it is 0-slot. Shouldn't write this here because I'm planning to use that weapon myself so it's fairly obvious don't want to see it nerfed. Because, if you tell something to one person it spreads like fire and all of a sudden you see ton of masterworked versions of that weapon on the ground and that's when Paul/Tydeus duo decides it is time for nerf.
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 02, 2013, 07:23:19 pm
Which are excellent. Longer weapons (2H, Polearms) have negative effect on movement speed, shorter 1H are match in heaven for ranged.

Well ok, you seem to not get my point. This game is great because you have many choices, stats and inventory. You want to force people into native classes, which I dont like. If I wanted that I would play native.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 07:27:10 pm
You can always use Crossbow if you want to use Mace alongside it. Lower damage but faster reload. Currently, no one wants a damn Crossbow or Light Crossbow because Arbalest and Heavy Crossbow are overpowered.
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 02, 2013, 07:31:08 pm
Oh please... what kind of arguments are you bringing up, you're not even trying.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 02, 2013, 07:34:31 pm
If Heavy Xbow and Arbalest were 3 slots each, then the user wouldn't be able to use any other weapon besides a 0 slot weapon (after accounting for the one stack of bolts they'd be able to carry). 

There's literally no justifiable reason to talk about nerfing any classes in the game.  The amount of ranged players doesn't warrant a nerf to the individual archer or crossbowman or horse ranged player.


Just stop already.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 07:35:52 pm
You obviously don't understand how they balance this mod and items. When something is overused, it gets nerfed. Then, after some time they re-buff that item and so on. By doing that, they force players to use different items. Players also spend looms and gold to acquire new items, which is good for overall balance.
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 02, 2013, 07:52:13 pm
You obviously don't understand how they balance this mod and items. When something is overused, it gets nerfed. Then, after some time they re-buff that item and so on. By doing that, they force players to use different items. Players also spend looms and gold to acquire new items, which is good for overall balance.

It works like that because of massive forum QQing
Title: Re: Nerf ranged
Post by: Angellore on December 02, 2013, 08:48:17 pm
Today Panos came to the game, and wrote something like:
"I run crpg, go eu_1, see so many ranged, and GTX!". Then he quit obviously.
So I counted ranged on the server:
- 4 archers
- 1 crossbowman
*NOTE: There were also 5 or 6 throwers, but since no one cries to nerf throwers, it's not right to count them as ranged.
There was 37 people on the server that time, so just 5/37 was ranged.

The thing is, people will always cry about ranged, because they obviously are annoyed getting killed by ranged. It's not annoying them to be one hit killed by 1h cav, it's not annoying to die in two hits from 2h hero, but it is annoying to die from 3-4-5 hits by archer. You will never make people happy about this situation, unless you will nerf ranged to the ground, so no one would play ranged then. But is it right thing to do? I highly doubt it.

Stories how people get shoot by archers standing infront right through shield are just pathetic. I played as shielder half a year, was doing pretty well with it, (had 2.6 KDR with few thousands kills), and I never had problem with single archer. I didn't even have problem with more ranged, but you need to know how angles are working, and how to protect yourself right (charging one archer, when the other is shooting at your back/side surely won't work!).
Note: Arrows can only penetrate shields with below 5 def, so I think we can skip talking about those shield, as they are useless anyway.

I'm just sad to see, how most people want to nerf others without any reasonable arguments. Playing archer is one of the hardest thing in crpg already. People don't realise how hard it actually is to play archer successfully.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 02, 2013, 08:53:12 pm
You obviously don't understand how they balance this mod and items. When something is overused, it gets nerfed. Then, after some time they re-buff that item and so on. By doing that, they force players to use different items. Players also spend looms and gold to acquire new items, which is good for overall balance.

That's what I dislike and am lobbying against.  It only happens due to many people on forums bitching over and over and over (rather than sucking it up and adapting like you would be forced to do in a medieval battle situation). 

The mod should not be (and should never have been) balanced around cry babies and whiners who refuse to adapt.  It's the wall analogy. 

You're encountered with a wall, you can either go around, or under, or have a teammate boost you over, or use a ladder to get over it (or some other creative idea).  Or you can cry on the forums and keep bashing your head against the wall and crying that the wall is still there. 

The mod shouldn't be balanced around people who refuse to use teamwork, or refuse to adapt to the situation on the battlefield (or who over exaggerate). 
Title: Re: Nerf ranged
Post by: Gnjus on December 02, 2013, 09:09:40 pm
It's simple: full wipe would solve everything. By the time they reach level 35 and all their gear loomed again most of them would quit being archers and only those few incurable my old friends like Bagge would remain.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 09:11:36 pm
It works like that because of massive forum QQing

People QQ because their loomed gear get nerfed. It has to be nerfed because people like to min-max and only way to deal with it is to change stats from time to time.
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 09:23:47 pm
It's simple: full wipe would solve everything. By the time they reach level 35 and all their gear loomed again most of them would quit being archers and only those few incurable my old friends like Bagge would remain.

To get to level 35 you need 180 million XP. For MW Bow and Arrows you need 6 loompoints which is 6 generations or ~53 million XP. Combined that's 233 million XP. Currently, with help of XP strat battles, I'll reach level 35 in under 4 months of playing. On average I spend way less time than I did before. Around 4 to 5 hours on average, compared to almost 10 hours per day average... thanks to strat I'll reach level 35 four times faster than I did before.

Of course, there won't be huge strat battles in the beginning but even those peasant battles, if they are fair and at least 600 tickets involved on both sides can give nearly 500 million XP per battle.

My point is, with current system those who know how it works can reach level 35 with loomed gear in 6 months. And we're back to same spot.

That's a way to fix number of archers, but it will nerf everyone. And melee guys tend to complete whole set of loomed armor so it will take them much longer to get on the same level as archers, who only loom weapons in most cases. Also, unloomed bows and arrows will be too strong against unloomed armor. I don't think it's a good idea to nerf everyone.
Title: Re: Nerf ranged
Post by: Perverz on December 02, 2013, 10:06:01 pm
whiners!!!!!!!!!!!!!!!


a ti lesma si fakat picketina, koju picku materinu stalno places?!
nerf ovo, nerf ono, moja cerka manje place od vas supaka...... odvratni ste majke mi
Title: Re: Nerf ranged
Post by: bagge on December 02, 2013, 10:06:54 pm
It's simple: full wipe would solve everything. By the time they reach level 35 and all their gear loomed again most of them would quit being archers and only those few incurable my old friends like Bagge would remain.

For sure Gnjus, for sure.
Title: Re: Nerf ranged
Post by: bagge on December 02, 2013, 10:12:16 pm
But San is right, and as Apsod said on server: Major problem with archery is that there's nothing efficient against them. That's their strength. When they grow in numbers, they are unstoppable on all besides open plains maps.

I'm gonna try not to laugh at this... he he heheh ueuee :)
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 10:22:35 pm
I'm gonna try not to laugh at this... he he heheh ueuee :)

I'm not laughing, but quietly smiling.

I am the counter to archers.  I carry a heavy shield and wear heavy armor.  I eat archers for breakfast and second breakfast.  I laugh with glee when they flee before me.  I storm groups of archers and scatter them to the winds.  I storm their strongholds.  I take by force their hills.   They quake with fear and wet their undies as I approach to melee distance -- only for me to turn away when they drop their bows as I pursue their counter-part archer instead...until they are all running scared or hopelessly trying to fight me in hand-to-hand combat.  I delight in sneaking up behind them and 1-shotting them.  I am fulfilled by the sound of their arrows harmlessly "thunking" against my shield and the their death-cries as they die.

There is a counter to ranged.  Follow me.
Title: Re: Nerf ranged
Post by: Osiris on December 02, 2013, 10:40:37 pm
I'm not laughing, but quietly smiling.

I am the counter to archers.  I carry a heavy shield and wear heavy armor.  I eat archers for breakfast and second breakfast.  I laugh with glee when they flee before me.  I storm groups of archers and scatter them to the winds.  I storm their strongholds.  I take by force their hills.   They quake with fear and wet their undies as I approach to melee distance -- only for me to turn away when they drop their bows as I pursue their counter-part archer instead...until they are all running scared or hopelessly trying to fight me in hand-to-hand combat.  I delight in sneaking up behind them and 1-shotting them.  I am fulfilled by the sound of their arrows harmlessly "thunking" against my shield and the their death-cries as they die.

There is a counter to ranged.  Follow me.

have you been on eu1 when ranged spam is at its worst? :P try sneaking up on 3-6 heavy horse archers and a bunch of other archers and xbowers who for some reason all end up on the same team quite often :/
Title: Re: Nerf ranged
Post by: Siiem on December 02, 2013, 10:46:04 pm
I'm not laughing, but quietly smiling.

I am the counter to archers.  I carry a heavy shield and wear heavy armor.  I eat archers for breakfast and second breakfast.  I laugh with glee when they flee before me.  I storm groups of archers and scatter them to the winds.  I storm their strongholds.  I take by force their hills.   They quake with fear and wet their undies as I approach to melee distance -- only for me to turn away when they drop their bows as I pursue their counter-part archer instead...until they are all running scared or hopelessly trying to fight me in hand-to-hand combat.  I delight in sneaking up behind them and 1-shotting them.  I am fulfilled by the sound of their arrows harmlessly "thunking" against my shield and the their death-cries as they die.

There is a counter to ranged.  Follow me.

This explains exactly what I thought after reading this post. http://www.youtube.com/watch?feature=player_detailpage&v=-mGkwsTo8kU#t=43
Title: Re: Nerf ranged
Post by: Bronto on December 02, 2013, 10:46:31 pm
You obviously don't understand how they balance this mod and items. When something is overused, it gets nerfed.

Except for 2h stab and longswords.

Really though, the problem is not the amount of ranged, it's how the classes are balanced when people spawn in. For example, and as stated above, on low pop servers, even full ones occasionally all the heavy cav, ranged, HA whatever gets balanced to the same team. That is what the problem is, in my opinion, not people playing a particular class.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 02, 2013, 11:00:01 pm
Except for 2h stab and longswords.

Really though, the problem is not the amount of ranged, it's how the classes are balanced when people spawn in. For example, and as stated above, on low pop servers, even full ones occasionally all the heavy cav, ranged, HA whatever gets balanced to the same team. That is what the problem is, in my opinion, not people playing a particular class.

yes sir.  the balance of the server population has always caused the most problems with the mod.  a proper balance (or relative balance) between classes of players would go a long way towards quelling the cries for nerfs. 
Title: Re: Nerf ranged
Post by: Leshma on December 02, 2013, 11:06:22 pm
Quote
Except for 2h stab and longswords.

Stab was changed couple of times already.

I'm aware that Longsword is main flavor on NA for a long time, but until recently very few players used it on EU servers. And most balancers at that time were from EU so... expected Tydeus to reposition fast 2H swords (Longsword, Miaodao and Katana mainly) in the last patch but guess he had something else to work on.
Title: Re: Nerf ranged
Post by: Thomek on December 02, 2013, 11:11:18 pm
Really, guys. Team class balance, restricting amount of ranged per team will not happen.. It's been suggested for 2 years.

Garison, I'd like you see that archer hill, when it's actually defended by a melee player as very often happen on EU. Or some random cav knocks you down in front of it..  :rolleyes:

On EU archers are not just scrubs who can't block like in the old days. If you manage to actually get to bagge or certain others, you have a very though melee fight ahead as well! :D
Title: Re: Nerf ranged
Post by: Penitent on December 02, 2013, 11:12:38 pm
Hey guys -- I actually LIKE playing on teams that are unbalanced class-wise sometimes.

Most of the time, almost always, there is not a discernable imbalance between ranged/cav/shielders/2h.  There are a good mix on each team.

Sometimes, however, one side has more cave, or more ranged, or all shielders.

I like this -- it's fun and makes things interesting.  Sometimes It's a bunch of 2h vs a shield wall.  Sometimes is a cav army against ranged and polearms.  This is how real armies met, and for me it's really random and fun.

So yeah, take that into consideration.  If all the teams were nicely balanced every single round, it would get boring.

Try playing chess where one side gets all bishops and the other is knights and rooks.  It can make for a fun game -- once in a while.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 02, 2013, 11:16:51 pm
Really, guys. Team class balance, restricting amount of ranged per team will not happen.. It's been suggested for 2 years.

Garison, I'd like you see that archer hill, when it's actually defended by a melee player as very often happen on EU. Or some random cav knocks you down in front of it..  :rolleyes:

On EU archers are not just scrubs who can't block like in the old days. If you manage to actually get to bagge or certain others, you have a very though melee fight ahead as well! :D

Quota's is retarded.  Class balance is the smartest thing that could have been done in the last 2 years.  It doesn't have to be perfect, but if there's 10 horse archers/crossbow on the server, they should never be all 10 on one team, regardless of their banner.  Same with if there's 20 archers and crossbow, 15-20 should never all be on the same team.  Banner balance should be important, but not at the expense of a relatively balanced server (both skill and class). 

That's the problem.  Nothing needs to be nerfed.  And I agree Garison, I don't think a perfect class balance should be strived for.  I like fighting against different types of enemy armies.
Title: Re: Nerf ranged
Post by: Mr_Oujamaflip on December 03, 2013, 12:14:55 am
Seriously, just reduce their ammo.

Don't make me change the font size.
Title: Re: Nerf ranged
Post by: Adamar on December 03, 2013, 02:44:02 am
Seriously, just reduce their ammo.

Don't make me change the font size.

No sir, some of us are already relying on 1 quiver to play with. You might have a point if you say, limit to 1 quiver exept if ur on a horse. But nerfing everyone because of some, is a bad policy.
Title: Re: Nerf ranged
Post by: Kafein on December 03, 2013, 02:57:41 pm
No sir, some of us are already relying on 1 quiver to play with. You might have a point if you say, limit to 1 quiver exept if ur on a horse. But nerfing everyone because of some, is a bad policy.

Are you implying some archers do not deserve the hate ? 1 quiver is already way too many arrows.

Btw, class balance and quotas would not solve the actual problem. The actual problem is that a team with a ranged stack has no specific weakness linked to being a ranged stack. To create arbitrary limits to ranged stacking is just avoiding the problem rather than solving it, and it won't work once more people respec to ranged, which will happen one way or the other.
Title: Re: Nerf ranged
Post by: Adamar on December 03, 2013, 03:49:06 pm
Btw, class balance and quotas would not solve the actual problem. The actual problem is that a team with a ranged stack has no specific weakness linked to being a ranged stack. To create arbitrary limits to ranged stacking is just avoiding the problem rather than solving it, and it won't work once more people respec to ranged, which will happen one way or the other.

I agree, class design needs to change.
Title: Re: Nerf ranged
Post by: HappyPhantom on December 04, 2013, 01:24:58 am
Upkeep increase for archers obviously doesn't work (since selling heirloom points became possible upkeep has no meaning)
Elitist comment from person who clearly already has all the loomed items they need.

But this time don't nerf their melee ability because most of them can't or simply don't use melee weapons.

Because all my skill points have to go into PD and WPF, none left of IF or PS. Also, can't wear armour because weight penalty.

ranged nerf should be hardcore to put things into shape once again

I don't play EU so...
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 04, 2013, 01:49:25 am
Elitist comment from person who clearly already has all the loomed items they need.
There are ways to avoid paying any upkeep at all (without playing with broken gear), upkeep therefore doesn't matter if you know how to do that.
Because all my skill points have to go into PD and WPF, none left of IF or PS. Also, can't wear armour because weight penalty.
I love seeing people cry about the weight penalty, truth be told as long as you don't wear highend armor it basically removed next to no wpf, and if you didn't insist on stacking my old friendchery to the max you'd easily be able to fit in some ps and still be a decent my old friendcher.
I don't play EU so...
TBH I don't even have a seriously big issue with the strength of ranged atm, I'd like to see some changes to make gameplay more fun for melee without nerfing ranged or with buffing something different with every nerf (super low distance shots (as in shots you can't possibly fucking miss due to practically being inside the person you're shooting at) glancing but ranged overall being made more accurate, the extra armor penetration stat being removed but all basedamaged buffed, MotF instantly spawning when one team only has cav/people with higher than 8 ath, ranged being decently buffed in melee so once you chase them down it's fun to fight them, Quincy being mass permabanned for abusing bannerbalance to stack ranged and classbalance being implemented (seriously, if not for the fact that all archers in Quincy suck at anything cRPG related including archery we'd be fucked)).

Also, anyone who cries "ooooh use teamplay" should go find a suitably tall building and jump off its roof, ranged is the only class whose teamplay consist of shooting teammates in the back in an attempt to get kills all while taking no risk, who don't need to use teamplay to deal with any enemy besides shielders, and the teamplay there is "have any other ranged players aiming at the shielders from a different angle than you", ranged teamplay doesn't penalize them or force them to not have fun shooting at shit, ranged teamplay isn't even real fucking teamplay. The teamplay you ask melee/cav to do is stand idly by doing nothing protecting you while you have fun using the actual mechanics of your class (shooting shit).
Title: Re: Nerf ranged
Post by: Adamar on December 04, 2013, 04:32:09 am
Really? You dont think ranged are usefull to handle cav and other ranged? Dont you know that from the moment ranged get on the battlefield they run the risk of getting 1 hitted/lanced/run over/shot, just for daring to stand still and aim at the enemy? Dont you think it's a huge risk for ranged to even thread the battlefield without a proper melee capability? How about you play the class some more, then talk about risk and teamplay.  :rolleyes:
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 04, 2013, 05:05:58 am
Really? You dont think ranged are usefull to handle cav and other ranged? Dont you know that from the moment ranged get on the battlefield they run the risk of getting 1 hitted/lanced/run over/shot, just for daring to stand still and aim at the enemy? Dont you think it's a huge risk for ranged to even thread the battlefield without a proper melee capability? How about you play the class some more, then talk about risk and teamplay.  :rolleyes:
I have played archer and thrower extensively, there is this thing called elevated spots, most maps have them, they're essentially unreachable by cavalry, and if you bother looking around the slightest cavalry and infantry won't be able to reach you without being shot. Melee can handle cav just fine, and yes, ranged counters ranged, in fact, ranged is the only thing that counters ranged, which is one of the things people hate about ranged, also, I've said it before and I'll say it again: The archers who say "ooooh stoooopit infanty no protect archer archer die and archer no shoot other archers" are always the exact same people who if asked in a conversation that isn't about nerfing ranged will always say "Yeah I'm so cool, I target 2h heroes first 2h gay, fuck 2h heroes, I only shoot 2h heroes and polemy old friends and 1h instastabbers."
Title: Re: Nerf ranged
Post by: Adamar on December 04, 2013, 05:44:20 am
Being on an elevated spot doesn't make you god, it gives you a wider view as well as making you a better target. And you're never unreachable, being able to plant one or two arrows in the enemy before getting butchered is crap, so dont give me that. And ranged being overwhelmed to death does happen, issues like HA delaying the round happen because of that, so I dont know what you're getting at. And like we agree, cav and ranged are more lethal to ranged than inf, so the only reason any ranged with some inteligence would target melee inf first, is because inf got too close too quickly(rushing) and needs to be dealt with. Otherwise they would't be targeted at all, not when there's more dangerous elements out there. For once, stop blaming others for your shortcomings
Title: Re: Nerf ranged
Post by: Molly on December 04, 2013, 10:12:15 am
Being on an elevated spot doesn't make you god, it gives you a wider view as well as making you a better target. And you're never unreachable, being able to plant one or two arrows in the enemy before getting butchered is crap, so dont give me that. And ranged being overwhelmed to death does happen, issues like HA delaying the round happen because of that, so I dont know what you're getting at. And like we agree, cav and ranged are more lethal to ranged than inf, so the only reason any ranged with some inteligence would target melee inf first, is because inf got too close too quickly(rushing) and needs to be dealt with. Otherwise they would't be targeted at all, not when there's more dangerous elements out there. For once, stop blaming others for your shortcomings
I am sorry but this is simply wrong for the majority of archers.
Standard scenario on EU1: the first 2 round are lost for the team cuz of an obvious stacking of cav in the enemy team. The 2 rounds before archers were shooting non-shielded infantry for kills. Big shout in team chat "You damn archer pricks, start shooting the fucking cav". The result is that 50% of the own archer actually start out shooting at the enemy cav first. The result is a win for the round.
Next round is lost again cuz the majority starts shooting at non-shielded infantry again... :|

That is EU1 reality. Archers don't shoot inf first cuz of being threatened but cuz they give kills on the scoreboard.
Title: Re: Nerf ranged
Post by: Hirlok on December 04, 2013, 11:29:02 am
OMFG - the servers are FULL of infantry, totally op agi whores, polearm moooonsters, cav... and they actually KILL PEOPLE (preferably archers, because they are pussies)!!!!

PLEAAAAAASE NERFFFFFF!!!!


(((on a more serious note: balance archery in a way that encourages dedicated real archers (=unfuck high pd), not the annoying masses of tiny-pussy-bow-archers, shield-archers, bow-as-sidearm-NOT-archers that we currently see)))

(((on an even more serious note: Leshma is just pissed because a well known bad archer with 300 ping shot her on EU2, hehe.)))
Title: Re: Nerf ranged
Post by: Kafein on December 04, 2013, 01:09:02 pm
Being on an elevated spot doesn't make you god

Compared to everybody else on the server, it does.

As far as I know, cav doesn't fly in the sky, away from ranged and above infantry. Similarly, infantry doesn't create underground tunnel systems to avoid cav and ranged. Why is ranged the only class which can virtually insulate itself from everything except ranged?
Title: Re: Nerf ranged
Post by: Hirlok on December 04, 2013, 01:16:05 pm
Compared to everybody else on the server, it does.

As far as I know, cav doesn't fly in the sky, away from ranged and above infantry. Similarly, infantry doesn't create underground tunnel systems to avoid cav and ranged. Why is ranged the only class which can virtually insulate itself from everything except ranged?

Funny, but not true. Cav runs away all the time (esp. mounted xbows...), and since the removal of ladders there is no place an archer could go where a melee pussy could not follow. They just need to move their lazy arses up a ladder and dogde a few arrows. Easy for super heroes.
And cav would just have to get off their fatass horses and climb up - what is the point?

"insulate"??? What game are you playing and after how many bongs???
Title: Re: Nerf ranged
Post by: Mr_Oujamaflip on December 04, 2013, 01:19:40 pm
No sir, some of us are already relying on 1 quiver to play with. You might have a point if you say, limit to 1 quiver exept if ur on a horse. But nerfing everyone because of some, is a bad policy.

I play with 1 or 2 stacks of bodkins. I never run out with 2, I often run out with 1 but finding arrows on the battlefield is easy as you like.

If the bug where you drop a melee weapon was sorted and the ability to stack different arrow types was included I don't see a problem with this.

Having 1 quiver is not a big deal, the fact you'll have to leave your safe spot and move to get some arrows is. This is a good thing because archers will actually be in the open for cav or whoever to get to.
Title: Re: Nerf ranged
Post by: kinngrimm on December 04, 2013, 02:22:01 pm
is the bug tracking system still up and running and everyone can also add change requests there? if yes link pls
Title: Re: Nerf ranged
Post by: Grumbs on December 04, 2013, 02:41:26 pm
Using ammo to balance would be nice.

I believe the devs made it 10x easier to scavenge quivers off the floor. No messing around with items now, just point and click and you're sorted.
The devs increased the amount of ammo on quivers
They made a bunch of weapons 0 slot
They buffed the crap out of 1 handers with stab
They made it so you don't need looms, which by itself might not be such a bad idea, but they did it only for ranged which indirectly nerfs everything else in the game that isn't loomed, including armour. They made it so anyone who is sick of getting killed can just make a ranged STF. And if you're sick of getting shot then just switch to your ranged guy to shoot people.
Devs buffed Steel Bolts recently with +damage for a bit more repair cost
They added a new high damage 5.2k bow, and buffed some of the others
Agi >18 now gives ranged more WPF in their ranged weapon
Countering ranged with ranged is killing the mod (mod is ded etc)

Only good balance things devs have done semi recently is increasing the slots on xbows and adding in some much needed weight
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 04, 2013, 05:29:13 pm
Using ammo to balance would be nice.

I believe the devs made it 10x easier to scavenge quivers off the floor. No messing around with items now, just point and click and you're sorted.
The devs increased the amount of ammo on quivers
They made a bunch of weapons 0 slot
They buffed the crap out of 1 handers with stab
They made it so you don't need looms, which by itself might not be such a bad idea, but they did it only for ranged which indirectly nerfs everything else in the game that isn't loomed, including armour. They made it so anyone who is sick of getting killed can just make a ranged STF. And if you're sick of getting shot then just switch to your ranged guy to shoot people.
Devs buffed Steel Bolts recently with +damage for a bit more repair cost
They added a new high damage 5.2k bow, and buffed some of the others
Agi >18 now gives ranged more WPF in their ranged weapon
Countering ranged with ranged is killing the mod (mod is ded etc)

Only good balance things devs have done semi recently is increasing the slots on xbows and adding in some much needed weight

Sooooo... Ranged should only be able to be a threat after spending 6 generetions of collecting loompoints for bow&arrows?
Title: Re: Nerf ranged
Post by: Hirlok on December 04, 2013, 05:35:10 pm
Sooooo... Ranged should only be able to be a threat after spending 6 generetions of collecting loompoints for bow&arrows?

wrong point. the goal was not to give unloomed archers more fump, but to fuck loomed archers, since they actually could hurt something with +3 bodkins.
Title: Re: Nerf ranged
Post by: Grumbs on December 04, 2013, 05:37:20 pm
For something that creates a feedback loop in the metagame "too much ranged->i'll play ranged to kill ranged" and for something thats 10x easier to pick up and play compared to melee I think you should have to spend some time to "unlock" higher ranged damage.

But aside from that, if you don't need looms for ranged you shouldn't for a melee's armour either, or for his weapon
Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 04, 2013, 05:42:09 pm
For something that creates a feedback loop in the metagame "too much ranged->i'll play ranged to kill ranged" and for something thats 10x easier to pick up and play compared to melee I think you should have to spend some time to "unlock" higher ranged damage.

But aside from that, if you don't need looms for ranged you shouldn't for a melee's armour either, or for his weapon

Nobody "needs" looms, but they are one of the rewards (and goals) in this game so there are a lot of them in use.
Title: Re: Nerf ranged
Post by: Torost on December 05, 2013, 12:37:35 am
A shadownerf of sorts to crossbows :

Make crossbow Steelbolts 2slot.
While regular bolts stay 1slot.

Same amount of bolts in each pack.
Steelbolts should weigh 2x as much as regular bolts.

When was the last time you saw anyone using regular bolts?

A dedicated crossbowman would then not be like regular infantry when "caught", due to 0slot weapon and shield.

wrong thread? ... :D
Title: Re: Nerf ranged
Post by: Sharpe on December 05, 2013, 12:55:43 am
Idea

Just leave Archery the fuck alone and lets focus on creating better stats for the donkey.
Title: Re: Nerf ranged
Post by: kinngrimm on December 05, 2013, 01:30:40 am
Idea

Just leave Archery the fuck alone and lets focus on creating better stats for the donkey.
Title: Re: Nerf ranged
Post by: Sharpe on December 05, 2013, 02:47:12 am
hooray for double posting.
Title: Re: Nerf ranged
Post by: Sharpe on December 05, 2013, 02:48:23 am

I mean we can take it to the extreme if we really want to, but I was merely suggesting archery is fine at its current position and that we focus on something more beneficial like donkey buffs.

Title: Re: Nerf ranged
Post by: Grumpy_Nic on December 05, 2013, 06:25:07 pm
A shadownerf of sorts to crossbows :

Make crossbow Steelbolts 2slot.
While regular bolts stay 1slot.

Same amount of bolts in each pack.
Steelbolts should weigh 2x as much as regular bolts.

When was the last time you saw anyone using regular bolts?

A dedicated crossbowman would then not be like regular infantry when "caught", due to 0slot weapon and shield.

wrong thread? ... :D

Oh boy.. Top ideas here. Make xbows 3 slots and steel bolts 2 slots. And double the weight? Again?
Now dont get me wrong I dont like the amount of ranged just like you but wtf are you suggesting...
Title: Re: Nerf ranged
Post by: Thomek on December 05, 2013, 07:32:20 pm
Stream of people leaving cRPG atm.. I think it has to do with the current metagame.

Wake up Shik & Paul.
Title: Re: Nerf ranged
Post by: Gmnotutoo on December 05, 2013, 07:41:27 pm
Stream of people leaving cRPG atm.. I think it has to do with the current metagame.

Wake up Shik & Paul.

Go back to the old system where only longbows had pierce, that wasn't actually bad.

double post because it is a good idea. oh and tweak the arrow damage back to what it use to be as well.
Title: Re: Nerf ranged
Post by: Torost on December 05, 2013, 11:00:08 pm
Oh boy.. Top ideas here. Make xbows 3 slots and steel bolts 2 slots. And double the weight? Again?
Now dont get me wrong I dont like the amount of ranged just like you but wtf are you suggesting...

(click to show/hide)
Title: Re: Nerf ranged
Post by: Mr_Oujamaflip on December 05, 2013, 11:44:53 pm
There is nothing wrong with ranged in itself, purely in the number of ranged.

Reducing the ammo available reduces the number of arrows in flight due to archers having to be more careful with their shots which in itself reduces ranged projectiles.

This is also significant because with the lower player counts the usually acceptable levels of arrows per player has increased because there are less targets to shoot at.

Running out of ammo may even reduce kiting because the arrows that will be scavenged will be around the melee combat area meaning while archers can refill their quivers they will be closer to the enemy infantry and cavalry to manage this.

I can't see a problem with this.

It'll even nerf the lower tier bows a touch because they just machine gun people. Less ammo less machine gunning.

Currently 2 stacks of +3 bodkins give me 40 arrows. 40 arrows on a server with 50 people in is far too high. Especially with bodkins being the more damaging arrow. If you're having problems hitting your targets use tatars or something...

If this was to be changed I would like to see a system used to change arrow type rather than just guessing. This would promote people using arrows or tatars vs general targets or enemy ranged while keeping the less available bodkins for heavier targets which would also make sense.
Title: Re: Nerf ranged
Post by: Lichen on December 07, 2013, 11:03:07 pm
Here's what I think should be done:

-current steel bolts should double (or maybe triple) in price + give them +3 more damage
-all crossbows should be reduced by -3 damage
-current bolts should become 0 damage and change damage type to cut


Title: Re: Nerf ranged
Post by: Templar_Steevee on December 08, 2013, 02:14:22 pm
There are too many ranged on eu servers, atm i mostly play with hi agi 1h no shield alt.

If you want to nerf amount of ranged you can do:

1. Reduce amount of arrows per quiver. 40 bodkins on +3 is too many, Bring it back to 34 as it was long time ago, do the same to other kinds of arrows.
2. Revert archery buff for non loomed equipment. After Wpf buff it's no needed.
3. Add skill for using x-bows
4. If not 3 increase str requirements for using xbows. To use most powerfull x-bow in game you 15 str only, for bows: 18 str AND 6 PD wich decreases your WPF
5. Make bolts and steel bolts weight higher.
6. For horse archers, make them shoot slower with bows while sitting on herseback compared to foot archers.

You can whine that for foot archer like me only nerf will be reducing ammo, but belive me, IMO it will be enought, no missiles, no shooting.
Title: Re: Nerf ranged
Post by: Grumbs on December 08, 2013, 03:08:41 pm
There are too many ranged on eu servers, atm i mostly play with hi agi 1h no shield alt.

If you want to nerf amount of ranged you can do:

1. Reduce amount of arrows per quiver. 40 bodkins on +3 is too many, Bring it back to 34 as it was long time ago, do the same to other kinds of arrows.
2. Revert archery buff for non loomed equipment. After Wpf buff it's no needed.
3. Add skill for using x-bows
4. If not 3 increase str requirements for using xbows. To use most powerfull x-bow in game you 15 str only, for bows: 18 str AND 6 PD wich decreases your WPF
5. Make bolts and steel bolts weight higher.
6. For horse archers, make them shoot slower with bows while sitting on herseback compared to foot archers.

You can whine that for foot archer like me only nerf will be reducing ammo, but belive me, IMO it will be enought, no missiles, no shooting.

Hopefully devs can at least listen to actual ranged players like Steevee.

Another thing they could do about HA's/HX's is to nerf their horse somewhat. Like each point of horse archery reduces your riding by 1 point. Then they actually have a half decent counter since ranged can shoot their horse in a more reasonable amount of shots and slow them down a bit so they are in a bit more danger. Ranged is like the only counter to HA/HX so at least make it a real counter

I would go for even less ammo for archers, but if they added half of what was on what I quoted it would be a start.
Title: Re: Nerf ranged
Post by: Mr_Oujamaflip on December 08, 2013, 03:23:22 pm
I thought around 28 for bodkins would be fine.

Would still love the ability to switch ammo types though. Would allow a bit of variety at least.
Title: Re: Nerf ranged
Post by: Torben on December 08, 2013, 03:34:00 pm
Facehug shooting is by far the biggest issue with ranged though.

this.  introducing sth that would have ranged need to pick up a weapon at some point would be nice.
Title: Re: Nerf ranged
Post by: Grumbs on December 08, 2013, 03:45:42 pm
Each time you move the crosshair should get much wider then take time to settle and get tighter when you stop. Running and gunning with xbows and running up to guys and shooting in the face makes it look like an oldschool FPS game

Archer has that a bit anyway because of draw time, so this would be mostly for xbows
Title: Re: Nerf ranged
Post by: Thomek on December 08, 2013, 06:41:41 pm
There are too many ranged on eu servers, atm i mostly play with hi agi 1h no shield alt.

If you want to nerf amount of ranged you can do:

1. Reduce amount of arrows per quiver. 40 bodkins on +3 is too many, Bring it back to 34 as it was long time ago, do the same to other kinds of arrows.
2. Revert archery buff for non loomed equipment. After Wpf buff it's no needed.
3. Add skill for using x-bows
4. If not 3 increase str requirements for using xbows. To use most powerfull x-bow in game you 15 str only, for bows: 18 str AND 6 PD wich decreases your WPF
5. Make bolts and steel bolts weight higher.
6. For horse archers, make them shoot slower with bows while sitting on herseback compared to foot archers.

You can whine that for foot archer like me only nerf will be reducing ammo, but belive me, IMO it will be enought, no missiles, no shooting.

I respect Stevee's opinion here and think he's ideas are enough. They are all achievable with some creativity.

* Make the bows equip-able on horseback worse.
* Skill required for xbows might be hard to code, so nerf has to come another way. Strength is a good measure, there is absolutely no need to have as low STR requirements as we have for them. To use the heaviest xbow you should be super-strong. (at least 21STR, preferably more.)
Title: Re: Nerf ranged
Post by: Gurnisson on December 08, 2013, 06:57:15 pm
Katana 21 strength requirement, at least
Title: Re: Nerf ranged
Post by: Angellore on December 08, 2013, 07:03:46 pm
Right now there are 3 archers and 2 crossbowmans / 62 players on EU_1. How is that too many ranged?
Can we see server stats: amount of ranged, their damage and kill count compared to other classes? I'm pretty sure most people here are overacting.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 08, 2013, 07:07:34 pm
I thought around 28 for bodkins would be fine.

Would still love the ability to switch ammo types though. Would allow a bit of variety at least.

I'm talking about bodkins on +3, switching ammo types would be good also :)

Right now there are 3 archers and 2 crossbowmans / 62 players on EU_1. How is that too many ranged?
Can we see server stats: amount of ranged, their damage and kill count compared to other classes? I'm pretty sure most people here are overacting.

I could join, but after last night strat battle I'm enought of pew-pew for a while  :mrgreen:
Title: Re: Nerf ranged
Post by: Grumbs on December 08, 2013, 07:10:44 pm
Right now there are 3 archers and 2 crossbowmans / 62 players on EU_1. How is that too many ranged?
Can we see server stats: amount of ranged, their damage and kill count compared to other classes? I'm pretty sure most people here are overacting.

Utter bs. I've just been playing and you more than that per side + throwers/HA/HX
Title: Re: Nerf ranged
Post by: Angellore on December 08, 2013, 07:14:13 pm
Utter bs. I've just been playing and you more than that per side + throwers/HA/HX

There is another thread for HA/HX, and i'm not counting throwers as ranged, since no one want to nerf them. Counting throwers as ranged, just to nerf archers is silly.

BTW: That's why I asked for devs stats - I see nothing wrong about my request.
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 08, 2013, 07:19:21 pm
There is another thread for HA/HX, and i'm not counting throwers as ranged, since no one want to nerf them. Counting throwers as ranged, just to nerf archers is silly.
Angellore, I know you enjoy bullshit and all, but I just joined EU_1, 18 people left in one team, 2 in another, more archers and xbowies than you listed amongst those survivors alone.
Title: Re: Nerf ranged
Post by: Angellore on December 08, 2013, 07:23:18 pm
Angellore, I know you enjoy bullshit and all, but I just joined EU_1, 18 people left in one team, 2 in another, more archers and xbowies than you listed amongst those survivors alone.
Then you should fear nothing when I ask to confirm this by admins, right?

(...) But biggest problem is number of ranged players, this game completely lose fun factor if there's more than 50% of ranged on server.

EDIT: Screenshot from now - so many ranged kills, there has to be milion blind ranged on the server atm:
(click to show/hide)
Title: Re: Nerf ranged
Post by: Grumbs on December 08, 2013, 07:39:37 pm
Posting a random screen of your console can show anything you want it to show

Last hits only tell one side of a story. Xbows especially do melee just the same as ranged
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 08, 2013, 07:52:38 pm
ATM x-bow hybrid is easiest and most effective. Only thing what you are loosing making X-bow melee hybrid is some WPF (you have to put them in crossbow and melee ability). X-bows also don't need any skill, and you are not loosing x-bow wpf due to skill like PD and PT.
Title: Re: Nerf ranged
Post by: Rebelyell on December 08, 2013, 09:11:29 pm
Then you should fear nothing when I ask to confirm this by admins, right?

EDIT: Screenshot from now - so many ranged kills, there has to be milion blind ranged on the server atm:
(click to show/hide)

yes
because 1 screenshot can prove everything
Title: Re: Nerf ranged
Post by: bagge on December 08, 2013, 09:28:26 pm
(click to show/hide)

I see admin abooze
Title: Re: Nerf ranged
Post by: Thomek on December 08, 2013, 09:39:28 pm
Bagge, as the best Archer around. What is your opinion on this matter.. :)
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 08, 2013, 09:44:20 pm
Bagge, as the best Archer around. What is your opinion on this matter.. :)
Inb4 nerf xbows revert weight nerf make bows 0 slot revert the buff to unloomed ranged
Title: Re: Nerf ranged
Post by: bagge on December 08, 2013, 09:47:21 pm
*Revert the non-loomed buff to bows, crossbows and quivers
*Make all bows 1-slot
*Reduce quivers by 30-50%
*Big ass nerf to HX so we don't get to see their filthy faces anymore
*Dont fucking cry about everything that kills you
*Be happy
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 08, 2013, 09:54:44 pm
*Revert the non-loomed buff to bows, crossbows and quivers
*Make all bows 1-slot
*Reduce quivers by 30-50%
*Big ass nerf to HX so we don't get to see their filthy faces anymore
*Dont fucking cry about everything that kills you
*Be happy
Is it a coincidence that not a single thing in this list nerfs you <3? And that every thing in this list nerfs the classes best at dealing with ranged besides throwers? (my list was soooo close to being right)
Title: Re: Nerf ranged
Post by: bagge on December 08, 2013, 09:57:59 pm
Hm? -50% arrows wouldn't?

Anyway, the problem is all the fucking turds playing as an archer with non-loomed equipment and are doing just as much damage as me. Maybe if they were to recieve an damage nerf people would get so bored playing it cause they get 0 kills and then they try something else.

Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 08, 2013, 09:59:37 pm
Hm? -50% arrows wouldn't?

Anyway, the problem is all the fucking turds playing as an archer with non-loomed equipment and are doing just as much damage as me. Maybe if they were to recieve an damage nerf people would get so bored playing it cause they get 0 kills.
You love your Rus Bow, your Rus Bow takes 2 slots, 50% arrows would be offset by your Rus Bow taking 1 slot, allowing you to carry more arrows.
Title: Re: Nerf ranged
Post by: Ronin on December 08, 2013, 10:01:48 pm
Hm? -50% arrows wouldn't?

Anyway, the problem is all the fucking turds playing as an archer with non-loomed equipment and are doing just as much damage as me. Maybe if they were to recieve an damage nerf people would get so bored playing it cause they get 0 kills and then they try something else.
But I'm sure you are hitting 4/5 of your shots while they do 1/5-2/5
Title: Re: Nerf ranged
Post by: bagge on December 08, 2013, 10:01:57 pm
I'd get a proper 1-slot melee weapon instead of extra arrows, so would probably 90% of the archers do.

More melee power, less kiting since you might be able to some damage in melee, and perhaps we will see less pure archer builds with 200 wpf. Hybrid builds would be more attractive
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 08, 2013, 10:26:50 pm
I'll stay pure archer anyway, because i suck in melee ;(
Title: Re: Nerf ranged
Post by: Teeth on December 08, 2013, 10:33:56 pm
Anyway, the problem is all the fucking turds playing as an archer with non-loomed equipment and are doing just as much damage as me. Maybe if they were to recieve an damage nerf people would get so bored playing it cause they get 0 kills and then they try something else.
Yeah so unfair that someone gets to play a class effectively without grinding for 400 hours first to loom the stuff, such poor game design.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 08, 2013, 11:08:50 pm
Yeah so unfair that someone gets to play a class effectively without grinding for 400 hours first to loom the stuff, such poor game design.
When i were starting this game i were forced to do this.

Even non loomed long bow or rus bow is effective (i mean state from before patch). Only thing you need to do it is learn how to use it in most efficient way. Looming bows is same as looming melee weapons.

Ppl using low tier bows are compensating their lacks in skill by fire ratio, they are just spamming arrows.

For me it's normal that if you want to kill, you have to be good and have proper weapon, not whining all the time: "this is op, why he is killing so many ppl"

Even without loomed bows from times before patch killing enemies were possible, as proof look here: http://forum.melee.org/general-discussion/achievements/135/ page 10.
cheers :)
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 08, 2013, 11:30:08 pm
When i were starting this game i were forced to do this.

Even non loomed long bow or rus bow is effective (i mean state from before patch). Only thing you need to do it is learn how to use it in most efficient way. Looming bows is same as looming melee weapons.

Ppl using low tier bows are compensating their lacks in skill by fire ratio, they are just spamming arrows.

For me it's normal that if you want to kill, you have to be good and have proper weapon, not whining all the time: "this is op, why he is killing so many ppl"

Even without loomed bows from times before patch killing enemies were possible, as proof look here: http://forum.melee.org/general-discussion/achievements/135/ page 10.
cheers :)
All looms should be removed and your entire post is completely bullshit.
Title: Re: Nerf ranged
Post by: Kafein on December 09, 2013, 12:30:20 am
Yeah so unfair that someone gets to play a class effectively without grinding for 400 hours first to loom the stuff, such poor game design.

That and let's not forget the fact that if the entry barrier for archery was as high as before, we would have less archers, a lesser ranged overpopulation problem, and less archer nerfs in the end.
Title: Re: Nerf ranged
Post by: kinngrimm on December 09, 2013, 01:28:37 am
<trollolololololol>
@devs
make a lottery for all ranged chars, whoever wins, his char wont be deleted  :twisted:
just keep 1/3 of all ranged chars
</trollolololololol>
Title: Re: Nerf ranged
Post by: jtobiasm on December 09, 2013, 01:33:03 am
I'd get a proper 1-slot melee weapon instead of extra arrows, so would probably 90% of the archers do.

More melee power, less kiting since you might be able to some damage in melee, and perhaps we will see less pure archer builds with 200 wpf. Hybrid builds would be more attractive

Fuck that, I can't block.
Title: Re: Nerf ranged
Post by: Tzar on December 09, 2013, 06:17:30 am
Fuck that, I can't block.

Give handicapped players/ranged players auto block, without banning them  :?:  :lol:
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 09, 2013, 07:54:11 am
All looms should be removed and your entire post is completely bullshit.

Tell me exactly why it's bullshit, prove it.

Low tier bows have higher missile speed than rus bow and lond bow, that's a bullshit.

Pauls argumentation telling that weaker bows were shooting with lighter arrows have no sense here, because all arrows have same weight and dmg.

To give it more sense let's say that to use barbed arrows you need at least 5 PD and for tatars and bodkins 6 PD, problem solved. That going to be less whining that low tier bows are delivering hi dmg , because most of it comes from  arrows dmg.

Also to nerf ranged just nerf dmg on all kinds of arrows.  8-)
Title: Re: Nerf ranged
Post by: Phantasmal on December 09, 2013, 09:18:13 am
Lets not kid ourselves here, adding good 0 slot weapons did not really change kiting ranged. The only thing it did was make them much more deadly when cornered. There are a few ways to nerf xbows that would work nicely:

Nerfs that must happen: Reduce missile speed. I have been shield pierced through a heavy round shield way too many times. It is laughable actually.

Other nerfs:

-Raise arbalest strength requirement to 18. It would not break the class, but it would be a pretty strong nerf.
-Add some form of PD for xbow only.
-Ranged limit per map.
-Raise to 3 slots, effectively limiting xbows to ONLY 0 slot weapons.
-Modify the effective WPF equation for ranged only. This, if possible, could be in effect when a character possess over X wpf in a ranged category. This would force all ranged into lighter armor to be effective at their class, making them easier to kill.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 09, 2013, 09:26:56 am

-Modify the effective WPF equation for ranged only. This, if possible, could be in effect when a character possess over X wpf in a ranged category. This would force all ranged into lighter armor to be effective at their class, making them easier to kill.

WPF problem is mostly for x-bow, archers and throwers have penalty due to PD and PT.

Lowering missile speed for x-bows won't change anything because they will still hit like a truck...
Title: Re: Nerf ranged
Post by: Teeth on December 09, 2013, 09:48:29 am
Lowering missile speed for x-bows won't change anything because they will still hit like a truck...
Of course it will, missile speed is one of the most important attributes of ranged weapons. It influences how much you have to lead your target instead of just lazering them to death. I am in favour of lower missile speeds because it makes playing crossbow more skillful. The lower the missile speed, the more you have to read the movement of your target, anticipate it and then adjust your aim accordingly. It will seperate the experienced crossbowmen from the nubs. It also creates the opportunity to dodge, instead of just having no chance against most arbalesters.

Nerfs that must happen: Reduce missile speed. I have been shield pierced through a heavy round shield way too many times. It is laughable actually.
Now if this is what Steevee meant exactly he is right. Lowering missile speed will have no effect on shield piercing. Shield piercing depends on damage and the armour of your shield as far as I know, and I think it is a fairly shitty and unneeded mechanic.
Title: Re: Nerf ranged
Post by: Thomek on December 09, 2013, 12:41:50 pm
idk about missile speed. It's a very lame nerf that effectively makes shooting more random. In theory it sounds okay, but since very few players run in straight lines anyway it rather gives shooting a sense of luck than skill. I know from my long range throwing how hopeless it is to predict where players go.

I'd rather just see a damage nerf. Either in nerfing unloomed gear, but since that smells more of postponing a problem rather than dealing with it, an overall ranged damage nerf would be more sensible.

We have to protect the core of the game that is melee mechanics. Fight ranged and other lameness, and try to fix the abused and glitchy gameplay..
Title: Re: Nerf ranged
Post by: Cup1d on December 09, 2013, 12:42:47 pm
Why this tread still in Suggestion corner? It's wet and salty like an ocean.
Title: Re: Nerf ranged
Post by: BlindGuy on December 09, 2013, 12:52:30 pm
FINAL SOLUTION, FREE FROM ME TO DEVS:

Crossbows use Powerdraw, with 6 needed for arbalest, and then on down. Rename it PowerReload if you want, who cares.

Half arrow and crossbow ammo capacity. Maybe lower arrow weight to compensate. Job done, game balanced.


If you disagree, you are clinging to your class and scared of change. But it's ok, change is natural and healthy.
Title: Re: Nerf ranged
Post by: Kafein on December 09, 2013, 01:35:19 pm
idk about missile speed. It's a very lame nerf that effectively makes shooting more random. In theory it sounds okay, but since very few players run in straight lines anyway it rather gives shooting a sense of luck than skill. I know from my long range throwing how hopeless it is to predict where players go.

I'd rather just see a damage nerf. Either in nerfing unloomed gear, but since that smells more of postponing a problem rather than dealing with it, an overall ranged damage nerf would be more sensible.

We have to protect the core of the game that is melee mechanics. Fight ranged and other lameness, and try to fix the abused and glitchy gameplay..

COF is random, missile speed isn't. Lower missile speed and tighter COF (the latter which we already have since the wpf changes) means better archers can lead better and hit more things because their arrows go exactly where they point their mouse, while bad archers can't lead correctly, miss their targets because they don't point their crosshair where they should. Current missile speeds make dodging any decent archer a worthless task, unless you have extreme agility.
Title: Re: Nerf ranged
Post by: Prpavi on December 09, 2013, 01:55:30 pm
(click to show/hide)

I have suggested many times PD for xbows, don't have to call it power draw just a skill required to use it, been called a retard, people have wished for bad things to happen to me irl etc... speaks volumes about how much that would affect the class and actually balance it. Don't know if it can be done from a techincal point, but 18str for arbalest seems resonable, just like 6PD for Rus and Longbow
Title: Re: Nerf ranged
Post by: BlindGuy on December 09, 2013, 03:46:06 pm
And a side note: BOW is 4 powerdraw, and 2 slots, Yumi is 6 PD, ONE slot, AND USEABLE from horseback. Fuckoff.
Title: Re: Nerf ranged
Post by: Molly on December 09, 2013, 04:24:03 pm
And a side note: BOW is 4 powerdraw, and 2 slots, Yumi is 6 PD, ONE slot, AND USEABLE from horseback. Fuckoff.
I've heard rumours that the Yumi is about to change at some point...
Title: Re: Nerf ranged
Post by: XyNox on December 09, 2013, 04:51:59 pm
Why this tread still in Suggestion corner? It's wet and salty like an ocean.

That would require a dev or forum admin to take a look at this thread.

Then again, imagine you are a dev or a forum admin and you see a thread called "Nerf ranged" by Leshma. Would you click it ?  :mrgreen:
Title: Re: Nerf ranged
Post by: Penitent on December 09, 2013, 05:13:12 pm
CHAMBER OF TEARS
CHAMBER OF TEARS
Our hopes and fears; to the chamber of tears!

12 pages of overflowing salty watery tears! 
Never before have I witnessed such a brazen display of emotion from so many men at once!
This is a glorious time, when real men learn its ok to cry.  Men are men, but are always human first.  This rare and special existence as a human being comes with many burdens, and one of those crosses to bear is the fickle, awkward, and sometimes painful experience of emotion. 

But oh!  What a glorious burden it is!  The same tears that flee the face in sadness can also flow with joyful exuberance!  The same eyes that frown furiously can twinkle with tickled fancy!  With the wrinkles of a well-furrowed brow comes the maturity of patient understanding.  Oh sweet emotion, a blessing and a curse!

So let it flow, gentlemen.  Don't hold back, or stifle your true selves in the name of bravado or other some other imposed construction.  The one who dams up the river of tears and attempts to hold back its inevitable waters is the one who invites catastrophe down the road!  Heed my advice, and cry when the time is for crying.  Then you may laugh at the season for joy.

In the evening weeping shall have place, and in the morning gladness.
Ps 30:5



(click to show/hide)


Title: Re: Nerf ranged
Post by: Gurnisson on December 09, 2013, 05:45:06 pm
If they ever wanted to change the requirement or add a skill for xbows, they had the opportunity when they gave out free respecs. Changing it now without respecs would just be ridiculously silly.
Title: Re: Nerf ranged
Post by: Tzar on December 09, 2013, 05:47:35 pm
Nothing is really wrong with Archers/throwers. Xbow´s have been in need of a PD like requirement for years....

Its just the share numbers  :lol: Dunno how the dev could fix this. But i cant help to take notice how empty EU1 have become... Siege seems to be where most melee players take refugee nowadays  :P
Title: Re: Nerf ranged
Post by: Kafein on December 09, 2013, 06:03:30 pm
Also, get a shield, nubs

It's "get a shield lol" you sophomore
Title: Re: Nerf ranged
Post by: Adamar on December 09, 2013, 06:31:21 pm
-Modify the effective WPF equation for ranged only. This, if possible, could be in effect when a character possess over X wpf in a ranged category. This would force all ranged into lighter armor to be effective at their class, making them easier to kill.

Or , the exact opposite. Make medium armor an asset to ranged so the requirement to exell at the class is higher.
Title: Re: Nerf ranged
Post by: Phantasmal on December 09, 2013, 06:34:29 pm
WPF problem is mostly for x-bow, archers and throwers have penalty due to PD and PT.

Lowering missile speed for x-bows won't change anything because they will still hit like a truck...

If you want to lower the amount of ranged on a server you will need to initiate some form of global nerf. If not, they will just switch to a ranged class that was not nerfed. Personally, I think there are more elegant solutions availabe. But we are just tossing around ideas. Although I agree that there needs to be a rebalance with the arbalest's damage.

Now if this is what Steevee meant exactly he is right. Lowering missile speed will have no effect on shield piercing. Shield piercing depends on damage and the armour of your shield as far as I know, and I think it is a fairly shitty and unneeded mechanic.

I read somewhere that shield pierce was based heavily upon missile speed. Seems that I was wrong:
#missiles with damage > shield_penetration_offset + shield_penetration_factor * shield
#will penetrate.

shield_penetration_offset = 30.0
shield_penetration_factor = 3.0

#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
missile_damage_speed_power = 1.9
melee_damage_speed_power = 2.0

Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.
Title: Re: Nerf ranged
Post by: kinngrimm on December 09, 2013, 06:48:13 pm
...
Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.
That or that high armor values of any shield seems to have no effect or that high armor values + high shield skill seems to have no effect either. If a shield is supposed to counter ranged, which it doesnt, even if the former mentioned problem would be solved, but theoreticly if it would, then still having to invest heavily sepparetly into shield skill while XBow doesnt need that sepparate investement while penetrating shields ... calling it a discrepancy would be to put it midly.
Title: Re: Nerf ranged
Post by: Penitent on December 09, 2013, 06:53:16 pm

Regardless, I find it pathetic that high tier shields that are unloomed offer little protection from arbalests.

Don't forget that any amount of range from the shooter decreases the damage.

I have 13 gens shielder.  I have never had an arbalest penetrate a shield that requires 4 shield skill or above.
Title: Re: Nerf ranged
Post by: San on December 09, 2013, 07:00:06 pm
^You might have to play another gen.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 09, 2013, 07:16:12 pm
They penetrate shields based on their armor (resistance) rating.  You must be using high resistance shields like the knightly heater or knightly kite.  Almost any other shield I've used has been penetrated by a bolt shot from some sort of xbow.  Even elite cav shields get penetrated once in a while depending on distance/xbow used/speed bonus. 
Title: Re: Nerf ranged
Post by: Penitent on December 09, 2013, 07:50:33 pm
I use a variety of shields, but mostly use heavy kite shield.  Haven't had any problems.  *shrug*
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 09, 2013, 07:58:32 pm
Hmm I would think you'd get bolts hitting through shield sometimes with only 16 body armor on that shield.  But I use a knightly heater shield, so I literally never have got shot through my shield. 
Title: Re: Nerf ranged
Post by: Phantasmal on December 09, 2013, 07:59:34 pm
Don't forget that any amount of range from the shooter decreases the damage.

I have 13 gens shielder.  I have never had an arbalest penetrate a shield that requires 4 shield skill or above.

And I have played roughly 20 arbalest gens. I have consistently pierced many of the high tier shields, especially unloomed ones. There was one time where I managed to penetrate an unloomed Huscarl's shield. It has gotten to the point where I can hold my xbow up and shielders will just start backing away from me.
Title: Re: Nerf ranged
Post by: kinngrimm on December 09, 2013, 08:59:12 pm
Don't forget that any amount of range from the shooter decreases the damage.

I have 13 gens shielder.  I have never had an arbalest penetrate a shield that requires 4 shield skill or above.
gen 26 lvl 36 shielder,5000hours+ crpg, 95% on eu servers, before latest respec i had 11 shieldskill now 10. While this information you and me just exchanged, doesnt matter at all in this discussion, perhaps your thought patterns need these informations to accept opinions or if people tell you that it can happen, that you would believe it as again the information we just shared weren't about facts concerning penetration happening or not.

more sitenotes:
(click to show/hide)

It maybe playstyle too
(click to show/hide)

My build
(click to show/hide)

what does matter is,
(click to show/hide)


Perhaps additionaly to the increase of HP per shieldskill, also increase the Ressistance/armor value by 1-3 for shields per shieldskill. In my case i would then have with 3 per skill lvl, 55 resistance on my elite cav shield(25 through MW + 10*3 from shieldskill). In my case it doesnt really make a big difference anymore for durability of the shield, it just neglects then penetration (if this is really is the case that ressistance negelcts penetration).
Title: Re: Nerf ranged
Post by: BlindGuy on December 10, 2013, 12:08:19 am


 quite a number of them seem to hate me with a passion


Dude. nice essay.

Players don't ever hate you because you target them. They dislike you because you have the most free time to play and level to a point they never can, the opportunity to make a really cool class, and WHAT do you do?

Shield and pick.

You didn't train Wolves to flank with you, your build isn't best on flanks, you just like to fight away from clusterfucks because you DONT EVEN KNOW WHAT ATTACK DIRECTION YOUR GOING TO DO BEFORE YOU DO IT, because you spam down guys with you very fast attacks that never glance, LESS so with newest patch, while using high shield skill to avoid ever having to make a single manual block or learn any of the finesse of Mount and Blade. You don't have any skills. You fucking bully low levels, noobs, and anyone who finds themselves looking the other way.

Almost everyone else ingame when facing a silly nooby or a peasant will try to punch or kick them, give them a chance, because it's a game for fun, sometimes literally just ignore them. Not Kinngrim :C Well, cav are mostly like that also, but yeah, we can add you to the list with Riddaren, Oberyn, Torben and the rest of the guys who have been playing the longest, have the least idea how to fight in melee, and are the very best at killing players who are either a/ not aware of them because you strike from behind or b/ unable to fight back due to level or gear.

When in strat battle I hear "Permission to flank" from you, I fucking laugh aloud to myself: You literally have don't have a clue tactically or any other way what's going on, you just like to hunt down players who cannot realistically fight back.

Your opinion is not valid. In anything. Ever.

/rant

Title: Re: Nerf ranged
Post by: San on December 10, 2013, 12:18:37 am
I think you're going a bit far there... He could do a lot worse with a high level build, and his experiences with ranged somewhat mirror my own (not buying the bolt through knightly shields + steel shield though). I wouldn't say it's that hopeless to fight multiple ranged, but there is a huge risk whenever you attack and it relies a lot on them being bad/missing. That risk makes me avoid the situation almost altogether.

I hate xbows more than archers because they can hold until you get predictable with your movements. With archers, you can at least predict when they're going to shoot. That's what makes it very frustrating when an xbow just holds it on you and wait for you to attack something, especially when you're a prioritized target among your teammates.
Title: Re: Nerf ranged
Post by: //saxon on December 10, 2013, 12:19:06 am
think its proper good me
Title: Re: Nerf ranged
Post by: Kafein on December 10, 2013, 12:43:14 am

Dude. nice essay.

Players don't ever hate you because you target them. They dislike you because you have the most free time to play and level to a point they never can, the opportunity to make a really cool class, and WHAT do you do?

Shield and pick.

You didn't train Wolves to flank with you, your build isn't best on flanks, you just like to fight away from clusterfucks because you DONT EVEN KNOW WHAT ATTACK DIRECTION YOUR GOING TO DO BEFORE YOU DO IT, because you spam down guys with you very fast attacks that never glance, LESS so with newest patch, while using high shield skill to avoid ever having to make a single manual block or learn any of the finesse of Mount and Blade. You don't have any skills. You fucking bully low levels, noobs, and anyone who finds themselves looking the other way.

Almost everyone else ingame when facing a silly nooby or a peasant will try to punch or kick them, give them a chance, because it's a game for fun, sometimes literally just ignore them. Not Kinngrim :C Well, cav are mostly like that also, but yeah, we can add you to the list with Riddaren, Oberyn, Torben and the rest of the guys who have been playing the longest, have the least idea how to fight in melee, and are the very best at killing players who are either a/ not aware of them because you strike from behind or b/ unable to fight back due to level or gear.

When in strat battle I hear "Permission to flank" from you, I fucking laugh aloud to myself: You literally have don't have a clue tactically or any other way what's going on, you just like to hunt down players who cannot realistically fight back.

Your opinion is not valid. In anything. Ever.

/rant

People, that's how you get rewarded for being the closest character possible to an actual ranged counter.
Title: Re: Nerf ranged
Post by: Leshma on December 10, 2013, 12:51:45 am
I hate xbows more than archers because they can hold until you get predictable with your movements. With archers, you can at least predict when they're going to shoot.

Archers can hold aim for quite a long time themselves. It's not much different from an xbow, because average xbow holds his attack slightly longer than average archer when facing shieldless melee threat going for him.

That's the reason why it is so hard to hunt archers, most of them learned how to deal with frontal attacks from shieldless infantry. Back in the days it wasn't like that. With 8 ATH I was much faster (they nerfed movement speed at one point, can't remember when exactly) and could easily run into the archer nest, with up to 10 archers standing there in their precious 1st person mode waiting to be slain. Not anymore. Now they use 3rd person, use look behind button, can sense the danger and there is no way in hell I can approach them sideways which was my usual tactics.

Now, that's from AGI 2H point of view. Don't understand why kinngrimm has issues, he has a lot more ATH than me and shield. I would have no issue to deal with archers if I had his build, mainly because I never attack before I bump ranged with shield (when I'm playing shielder).
Title: Re: Nerf ranged
Post by: San on December 10, 2013, 01:53:55 am
I see, I always thought that was only for some of the slower bows like the longbow.

This is my experience from a 5ath shielder to 8ath-10ath. If you're moving + blocking, you move so slowly that you aren't really utilizing your high athletics all that much. The fastest way to get to them is to run and try to block as little as possible. When there are multiple places to block, you're stuck moving pretty slowly.
Title: Re: Nerf ranged
Post by: Leshma on December 10, 2013, 01:58:23 am
Still better than no shield. With 10 shield skill like kinngrimm has, I believe it's possible to utilize passive blocking with proper footwork. I used shield on my 2H as well, with just one shield skill and was pretty successful at blocking ranged. Of course, you have to manually aim your shield in that case, which is something many shielders don't do.

Edit: Unless there is no forcefield while shield is put down?
Title: Re: Nerf ranged
Post by: San on December 10, 2013, 02:21:48 am
You can get a block, but it's extremely unlikely if they're aiming at you. I'm more inclined to say there isn't a forcefield when not blocking. I experienced a ton more when I was on horse.

Shield is great for 1-2, maybe 3, depending on the class. I'd rush 3 archers any day before I'd rush even 2 crossbowmen, let alone that and an archer, unless one has to reload. If you're blocking in front, you always have to be aware of any shots coming from the side since you're an easy target in that direction and you don't have the liberty to change your field of view for long. I don't fight on the flanks that often, so I have to be aware of most ranged positions before deciding to confront since shots can come from any hiding spot.
Title: Re: Nerf ranged
Post by: HappyPhantom on December 10, 2013, 11:02:04 am
Archers can hold aim for quite a long time themselves. It's not much different from an xbow, because average xbow holds his attack slightly longer than average archer when facing shieldless melee threat going for him.

Wut? Archer aim Can't hold aim for shit until WPF = 160+
Title: Re: Nerf ranged
Post by: Molly on December 10, 2013, 11:07:07 am
And 160+ wpf is easy to obtain... more like the standard wpf for anything now.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 10, 2013, 11:16:20 am
hold time depends more on what bow you are using for ex. tatar or nomad bow i can hold for about 2,5-3 sec, long bow ~1 sec (a bit below) without loosing accuracy.
Title: Re: Nerf ranged
Post by: Molly on December 10, 2013, 11:37:23 am
I am playing my HA for quite some time now and I actually came to a few conclusions I wasn't expecting at all:

1) Playing HA is rather easy. My alt is lvl 27 now and I don't feel like I lack anything really. Sure, I can't carry a team but it's still easy to obtain a place in the upper part of the scoreboard. I was surprised cuz everyone always was like "HA iz hart!". My k/d is most maps better than on my main.

2) Accuracy overall is too high on bows. Be it on a horse back or on foot. When dehorsed I manage easily to make 50% of my arrows hit on mid-range with a horn bow. I don't do headshots but those are not needed. I can inflict damage on so many different targets in such a short time that just hitting things is already a huge support to my team. And I know from experience that every arrow hurts.

3) Heavy horses can soak too much damage from ranged. I play with a non-loomed warhorse and it takes easy 8 arrows in various places before it dies. That is way too much.

Especially the accuracy bugs me. By all means, dedicated high lvl archers should and have to be lethal. We all know those few around like Steve, Bagge, Blackbow and Tenne. I respect that. But being lvl 27 with a tiny horn bow and still being able to hit more or less everything I like to feels wrong. It shouldn't be that easy. I certainly feel less successful when playing a melee class on lvl 27.

Just my 2 cents...
Title: Re: Nerf ranged
Post by: Cup1d on December 10, 2013, 11:50:16 am
Archers can hold aim for quite a long time themselves.

I wish that your erection will be as long, as archer ability to hold aim with 163 wpf in archery.
Title: Re: Nerf ranged
Post by: Leshma on December 10, 2013, 01:04:37 pm
Wut? Archer aim Can't hold aim for shit until WPF = 160+

So? How many archers have less than 160 wpf in archery? Dozen of poor shielder/weeaboo archers who arrived yesterday and still need to figure out how mechanics in this mod works...

I know very well how archery works, that bellow 150 wpf you can't call yourself an archer and if you're using Longbow, entry point of feeling comfortable is around 175 wpf. Most EU archers know that, hell I can bet most of them after respec have more than 190 wpf in archery (which makes things broken).

I wish that your erection will be as long, as archer ability to hold aim with 163 wpf in archery.

Well, I'm sorry dude. It's not my fault that you went from "legendary" archer to decent archer after certain patch which balanced things a bit. Many archers are still legendary, you're one of those who need crutches to perform.
Title: Re: Nerf ranged
Post by: Angellore on December 10, 2013, 01:24:00 pm
Archery is pretty much fine as it is now. Just two things I would like to see changed:

1) Low tier bows has too high missile speed, which also affects their damage. For example, after missile speed buff, Horn Bow deals almost same damage as Rus Bow (tested and confirmed 2 days ago). In theory Rus Bow has 4 damage advantage, but while testing it looks more like 1 dmg difference, because Horn Bow got 5 missile speed more (I suspect 2 missile speed adds about 1 damage). Also, having high missile speed makes it very accurate over distance, and it's 1 slot, very fast bow. You can use it as Horse Archer too. Right now Horn Bow has just too many advantages, imo it's overbuffed with too high missile speed.

2) HA shooting speed should be decreased slightly. As much as I love my HA char, it shouldn't shoot as fast as archers on the ground. If it's impossible to decrease shooting speed on horses only, then maybe set just two bows as usable on horse and decrease their shooting speed in stats?
Title: Re: Nerf ranged
Post by: Ronin on December 10, 2013, 01:53:22 pm
Actually 160 is pretty good enough for archery, around 6 PD (my test was with a non loomed horn bow)

I'd say, it might be fair trade to cap the archery wpf based on PD. Let's say, 6 PD should allow you to raise archery wpf to 174 max. 5 PD, 160 wpf (maybe?). The reason for this is, PD also lowers the actual wpf; so more wpf is needed to offset that penalty. But maybe that way, we can disallow archers to go with 5 PD, 180-190 wpf; and rather encourage them to spend their points into a melee class.

I must confess that I'm not an expert on archery, so the values I gave are arbitratry. Feel free to discuss it that way. I also do not want any kind of nerfs to archery in general, I just think archers should be encouraged to be a bit less competent in ranged and a bit more competent in melee. cRPG might be the mod that is famous for it's freedom in builds, but some restrictions are needed. Sometimes less diversity is better for gameplay.

Side note: Shield weights should be reduced a bit too. Although being with a shield gives better protection against ranged, it also slows you down too much to effectively deal with them. Although shielders should not be necessarily the ultimate counter to archers, they must be a bit better to them than they are now. I also agree with kinngrimm about steel shield, being the least valid choice in battle. A high tier shield should be better, especially if it requires 6 shield skill.


By the way, one must not forget the scenes (by your calling: maps) while considering balance. Some of the scenes are cities, some of them feel more like open terrain. Archers and Cavalry tends to do better in open terrain, infantry tends to do better in close combat oriented maps; mostly city maps or maps with a lot of objects to hide. People must know that they must change their tactics heavily to adapt to the scene in play.

(click to show/hide)
Title: Re: Nerf ranged
Post by: Leshma on December 10, 2013, 02:12:54 pm
How armor weight penalty for archers work these days? Is it still capped at 10 weight combined, with multiplicators for certain parts of armor (if I'm not mistaked, 3xgloves, 2xhead, restx1)?
Title: Re: Nerf ranged
Post by: Kafein on December 10, 2013, 02:19:15 pm
Now, that's from AGI 2H point of view. Don't understand why kinngrimm has issues, he has a lot more ATH than me and shield. I would have no issue to deal with archers if I had his build, mainly because I never attack before I bump ranged with shield (when I'm playing shielder).

That's plenty enough time to get shot around your shield.

Also nowadays, when you approach a ranged nest, the closest to you with start fighting in melee, and it may take a couple of seconds or dozens of seconds to kill him, which is also enough for the others to shoot you down.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 10, 2013, 02:44:06 pm
How armor weight penalty for archers work these days? Is it still capped at 10 weight combined, with multiplicators for certain parts of armor (if I'm not mistaked, 3xgloves, 2xhead, restx1)?
Hand armor is X4 and cap is at 10 :)
Title: Re: Nerf ranged
Post by: Gurnisson on December 10, 2013, 05:16:31 pm
2) Accuracy overall is too high on bows. Be it on a horse back or on foot. When dehorsed I manage easily to make 50% of my arrows hit on mid-range with a horn bow. I don't do headshots but those are not needed. I can inflict damage on so many different targets in such a short time that just hitting things is already a huge support to my team. And I know from experience that every arrow hurts.

Nerfing accuracy is a bad idea for balancing ranged classes. It limits skill and makes randomness a bigger factor. Other stats could be adjusted since you can adapt to it, but accuracy nerf just fucks people over even if they play well, which I find rather silly. :?

3) Heavy horses can soak too much damage from ranged. I play with a non-loomed warhorse and it takes easy 8 arrows in various places before it dies. That is way too much.

All about speed bonus. Heavy Horses suck up a lot of projectiles if they run away, then again, 1-3 hits with good speed bonus is enough to take them down. I think that's fine myself. I play mostly on destrier and padded warhorse and performance- and survivability-wise they don't differ much from another.
Title: Re: Nerf ranged
Post by: Hirlok on December 10, 2013, 05:33:58 pm
Nerfing accuracy is a bad idea for balancing ranged classes.

nonono.

It is a GREAT idea. Nerf accuracy, lower missile speed even more, esp. on the high tier bows.
The amount of whining due to randomness and billions of additional team hits will be epic.
Would hate to miss that.

And ATTS will have a SURGE in new members.

(((if anyone did not detect a certain amount of sarcasm in this post, he has the average melee IQ)))
Title: Re: Nerf ranged
Post by: Adamar on December 10, 2013, 06:28:42 pm
That's plenty enough time to get shot around your shield.

Also nowadays, when you approach a ranged nest, the closest to you with start fighting in melee, and it may take a couple of seconds or dozens of seconds to kill him, which is also enough for the others to shoot you down.

You wanted to kill em all on your own, huh...
Title: Re: Nerf ranged
Post by: Leshma on December 10, 2013, 06:33:21 pm
If someone is able to ambush ranged and get into their nest unnoticed, and they can't fight back with melee weapon, they should die. If they can defend themselves, they deserve to win. But short range shooting is bullshit.
Title: Re: Nerf ranged
Post by: Adamar on December 10, 2013, 06:54:07 pm
If someone is able to ambush ranged and get into their nest unnoticed, and they can't fight back with melee weapon, they should die. If they can defend themselves, they deserve to win. But short range shooting is bullshit.

Just like all the tk that happens in such situations.
Title: Re: Nerf ranged
Post by: Molly on December 10, 2013, 07:02:06 pm
Nerfing accuracy is a bad idea for balancing ranged classes. It limits skill and makes randomness a bigger factor. Other stats could be adjusted since you can adapt to it, but accuracy nerf just fucks people over even if they play well, which I find rather silly. :?

All about speed bonus. Heavy Horses suck up a lot of projectiles if they run away, then again, 1-3 hits with good speed bonus is enough to take them down. I think that's fine myself. I play mostly on destrier and padded warhorse and performance- and survivability-wise they don't differ much from another.
I didn't suggest any solution cuz I honestly lack the experience to propose anything. I merely wrote down my experiences I made over the last few weeks playing my HA alt.

Those are the problems I see. How to fix them is not my task nor is it in my possibility to do so.
Title: Re: Nerf ranged
Post by: Hirlok on December 10, 2013, 07:12:54 pm
But short range shooting is bullshit.

try holding a xbow in front of your face in real life and pull the trigger. Not bullshit, but a good deed and an enlightening experience :)
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 10, 2013, 07:15:00 pm
try holding a xbow in front of your face in real life and pull the trigger. Not bullshit, but a good deed and an enlightening experience :)
I have this strange feeling leshma isn't talking realism...
Title: Re: Nerf ranged
Post by: Hirlok on December 10, 2013, 07:16:17 pm
I have this strange feeling leshma isn't talking realism...

I got that, but the melee agi troll is amusing me :)
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 10, 2013, 07:23:09 pm
visitors can't see pics , please register or login


visitors can't see pics , please register or login


Sums up this whole thread and every one like it.
Title: Re: Nerf ranged
Post by: Kafein on December 10, 2013, 09:54:50 pm
You wanted to kill em all on your own, huh...

And who is going to do it if not me? Ho yeah that's right ranged is the class that shouldn't be killed by anything because reasons.

Somehow I wouldn't be surprised if you saw one archer killing three 2h heroes at range in quick succession and comment "everything eez fine, archery counters shieldless inf"

try holding a xbow in front of your face in real life and pull the trigger. Not bullshit, but a good deed and an enlightening experience :)

I have a better idea, again IRL : try to hold a crossbow facing a wall, then turn around 360 degrees as fast as you can. While you are turning, shoot and hit someone 1 meter close to you. Now do it with a bow. The fact that doing this in cRPG is merely possible is a mind-blowing overlook from Taleworlds.
Title: Re: Nerf ranged
Post by: Paul on December 10, 2013, 10:45:18 pm
Archers can hold aim for quite a long time themselves. It's not much different from an xbow, because average xbow holds his attack slightly longer than average archer when facing shieldless melee threat going for him.

That's bullshit and at least one of you knows that.
Title: Re: Nerf ranged
Post by: Rebelyell on December 10, 2013, 11:20:08 pm
That's bullshit and at least one of you knows that.
it is why i stope reading posts here



-reduce ammo for archers (if they can spam arrows they have to much of them)
-cap accuracy on xbows( if we need noob tube ingame at last make it inaccurate)

but that are my retarded ideas and no one will care about them
Title: Re: Nerf ranged
Post by: Adamar on December 10, 2013, 11:47:53 pm
Somehow I wouldn't be surprised if you saw one archer killing three 2h heroes at range in quick succession and comment "everything eez fine, archery counters shieldless inf"

Yet, its still way more likely to see a shieldless inf kill 3 archers in rapid succession.
Title: Re: Nerf ranged
Post by: Leshma on December 11, 2013, 12:22:47 am
That's bullshit and at least one of you knows that.

One of us... I like that. So you do have a sense of humour, after all.

But I wasn't talking about what is possible in theory, I was talking about my own experience with ranged on EU servers. As always, you know better. Because you're ever present on all servers with your 27 alts...

Only SB gunmen hold for like 20 seconds, until you get bored and leave them alone so they can keep running away from you. Other xbowmen aren't so patient, they hold for few seconds before they release the shot. I'm talking about EU players, of course. EU archers also like to use longbow and hold attack for few seconds when you're without shield and approaching them. But you use shield most of the time, don't you?
Title: Re: Nerf ranged
Post by: HappyPhantom on December 11, 2013, 12:49:59 am
Only SB gunmen hold for like 20 seconds, until you get bored and leave them alone so they can keep running away from you. Other xbowmen aren't so patient, they hold for few seconds before they release the shot. I'm talking about EU players, of course. EU archers also like to use longbow and hold attack for few seconds when you're without shield and approaching them. But you use shield most of the time, don't you?

Boo hoo.

I won't go into the fact that as an archer I have to plug all my points in WPF and PD leaving me none for IF or PS making me a squishy glancing mess totally vulnerable to the smallest poke from any nearby stabby weapon.

I won't start moaning about all those OP melee 2h my old friends, because I choose to play my class (I find it fun) and understand the choices I'm making and their consequences. Therefore to overcome my squishyness I try to adjust my gameplay where possible to avoid melee deaths, but know that it is probably inevitable, and when it happens I accept it like a mature person and don't get all butthurt.
Title: Re: Nerf ranged
Post by: ROHYPNOL on December 11, 2013, 01:21:13 am
Archers can hold aim for quite a long time themselves. It's not much different from an xbow, because average xbow holds his attack slightly longer than average archer when facing shieldless melee threat going for him.

I am confused, is this thread about nerfing ranged of all kinds or just certain ones? Also who gives a fuck about a debate between xbows and archers, as far as im concerned xbow/archer/thrower/HA/HT/HX are all FUCKING GAY!!!!. guess what that would make me gay... you surprised?
Title: Re: Nerf ranged
Post by: Leshma on December 11, 2013, 01:38:39 am
Quote
Boo hoo.

I won't go into the fact that as an archer I have to plug all my points in WPF and PD leaving me none for IF or PS making me a squishy glancing mess totally vulnerable to the smallest poke from any nearby stabby weapon.

I won't start moaning about all those OP melee 2h my old friends, because I choose to play my class (I find it fun) and understand the choices I'm making and their consequences. Therefore to overcome my squishyness I try to adjust my gameplay where possible to avoid melee deaths, but know that it is probably inevitable, and when it happens I accept it like a mature person and don't get all butthurt.

You're talking about level 30, right? Well, that is true. But free respec created a lot of high level archers on EU servers, and high level archers don't have those limitations. Example:

Level 35 hybrid archer:
61 HP
18 STR
24 AGI
4 IF
6 PS/PD
8 ATH/WM
160 wpf Archery
100 wpf One-handed
***
MW Long Bow - 33 cut/pierce damage
MW Bodkin Arrows - 2 pierce damage, 20 arrows
MW Tatar Arrows - 8 cut damage, 24 arrows
MW Short Broad Sword - 29 pierce damage, 33 cut damage
Lordly Mail Shirt with Fur - 8.5 weight, 41 body armor, 8 leg armor
Reinforced Leather Gloves - 0.4 weight, 5 body armor
Lordly Cap with Fur - 0.8 weight, 20 head armor
Reinforced Rus Shoes - 0.3 weight, 16 leg armor armor

That is 8 Masterworked items or 24 loompoints which is something most level 35 can easily obtain. Body armor rating is pretty high (for an archer) 46 body armor, 24 leg armor and 20 head armor. Combined with 61 HP, that allows an archer to survive plenty of body/leg hits and few head hits. One handed sword uses 100 effective wpf and with 24 AGI you cna swing fast enough to kill almost anyone. You will be a bit slow (like 5 ATH in this armor but without arrows) but still fast enough to deal with melee threat when it comes to you. Of course, by then you'll probably kill it with 35 piece/41 cut damage from your arrows. And you have 44 arrows for the whole round which is epic amount of arrows for any occasion. If this shit listed above is not OP, I don't know what is.

My melee trihybrid isn't nearly potent as this shit above. It has around 16 more body armor and 2.5 times more head armor, it is faster but that makes him squishier because of speed bonus (if I surge forward and get hit in the process that hurts like hell). I have higher damage output when fighting in melee but can't do jack shit to ranged. Above build is wastly superior for any occasion and is a proof that being hybrid archer isn't impossible, it's in fact crazily OP at higher levels.

Title: Re: Nerf ranged
Post by: BlindGuy on December 11, 2013, 08:04:01 am
People, that's how you get rewarded for being the closest character possible to an actual ranged counter.

Not really, I do have an archer, specced a low level alt to archery, since I made my  higher level archer into a shielder after the respec because of how OP it was, to try it out. Was disgustingly easy, immedietly put my looms for 1h into armory. Now I have an alt I don't even use... and have yet to shoot at Kinngrim with my low level archer, since he left EU1 because he didn't like that he got raped because he runs off alone. But tbh archery is boring and very frustrating not being able to do the core thing of this game: skill based melee fighting.

I mostly play polearms, and have my 2h of course, not really worried about fighting Kinngrim tbh.

Before respecc AND before arrow weight increase, with my archer: would fight kinngrim just fine. After the weight increase would just have to drop my arrows to fight him, its really not very hard to block left, kick and then kill him. I just dont like it when I see him spamming down poor clueless noobs who havent even managed to walk out of spawn, with their 1 athletics and their grey peasant shirt and sickle or some useless peasant shit they were given when they joined. And he calls it flanking, I call it killing poor unlucky noobs without giving them any way to fight back.

Between him and GK and others who made it their professional mission in game to get to enemy spawn as quickly as possible to kill guys who were too new to keep up with team or just did not know which way to go, we have probably lost countless players, who where told this is a good mod, came, were raped repeatedly in spawn and thought "Fuck it" and left.
Title: Re: Nerf ranged
Post by: San on December 11, 2013, 08:26:51 am
^Really tried to understand what you were trying to say with shielder being OP then kinngrimm being easy and some random peasants in the mix? In the end, 'herp derp' is all I got out of it. It's like a silly balancing act of trying to make a point of something being OP without soiling your own e-peen.
Title: Re: Nerf ranged
Post by: Kafein on December 11, 2013, 12:18:42 pm
Yet, its still way more likely to see a shieldless inf kill 3 archers in rapid succession.

I wonder how did that shieldless inf get there in the first place. As this is obviously an imaginary scenario, he might have parachuted from a flying licorn.

Also, see my remark about spending a few seconds to kill the first one more than enough for the other guys to shoot you down.

Not really, I do have an archer, specced a low level alt to archery, since I made my  higher level archer into a shielder after the respec because of how OP it was, to try it out. Was disgustingly easy, immedietly put my looms for 1h into armory. Now I have an alt I don't even use... and have yet to shoot at Kinngrim with my low level archer, since he left EU1 because he didn't like that he got raped because he runs off alone. But tbh archery is boring and very frustrating not being able to do the core thing of this game: skill based melee fighting.

I mostly play polearms, and have my 2h of course, not really worried about fighting Kinngrim tbh.

Before respecc AND before arrow weight increase, with my archer: would fight kinngrim just fine. After the weight increase would just have to drop my arrows to fight him, its really not very hard to block left, kick and then kill him. I just dont like it when I see him spamming down poor clueless noobs who havent even managed to walk out of spawn, with their 1 athletics and their grey peasant shirt and sickle or some useless peasant shit they were given when they joined. And he calls it flanking, I call it killing poor unlucky noobs without giving them any way to fight back.

Between him and GK and others who made it their professional mission in game to get to enemy spawn as quickly as possible to kill guys who were too new to keep up with team or just did not know which way to go, we have probably lost countless players, who where told this is a good mod, came, were raped repeatedly in spawn and thought "Fuck it" and left.

Still doesn't change the fact that when I see him play siege, kinngrim focuses on ranged and uses his shield exactly the way he should be using it to acheive that goal. I don't like melee clusterfucks either, even though I don't really see myself doing better or worse compared to lonewolfing, but I see the latter as more personally rewarding.

Boo hoo.

I won't go into the fact that as an archer I have to plug all my points in WPF and PD leaving me none for IF or PS making me a squishy glancing mess totally vulnerable to the smallest poke from any nearby stabby weapon.

How is that a valable argument ? As melee I don't have any PD or PT or ranged wpf, I get shot all the time, I can't avoid it, neither can I damage whoever is shooting at me.

I won't start moaning about all those OP melee 2h my old friends, because I choose to play my class (I find it fun) and understand the choices I'm making and their consequences.

Read : absence of actual consequences, because melee can be avoided unlike ranged.

Therefore to overcome my squishyness I try to adjust my gameplay where possible to avoid melee deaths, but know that it is probably inevitable, and when it happens I accept it like a mature person and don't get all butthurt.

Melee is completely avoidable, just keep running and being a dickwad. Ranged is not avoidable. You will get shot and killed by projectiles even if you are the best player in the world.
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 11, 2013, 12:50:04 pm
For every single class if you will make it lvl 35 you will be op compared to lvl 30.

I agree with everyone who is for decreasing amount of arrows. 34 bodkins were enought when they were on +3 before one of patches. I'm also for reverting bows buff that change non lommed to +3 ones.

Archers are some kind OP on some maps if they take good spots, but on plenty maps if you have to stay in open, you are an easy target. Same thing is on village or town maps, where smart player can just backstab them or force to fight in melee.

My catchArabbit character is made for backstabbing and killing archers, and i'm not using shield at all. Still, most of times i'm dying in melee, not from shots.

Title: Re: Nerf ranged
Post by: Grumbs on December 11, 2013, 01:55:05 pm
High level melee only gets a bit more damage or versatility in their main role, high level ranged gets to hybrid into 6 PS while having good agi

Melee are expected to take 4+shield skill now and put points into IF/PS and now they have to put point into WM too. If you want to play ranged with that melee build (18/24) just drop the shield skill and a point or 2 in IF and you have OP ranged class. Only difference is a little less melee WPF

Thats only for archer, xbow doesn't need anything but WPF
Title: Re: Nerf ranged
Post by: Leshma on December 11, 2013, 01:58:21 pm
For every single class if you will make it lvl 35 you will be op compared to lvl 30.

Well, some builds become more useful at higher levels. Melee is awesome at level 30. At level 35 you gain more damage potential, can have more HP or more speed but pretty much things stay the same. But archery hybrid that is possible on level 35, can deal with anything. Maybe lvl 35 xbow seems more lucrative, but don't forget that archers are minigun while xbow will always stay snipers.

I've listed that because he is complaining how he's unable to fight in melee because he has to spend skill points in archery. That is true for regular level 30 build but how many players still retire their chars these days? I've seen plenty of level 35's on ladder, which means there's at least five times that amount still playing the game. And they just recently got free respec...
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 11, 2013, 04:08:00 pm
Level 35 melee:
53 HP
18 STR
27 AGI
6 PS
9 ATH/WM
2 shield or if
198 in melee skill

that would be my lvl 35 melee char - run faster than donkey and swing with weapon like a witcher.

About wpf in archery: I have 198 and long shots still have some random factor with long bow, but with nomad and tatar i can make pinshots (i made some tests with them).
Reason I'm not using pew-pew bows is simple, i love long bow, and at least with this bow you can see some realism with shooting.

There shouldn't be possible with any ranged weapon to have a pin-point accuracy because technique of making those weapons were not based on laser technology or  Numerical Control systems.
Accuracy with hi tier (6 PD) bows is ok IMO (I can make screen shots if you want) But for lower tier bows is OP and should be capped at some level, and if you will have higher wpf than capped it will just add speed and this tiny bonus to dmg, but no more accuracy
Title: Re: Nerf ranged
Post by: Grumbs on December 11, 2013, 04:21:51 pm
I'd rather reward skilled shooters than just have pure randomness thrown in. If you make a good shot you should hit something (assuming the other player doesn't counter in some way). The parameters that determine whether you made a good shot or not are whats the problem imo.

Shots should hit with more delay, more projectile dip etc. You could encourage head shots more by making body/limb shots do less damage etc (which was the idea of the original head shot damage buff, but instead you still die in just a few body shots). Less ammo so you don't spam etc.

Give the player the tools to do well with the class, but make it so he has to work hard to use the tools as best as possible. Making a shot miss one time and hit another even if the parameters of the shot are identical just because you got a bad roll of the dice doesn't really make for good gameplay imo. If shots being accurate is a problem, then its a problem of the design of the shooting system. The shooting system is archaic in this genre of realism inspired games. If we had half the depth in ranged gameplay as in other parts of M&B ranged wouldn't be such a hot topic. I would love to be able to say "Good shot!"
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 11, 2013, 05:11:20 pm
IMO highest missile speed should have longbow (atm only yumi have lower missile speed ). Max missile speed should be as +3 long bow have atm, and rest bows should have it lower (lower dmg on bow -> lower missile speed)

Also dmg added by arrows should be lower (at all kinds)
Title: Re: Nerf ranged
Post by: Ronin on December 11, 2013, 05:56:22 pm
IMO highest missile speed should have longbow (atm only yumi have lower missile speed ). Max missile speed should be as +3 long bow have atm, and rest bows should have it lower (lower dmg on bow -> lower missile speed)
To my knowledge, composite bows launch arrows to much longer distances than longbows but that is another discussion of course. Although I'd rather prefer the native balance of bows (long bow being a cheap but not a good bow compared to others)



The scenes play a major role in such balance discussions, but I don't see many people talking about it at all. It seems that this fact is merely forgotten in this discussion (and many others), only steeve mentioned it, if I didn't miss anyone else saying it.

For example this map has lots of cover you can use to your advantage, against ranged. As a twohander playing in this scene, I felt nearly 0 ranged pressure. I just protected my friendly archers so they can do their jobs, in the end thanks to me they survived against 1,2 melee backstabber-wannabes. Afterwards, they shot the remaining ranged opposition down. I also did my part as chopping a few heads off too. And we won.
(click to show/hide)

And this is not even a close quarters map, it's one of the open maps.
(click to show/hide)

Another map, one of the balanced ones in my opinion. This one, has more place for melee fights but it is also a good map for cavalry too. For archers and non-shield infantry, there are lots of ruins and coverage. In this map, archery was not a big problem at all. If I ever get shot, I know it's 80% my fault, 20% randomness factor or existence of a clever opposite ranged.
(click to show/hide)

Again, I know these images do not really prove much of a thing as I examined 2 maps among... like 100-150 maps (I don't know how many there are). What I'm trying to show here is, base your arguments on some real examples. I remember someone saying that approaching to a nest of ranged is certain doom for any infantry, even shielders. So, take a picture. Show it here and we'll discuss. It will be a more healthy discussion. Maybe it is the scene/map that needs fixing.
Title: Re: Nerf ranged
Post by: Adamar on December 11, 2013, 07:24:10 pm
I wonder how did that shieldless inf get there in the first place. As this is obviously an imaginary scenario, he might have parachuted from a flying licorn.

Also, see my remark about spending a few seconds to kill the first one more than enough for the other guys to shoot you down.

Ninjas, and people who can dodge rather than whining on forums about how they can't kill several people on their own. You'll notice groups of archers get cut down constanlty if you bother playing the class at a regular basis. But I suppose since you can't do it, you wouldn't know.

As for killing time, do you think ranged kill faster than melee? Really? Do you know anything at all about the subject at hand?
Title: Re: Nerf ranged
Post by: BlindGuy on December 11, 2013, 07:35:49 pm
Ninjas, and people who can dodge...

You cannot dodge the smaller bows. You can spastically run so the guys makes error, but if he doesnt fuck up, you have no way to avoid.
Title: Re: Nerf ranged
Post by: Adamar on December 11, 2013, 07:48:01 pm
You cannot dodge the smaller bows. You can spastically run so the guys makes error, but if he doesnt fuck up, you have no way to avoid.

But he's talking about ranged in general. I've not denied a need for reballance within the class.
Title: Re: Nerf ranged
Post by: Leshma on December 11, 2013, 08:46:24 pm
Ninjas, and people who can dodge rather than whining on forums about how they can't kill several people on their own. You'll notice groups of archers get cut down constanlty if you bother playing the class at a regular basis. But I suppose since you can't do it, you wouldn't know.

Ninjas suck at dodging missiles. Thomek before he picked up throwing, couldn't ambush blind amoeba... I've killed more archers on my own than everyone in Ninja clan combined. Had 45000 kills on my char before retirement, I think. More than half were archers. But these days it's quite different. It is raining most of the time, archers hold their aim, they hear from clannies on TS you're approaching them from behind, they use look back button etc.
Title: Re: Nerf ranged
Post by: Adamar on December 11, 2013, 09:11:31 pm
Ninjas are the ones who sneak, you dont have to be dressed in a certain way.

If you have issues with recent changes, then be specific, dont just ask for a general ranged nerf. Because I guarantee that proper 2 slot builds haven't gotten any stronger in the past year. And knowing that, a lot of generalized anti-ranged posts just drop like bullshit
Title: Re: Nerf ranged
Post by: BlindGuy on December 11, 2013, 09:20:49 pm
Ninjas are the ones who sneak, you dont have to be dressed in a certain way.

If you have issues with recent changes, then be specific, dont just ask for a general ranged nerf. Because I guarantee that proper 2 slot builds haven't gotten any stronger in the past year. And knowing that, a lot of generalized anti-ranged posts just drop like bullshit

Noone is too worried about Steevee, Zero, Tenne etc, those guys are making massive dmg hits at all ranges, aiming each shot, and delivering. They are using what SHOULD be the best bows, since they are slower to shoot and cost much more, and require most PD investment just to USE.

What is currently a problem is that tiny spastic bows with massive arrow speed are lazoring ppl at all ranges, an example: today I was running serpentines at the opposite end of a wood, with 8 athletics, wearing plate, and some guy Ive never even seen before was hitting me over and over, killed me in 4 arrows over 5 seconds, didnt miss one. He was about 600 metres away. Truly balanced....
Title: Re: Nerf ranged
Post by: Paul on December 11, 2013, 09:52:23 pm
He was about 600 metres away.

That is strange. Bows in Warband should have a maximum range of about 200-300m on flat ground. Was he by chance mounted on a helicopter pod?
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 11, 2013, 09:53:28 pm
That's the part that made you suspicious about BlindGuy's posts?  He should get the "king of hyperbole" custom title (along with a lot of other whiners). 
Title: Re: Nerf ranged
Post by: Templar_Steevee on December 11, 2013, 09:58:46 pm
That is strange. Bows in Warband should have a maximum range of about 200-300m on flat ground. Was he by chance mounted on a helicopter pod?
So, on one of strat battles i made HS from around 200 meters???  :shock:
Title: Re: Nerf ranged
Post by: San on December 11, 2013, 09:59:32 pm
That is strange. Bows in Warband should have a maximum range of about 200-300m on flat ground. Was he by chance mounted on a helicopter pod?

His post degraded into Americanism along the way, so he was using feet at that moment.
Title: Re: Nerf ranged
Post by: Leshma on December 11, 2013, 10:27:44 pm
Ninjas are the ones who sneak, you dont have to be dressed in a certain way.

If you have issues with recent changes, then be specific, dont just ask for a general ranged nerf. Because I guarantee that proper 2 slot builds haven't gotten any stronger in the past year. And knowing that, a lot of generalized anti-ranged posts just drop like bullshit

Well we're just chatting here and I like point out some flaws in arguments of certain people. But other than that, even high level archers are fine when there aren't ton of them.

If you were on EU siege server an hour ago you would understand why I'm complaining. There was ton of ranged. Can't imagine how it was on EU1 during same period.
Title: Re: Nerf ranged
Post by: Kafein on December 11, 2013, 10:59:55 pm
Ninjas, and people who can dodge rather than whining on forums about how they can't kill several people on their own. You'll notice groups of archers get cut down constanlty if you bother playing the class at a regular basis. But I suppose since you can't do it, you wouldn't know.

Oh I did it and more when I cared and when it was easier. I did it and I did it more than many. I actually still do it, running past enemies to get to the archer that got too close to me, but attacking three archers on a vantage point is just not worth my time and effort for such a ridiculously small chance of success. The problem is, nowadays it's easier to kill three melee guys in melee alone with an archer hybrid build than to kill three archer guys alone with a shielder build. That's my personal experience which of course depends on skill and stuff. I'm a melee guy. I might not be the greatest at dodging and avoiding enemy fire, but I can guarantee you the greatest don't obtain much better results, even though the greatest blockers do obtain much better survival times than me in melee. Finally, I'm saddened you had to resort to ad hominem in order to continue this discussion. Do you have any actual arguments?

As for killing time, do you think ranged kill faster than melee? Really? Do you know anything at all about the subject at hand?

Yes, definitely. Do you seriously think you can survive by dodging projectiles longer than you can survive by blocking a melee weapon?

Typical ranged fight : shoot, hit, shoot, miss, shoot, hit, dead.
Typical melee fight : attack, block, attack, block, attack, feint, block, attack, block, attack, hold, block, attack, block, attack, block... not a single attack actually connected yet and you get the picture.
Title: Re: Nerf ranged
Post by: Ronin on December 12, 2013, 02:24:45 am
Typical ranged fight : shoot, hit, shoot, miss, shoot, hit, dead.
Again, too much one dimensional. First of all, you should avoid getting caught in such a scenario at the first place as much as you could, if you're a non shielder. Secondly, there should be objects that you should be able to use as cover.Thirdly, if you can succesfully dodge for enough of a time and reach the archer; now you'll have the advantage of melee fighting. To least to say, there should be some teammates helping you: a shielder you can hide behind, a cavalry that is backstabbing him, a horse archer bumping/shooting him, an archer shooting him down.

If there's no one else to help you:
1- you're either the latest survivor your team, swarmed by some enemy ranged (4v1 or so)
2- you were ramboing
3- You were careless
4- You were plain unlucky and a bit careless
5- It's an unbalanced map (mostly an open map)
Title: Re: Nerf ranged
Post by: Thomek on December 12, 2013, 02:42:12 am
Kafein is right in that since blocking is now done very very well by a majority of players, ranged and melee alike, ranged is a faster way to kill someone in a 1vs1.. Simply said, as the melee defense of everyone are so good as they are, ranged becomes relatively more effective. And that's ALSO probably one of the reasons we see this much ranged.
Title: Re: Nerf ranged
Post by: Kafein on December 13, 2013, 01:30:47 pm
Again, too much one dimensional. First of all, you should avoid getting caught in such a scenario at the first place as much as you could, if you're a non shielder. Secondly, there should be objects that you should be able to use as cover.Thirdly, if you can succesfully dodge for enough of a time and reach the archer; now you'll have the advantage of melee fighting. To least to say, there should be some teammates helping you: a shielder you can hide behind, a cavalry that is backstabbing him, a horse archer bumping/shooting him, an archer shooting him down.

If there's no one else to help you:
1- you're either the latest survivor your team, swarmed by some enemy ranged (4v1 or so)
2- you were ramboing
3- You were careless
4- You were plain unlucky and a bit careless
5- It's an unbalanced map (mostly an open map)

Let's say I get behind cover or just "avoid this scenario". Now what ? This is the usual "It's not my problem" solution, which is not an actual solution. If nobody is ready to take some risks to go kill the enemy ranged, then nobody will do it. Of course, that's what actually happens.

Also, if you add other people that are commited to helping me (which is not realistic, just saying), then you have to add as many enemy archers. A cav guy sure as hell won't charge multiple ranged unless they are so close to each other it's possible to surprise and bump them all. A shielder will not actually do anything to protect me even if he wants to given current shield sizes. The only valuable asset would be ranged on my side. But then I might as well be ranged myself. I wonder how many people made the same reasoning, lets look at EU_1 herpaderp
Title: Re: Nerf ranged
Post by: Hirlok on December 13, 2013, 01:41:41 pm
Kafein - you are a funny guy, but no idea what game you have been playing over the last couple months.

Come to NA1 and see happy shielders murdering archers, and strong and proud archers making a stand and die like men (or fuck up arrogant melee with a knife).


(((oh, and I have seen this on EU1 as well, been lurking there quite a bit recently and having fun despite having 300 ping )))

((((I've even seen a HORSE ARCHER on EU1 getting off his horse at end of round, grabbing a 2h and fucking up the remaining melee guy 1vs1, happened minutes ago))))
Title: Re: Nerf ranged
Post by: Kafein on December 13, 2013, 01:45:48 pm
Kafein - you are a funny guy, but no idea what game you have been playing over the last couple months.

Come to NA1 and see happy shielders murdering archers, and strong and proud archers making a stand and die like men (or fuck up arrogant melee with a knife).


(((oh, and I have seen this on EU1 as well, been lurking there quite a bit recently and having fun despite having 300 ping )))

((((I've even seen a HORSE ARCHER on EU1 getting of his horse at end of round, grabbing a 2h and fucking up the remaining melee guy 1vs1, happened minutes ago))))

Well yeah, I've been playing the EU meta, where people instantly go the other way if they see archers, because that's the safest thing to do.

Ranged tends to die when their team has already lost, because no ones goes for them.
Title: Re: Nerf ranged
Post by: CrazyCracka420 on December 13, 2013, 03:09:57 pm
The better infantry blob still wins the battle maps, not archers.  At least on NA.  It's been that way for years.
Title: Re: Nerf ranged
Post by: Zlisch_The_Butcher on December 13, 2013, 03:53:07 pm
The better infantry blob still wins the battle maps, not archers.  At least on NA.  It's been that way for years.
This is usually the case in EU as well, however, with the current amount of ranged there playing melee isn't really fun, imo ranged and to a greater extent horseranged should always be underpowered to compensate for how onesided their gameplay is, currently even if it already is slightly underpowered (not enough imo, all ranged could use a damage nerf), there is so much ranged in EU (usually about half the server these days from my experiences) that we need bigger nerfs to compensate in order for melee fun, cause if melee feels like it doesn't get to enjoy its actual gameplay features ever without getting shot (as in, melee) they'll switch to ranged and to a lesser extent cav or just quit, the sooner some harsh nerf that could be lowered after a while is implemented, the less harsh a nerf is needed to break the endless spiraling growth of ranged. Infantry is still probably the biggest damage dealer, let's be real here, but when infantry feels like they die to ranged/cav more than to other infantry their gameplay feels horribe, cause unlike cav and ranged infantry can't engage from long distances/choose who and when to engage and then run off at extreme speeds.
Title: Re: Nerf ranged
Post by: Osiris on December 13, 2013, 03:57:34 pm
This is usually the case in EU as well, however, with the current amount of ranged there playing melee isn't really fun, imo ranged and to a greater extent horseranged should always be underpowered to compensate for how onesided their gameplay is, currently even if it already is slightly underpowered (not enough imo, all ranged could use a damage nerf), there is so much ranged in EU (usually about half the server these days from my experiences) that we need bigger nerfs to compensate in order for melee fun, cause if melee feels like it doesn't get to enjoy its actual gameplay features ever without getting shot (as in, melee) they'll switch to ranged and to a lesser extent cav or just quit, the sooner some harsh nerf that could be lowered after a while is implemented, the less harsh a nerf is needed to break the endless spiraling growth of ranged. Infantry is still probably the biggest damage dealer, let's be real here, but when infantry feels like they die to ranged/cav more than to other infantry their gameplay feels horribe, cause unlike cav and ranged infantry can't engage from long distances/choose who and when to engage and then run off at extreme speeds.

tis why i haven't been playing much this week ^^ even as a shielder i spend most of the time hiding from ranged, I get more melee combat in native or so it seems. (and when i do meet melee in crpg it seems to be fucking rondelmy old friends) I might give eu2 a try sometimes tho
Title: Re: Nerf ranged
Post by: Kafein on December 13, 2013, 04:00:26 pm
Being attacked in melee, blocking attacks and defending yourself is gameplay. Getting shot is the game metaphorically giving you the finger.
Title: Re: Nerf ranged
Post by: Ronin on December 14, 2013, 03:07:29 pm
I know it's going to be a long post, but I couldn't shorten it better.

Let's say I get behind cover or just "avoid this scenario". Now what ? This is the usual "It's not my problem" solution, which is not an actual solution. If nobody is ready to take some risks to go kill the enemy ranged, then nobody will do it. Of course, that's what actually happens.
Archers are better left to the end of the round, with mostly inf+cav or archer+inf combination. That's how I see it works. An archer being chased with an infantry can't do much but to kite. One of the duties of cav is to prevent archers from kiting. A friendly archer also works well although cavalry is better for this job than archers.


Also, if you add other people that are commited to helping me (which is not realistic, just saying), then you have to add as many enemy archers. A cav guy sure as hell won't charge multiple ranged unless they are so close to each other it's possible to surprise and bump them all. A shielder will not actually do anything to protect me even if he wants to given current shield sizes. The only valuable asset would be ranged on my side. But then I might as well be ranged myself. I wonder how many people made the same reasoning, lets look at EU_1 herpaderp

I strongly disagree. No one should be committed to help you only, all the team should be committed to helping each other. You protect your teammates, he helps you, another guy helping you both. That is called teamwork and the reason why I like battle over other gamemodes, is the availability of teamwork. If I want to chop some heads without much thought, I go to siege, duel, DTV. If I want to enjoy some teamwork, I go to battle. It's not even like I am forced to choose any of them. I can simply leave one, and join another whenever I want.

The thing is, as a melee player/cav you should not try to chase down enemy archers at the beginning of the round. That is just strategically wrong in many ways. Because it 1) it puts you at the greatest risk. 2)It is not worth it, eliminating opposite melee before they do serious damage is much more important. Believe it or not, melee has the potential to do more damage in a much shorter time; thus they must be focused early on. Even if I was an archer, I would be focusing on melee first, because they are the biggest threat in the short term, lest they come close to me! Archers has the tendency to do more damage when they have been given more time compared to infantry. Though as a side note, they also tend to be useless when an infantry chases them.

As I already explained, as an infantry that's why I don't want to put myself at risk by chasing archers. The main thing I do is to protect my archers and kill foolish infantry players that comes close. Protecting my archers makes them to do better in performance, and eliminating the biggest threat to my team in short term (enemy inf) is also great for helping my team. That leaves my team with archers+inf versus some archers. At this point, my team even outnumbers the enemy team most of the time. Even if not, we still win.

If I am a cavalry (I do that with a STF sometimes, also including horse archers). I try to do something similar, not putting myself as a target for archers and helping my teammates wherever I can. Of course, I focus on helping my infantry rather than trying to approach enemy archers. Again, for the risk/reward reasons. Later on, this leaves my team with inf+cav versus archers mostly (because, protecting archers are harder to do as cavalry). When my teammate infantry gets up close to the remaining archers, archers try to kite them. That's where I'm coming in. The enemy archer, being at great stress due to being chased down does not have the time to both shoot me back or my teammate. I simply bump him. It is an easy kill for the friendly inf. Even if there are some infantry protecting him, my teammate inf begins clashing swords with him. I simply walk over the enemy archer, attack/shoot him. If things are even:

2 archers and 2 inf
vs.
2 inf and 2 cav

infantry players fight with each other, 2 cavalry handles 2 archers with ease. Even if archers can shoot back, horses don't die in 2-3 shots that easily.

Without any teamwork, you can not hope to win in battle. I try to measure the odds and the elements (class distribution), and try my best to overcome this situation for my team. Some people like to flank as AGI infantry and backstab enemy melee players. Some, try something different. Every method is good as long as it works. Every element (in this case every class) has it's purpose, and none is stronger than another mostly. Believe it or not, 1 inf and 1 archer as a small squad in battle is much more effective than 2 archers. Because 2 archers can not do shit when an inf comes close, the other can. If I was an archer, I'd like to stick with an infantry.

I did not even discuss inf/thrower. That class has even more chances to adapt to different situations.

My main? It's 2hander. I had nearly 0 problems with ranged so far with such tactics. Mostly, using scene objects as a cover did give me survivability. It's not like archers do me much damage at all even if I'm hit. Horse archers are doing like 1/8 damage to chest.
If I start to fail playing that way, I simply try a different approach. If I find sucha playstyle boring, then I simply change my class and take something that suits my interests. For example, I do many mistakes. Therefore I choose wear heavy armor, it is hard to dodge with it but it protects you better when you get shot or get hit. I can choose to wear lighter armor to get more mobility and dodging potential. etc.


Edit:
Protecting archers make it even easier to fight against the remaining HA at the end of the round.
Title: Re: Nerf ranged
Post by: Thomek on December 14, 2013, 06:05:38 pm
just in from EU1 now:

(click to show/hide)
Title: Re: Nerf ranged
Post by: San on December 14, 2013, 07:51:21 pm
Quote
2 archers and 2 inf
vs.
2 inf and 2 cav

infantry players fight with each other, 2 cavalry handles 2 archers with ease. Even if archers can shoot back, horses don't die in 2-3 shots that easily.

Tactically, I believe the archer group has the advantage in most situations.

If there's any sort of distance between the two groups, the archer group would win, due to the initial damage output from the arrows. It would take a good 20 seconds+ for the melee group to even get there, allowing the melee to repel the cavalry up close. Whoever's melee group wins also wins the fight, and the cav won't be helpful against melee until the melee groups are fighting. The archers can also focus on the melee and allow the infantry to dispatch the cav if they don't get off their horses. If there are any props that provide cover at all, even a simple wall, the archer group also has a higher chance of winning. If both teams are wounded prior to the engagement, the advantage is heavily favored towards the ranged group even more.

I could imagine your example only working on an open field when all 4 players are already very close to each other. The non-ranged group can win in the other disadvantaged situations only if the cav are better players.
Title: Re: Nerf ranged
Post by: Thomek on December 14, 2013, 07:59:31 pm
It's as simple as this, archers+infantry is better than archer+archer or infantry+infantry.

In cRPG we also have a line of infantry in front of the archers to soak up damage and delay the enemy while pew pew shoots.

Anyone ever played an RTS like rome?
Title: Re: Nerf ranged
Post by: Ronin on December 15, 2013, 03:10:08 pm
I could imagine your example only working on an open field when all 4 players are already very close to each other. The non-ranged group can win in the other disadvantaged situations only if the cav are better players.
Actually the picture I had in mind was very close to something like that. Although one must not forget the objects can also work in the favor of cavalry too (like big buildings and ruins that will let cav to hide and take cover from arrows).

Sometimes, cavalry can help infantry vs infantry fights to leave archers alone; without the protection of their infantry. It is really up to the situation and other factors. Overall I must agree with the fact that cavalry is a very situational class, sometimes even your teammates refuse to cooperate with you. My point in mentioning them was just one of the examples of how to deal with enemy archers.