cRPG

cRPG => Suggestions Corner => The Chamber of Tears => Topic started by: Grumpy_Nic on June 05, 2014, 09:39:51 pm

Title: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 05, 2014, 09:39:51 pm
No heavy cav to kill them, paperhorses die charging them. Pretty cool. Mad.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 05, 2014, 10:29:28 pm
What stats should the horses have?
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 05, 2014, 11:55:47 pm
What stats should the horses have?

Multiply all maneuver values by 1.1, add 2 speed to all horses
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on June 06, 2014, 12:45:10 am
Give them armor so they can actually attack this horrific archery gayness that's going on EU1 atm. This shit is just gamebreaking atm. As 2H and polearm I'm reduced to protecting friendly archers. If our team is gonna win, I won't even get a chance to fight anything. If we lose, I get ganked by 5 melee and 15 archers and throwers. Horse archers are topping the score board every single map cuz someone thought it would be a good idea to give them heavy horses and let no one else ride them.

Also please unfuck my 1H cav build by giving us an actual respec..........
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 06, 2014, 01:01:48 am
Also unfuck riding skill. The problem with horse balance right now is that riding is such a poor skill overall, the only point of it is to get just enough to use whatever horse you want to use. Pretty much like shield skill.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Sparvico on June 06, 2014, 01:07:51 am
Inb4 every HA that already had 8 riding anyhow scoops up a +3 eastern or cataphract on the cheap cause all the silly market dwellers think they were nerfed.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 06, 2014, 02:00:46 am
Multiply all maneuver values by 1.1, add 2 speed to all horses

Other than that, horses are internally balanced decently enough with each other? Having 44-46 to 53 maneuver on horses would be funny since I can't imagine how such a high value would translate in-game. I think it could actually work (maybe not *that* high, but some cav-wide improvements) as long as the bump mechanics are tweaked. Bump slash/stab damage is way too high for an attack akin to crushthrough, but with it reduced, I feel that horses could receive better stats without that crutch. Doesn't 46 speed already match some of the fastest race horses IRL?

Edit: Minimum speed before couching would also need to be increased.

Also unfuck riding skill. The problem with horse balance right now is that riding is such a poor skill overall, the only point of it is to get just enough to use whatever horse you want to use. Pretty much like shield skill.
I played 25-15 cav for a long time and thought the same. When the notion of increasing riding requirements came to light, I decided to try out what higher riding felt like and the boost was much more noticeable than expected. Trying 15-21, 15-24, 12-27, and 9-30 on STF and looking at their damages, they're actually not too far from each other in effectiveness. The horse's acceleration improves considerably, as well as the ability to accelerate from low->knockdown speeds from bumps.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Admiral Ballsack on June 06, 2014, 05:28:01 am
What stats should the horses have?
I don't really think stats are the issue, a lot of cav on will always be lame but there are ways to counter them. I'm not sure if you've seen Giggle recently, but he has 0 power strike and one-two hits most people with his morning star on horseback maybe something with that needs a change.(speed bonuses just trying to throw out ideas.) I agree with de-fucking the riding requirements 8 is TOO much in my opinion.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Strudog on June 06, 2014, 07:44:42 am
i see the same amount of cav as before the riding patch on EU1, so i don't know what people are complaining about in terms of number of cav, with archers, i have just hopped onto a STF and i must admit the 1 weight decrease has meant archers can kite a lot better than usual and can pretty much runaway from most people. But i see no influx in the amount of archers.

And i am normally the first to complain about archers.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Smoothrich on June 06, 2014, 08:15:03 am
Arrows shouldn't be penetrating the broad side of heavily armored horses, or for balance sake do much less damage, so you can use your horse's armor properly like a medieval tank and deflect shit by using good angles while approaching or retreating. Riding directly at archers who hit you in the head should be just as much if not more punishing, but what is aggravating is making passes or loops around hordes of camped archers who can focus fire through your armor in a few seconds flat regardless of how fast or what direction the horse is going in.

Annoys me about armor in general, all pierce damage is so strong against it, when really it should just be well aimed pierce attacks, since a spear point or arrow head would bounce off good armor at a bad angle.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: 722_ on June 06, 2014, 09:05:53 am

Edit: Minimum speed before couching would also need to be increased.

Please don't, I love being able to couch on my donkey
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 06, 2014, 09:13:46 am
Other than that, horses are internally balanced decently enough with each other? Having 44-46 to 53 maneuver on horses would be funny since I can't imagine how such a high value would translate in-game. I think it could actually work (maybe not *that* high, but some cav-wide improvements) as long as the bump mechanics are tweaked. Bump slash/stab damage is way too high for an attack akin to crushthrough, but with it reduced, I feel that horses could receive better stats without that crutch. Doesn't 46 speed already match some of the fastest race horses IRL?

Horses used to be way better than they are today in speed and maneuver and it didn't cause much problems back then, beside being fun.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Molly on June 06, 2014, 09:43:42 am
Please don't, I love being able to couch on my donkey
Can confirm. He actually managed to donkey-couch me during DonkeyRace preparation. Not even with a 13 riding STF but with a normal char. :lol:
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Sniger on June 06, 2014, 10:49:16 am
no matter how heavy cav you will have they wont charge enemy archers that are aware, they dont work like that. they are more concerned about the horse HP than their own HP. 1 arrow = loose HP.

"no can do, must turn around and wait for backstab with my zillion armorpoints horse"

and, in my optic, the counter to range is shield, not cav. in crpg, cav counters everything but HA/HX (remove ranged cav from the mod) since they are only backstabbing and not charging as they should IMO. im dreaming of crpg cav that know how to teamwork and move in formation and charge as one into bunch of infantry, completely disregarding their HP. awesome. backstabbing cav = easy noob-mode.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 06, 2014, 01:18:08 pm
Trying 15-21, 15-24, 12-27, and 9-30 on STF and looking at their damages, they're actually not too far from each other in effectiveness. The horse's acceleration improves considerably, as well as the ability to accelerate from low->knockdown speeds from bumps.

Sure, making a build like that would work, thinking of 15/24 right now. But wait... I was 24/15 and got 3 Str back... my mamluk and plated charger need 8 riding... uhm... hmmmm... cant really work it out... help me a bit plz, I'm bad at math.

You know its not that terrible to have the stats we have right now (a bit terrible though) but the thing that really hurts is that the first time I decide to go above lvl32 and choose a build for that, it is fucked. This is what is frustrating. You shit on hundreds of gameplay hours, thats what.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Joseph Porta on June 06, 2014, 06:35:20 pm
What stats should the horses have?
My arabian should have 55 maneuvre and 32 armor cause lol.

Multiply all maneuver values by 1.1, add 2 speed to all horses

On a more serious note, more maneuvre would be noice for horses that a specified in that 'catagory'.

Loomed horses are fast already, id like to keep that value - unloomed could get a buff.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: 722_ on June 06, 2014, 08:21:36 pm
Can confirm. He actually managed to donkey-couch me during DonkeyRace preparation. Not even with a 13 riding STF but with a normal char. :lol:

6 riding :)
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 06, 2014, 09:33:46 pm
Cav is already strong

Either nerf ranged offensive abilities or their abilities in melee. 0 slot 1 handers are way too good. You can use a 2 hander with 1 stack of arrows even. 1 handers are too good without a shield. If you want to do melee you should play a melee character.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 06, 2014, 10:17:40 pm
Really, just check EU1, its disgusting.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 07, 2014, 02:34:52 am
Horses used to be way better than they are today in speed and maneuver and it didn't cause much problems back then, beside being fun.

It shouldn't, since the timing is going to be similar once they actually approach a melee player. It'll mostly affect cav vs. cav, which is good. The problem is that current bump mechanics are quite frankly retarded, so currently I feel that acceleration into bump/couch speeds and bump slash/stab damages need to be tweaked, then change leg armor to 1/2 armor (maybe up to 2/3) so it scales properly with horses instead of a flat 0. I think that rolling was a great first step, and once some of the aforementioned changes go into effect, I feel that cav have room to have better speed and maneuver without negatively impacting balance too much.

What were the stats before? I believe that speed and riding were reduced by 2 during the patch that changed riding to be agi/3 instead of agi/6, but I assume that horses had native stats back even before that time? The riding requirement change is the reason why I thought increasing maneuver by 1.1x for instance would be too much.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: MURDERTRON on June 07, 2014, 06:39:55 am
High speed seems to negatively effect maneuver, so don't forget that.  Also fix it so jumping while getting bumped doesn't negate almost all bump damage.

Cav is already strong

Either nerf ranged offensive abilities or their abilities in melee. 0 slot 1 handers are way too good. You can use a 2 hander with 1 stack of arrows even. 1 handers are too good without a shield. If you want to do melee you should play a melee character.

1h Stab is still too strong (or fast) and you can do whatever spin you want with it because there's almost no spin restriction for 1h.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Molly on June 07, 2014, 01:41:35 pm
EU1 5 minutes ago...

visitors can't see pics , please register or login
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on June 07, 2014, 03:06:32 pm
Lot of this is due to clans like Mercenaries and Seljuks banner stacking archers. Those guys in turbans are prolly Seljuks? Imo that's lame* and should be dealt with by the autobalancer by splitting all ranged and and cav units 50/50 on both teams as suggested many times before. Before the patch we had a problem with Barabe stacking tons of heavy cav in one team.

Oh and the maps. Eff these maps where ranged can go on roofs or hills and be in total safety from anything but enemy ranged.

I would love to hear from devs and balancers like Tydeus how we are supposed to counter that "tactic". Flags spawn under that damn roof as well.

*=Let's edit this a bit. I don't mean to say that coordinated archer or cavalry squads are lame in any way, on the contrary, the game needs that teamwork like Seljuks for example seem to be doing. However when the only reason why that team is winning is not the teamwork, but the sheer amount of that specific class (like GK in the good old days), that's when it gets annoying.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 08, 2014, 12:36:14 pm
That map is really retarded by the way. A city is bad enough, but it even has accessible rooftops like that one.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: F i n on June 08, 2014, 12:54:04 pm
Give cav a bonus in riding and a huge bonus for the horsearmor when they"re in formation (like in shieldwalls).

Call it formationbonus or what ever.

That would make them much stronger if they work together, charging the enemy (or archers), without buffing kiting HA.

Also this would be a much more logical way to limit the use of the heavy horses. For example, keep the riding skill req low but make them slower and give em less armor. When theyre used in formation they can use their full potential and get rewarded, if they're tanking solo, they're just another horse.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: korppis on June 08, 2014, 01:02:39 pm
That map is really retarded by the way. A city is bad enough, but it even has accessible rooftops like that one.

On the contrary, city maps provide best cover from ranged. Where will you hide on a map with no buildings, but just one hill on each side and ranged having line of sight everywhere on the map?
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: kono yaro! on June 08, 2014, 01:19:32 pm
Horses used to be way better than they are today in speed and maneuver and it didn't cause much problems back then, beside being fun.

If it was so much fun then why do you think they were nerfed? I disagree with increasing horse maneuverability. They are already too agile and easy to control.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 08, 2014, 02:51:29 pm
On the contrary, city maps provide best cover from ranged. Where will you hide on a map with no buildings, but just one hill on each side and ranged having line of sight everywhere on the map?

Accessible rooftops are the worst because they provide invulnerability to everything except range.

Now, it's true city maps give cover, however they also lock cav, which is "supposed" to deal with ranged. The problem on most open maps is that they aren't flat. Even very smooth slopes utterly destroy cav, hence why most random plains are worse than cities for cav. However, the ideal map would be flat and open, because this forces the game to be centered on teamplay and more importantly, combined arms.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 19, 2014, 02:51:45 pm
crpg has become a backup program for me, I just join battle with my thrower or 2h/pole and play for about 30 seconds or up to 1 minute. Until then, I got shot to shit and I have about 5 minuets to do something else until the next round starts. Gets xp/gold steadily. When I really feel I wanna play a long round I hide for 5 minutes until I show myself and then get shot to shit, or I ride around far far away from archer crowds/nests and survive for some time.
Nice patch, would update again.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 19, 2014, 04:24:12 pm
There are other game modes you know, let archers shoot each other if they enjoy that.

Pro tip : archers only enjoy taking potshots at defenseless infantry, not an actual challenge. If you leave they'll try to follow you.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Corsair831 on June 19, 2014, 04:32:15 pm
you guys all just fucking suck at playing cav

i play the_responsible_cow with a fucking great lance and a destrier and i can still kill archers with no problem
if you can't kill ranged with a heavy horse and a cav sword / lance, then simple, you just suck
the way the game is balanced with regards to archery/cavalry right now is absolutely fair IMO

(Disclaimer: i don't play ranged, so i am not biased on their side)

EDIT: san please don't listen to these guys, look amongst the ranks of the complainers and you'll see there isn't one decent player complaining, the calibre of players here wanting horses to be buffed again are the ones who completely rely on overpowered horses to get all of their kills, instead of actually knowing how to play the game. the balance is perfect the way you have it now.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 19, 2014, 04:37:24 pm
u guys do know that you're trying to bring reasonable arguments in "The Chamber of Tears"? Fuck ranged spam and fuck its parents

Edit: the reason I created this thread in this part of the forum is to QQ
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Corsair831 on June 19, 2014, 04:38:11 pm
EU1 5 minutes ago...
(click to show/hide)

i count 8 archers on a team of presumably 30 players, i completely fail to see the problem with this. if you have a clue how to play this game you will --not-- attack that archer fortress, and you will instead wait for the flags system (the whole point of which is to stop archers camping roofs), and win the round.

EDIT: it should also be noted here perhaps that your team is 10 players ahead at this point, so perhaps that ranged roof camping, whilst yes it is lame, is both not effective and easily counterable :))))
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 19, 2014, 04:40:51 pm
i count 8 archers on a team of presumably 30 players, i choose to completely fail to see the problem with this. if you have a clue how to play this game you will --not-- attack that archer fortress, and you will instead wait for the flags system (the whole point of which is to stop archers camping roofs), and win the round.

EDIT: it should also be noted here perhaps that your team is 10 players ahead at this point, so perhaps that ranged roof camping, whilst yes it is lame, is both not effective and easily counterable :))))

Fixed it, you're welcome
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 19, 2014, 04:45:50 pm
If they're confident in their arguments, they would put this in game balance discussion. I can always admit to being wrong with a good case against any choice. I made a topic for reducing some of the difficulties a bit since admittedly the charger+ don't *need* 8 riding difficulty and it didn't receive enough votes. There's also that partial respec that could've been handled better, too.

If 1 team has good ranged and the other team doesn't, it's always going to be a problem without a sufficient amount of hard counters.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 20, 2014, 09:51:30 am
i count 8 archers on a team of presumably 30 players, i completely fail to see the problem with this. if you have a clue how to play this game you will --not-- attack that archer fortress, and you will instead wait for the flags system (the whole point of which is to stop archers camping roofs), and win the round.

EDIT: it should also be noted here perhaps that your team is 10 players ahead at this point, so perhaps that ranged roof camping, whilst yes it is lame, is both not effective and easily counterable :))))

Yes let's have a boring game. Because it's totally reasonable to wait 5 minutes every single round in order to play for ten seconds and win if you are lucky. If you even are lucky with flag placement that is (I'm pretty sure at least two flag zones on that map are inside the death zone of that roof).

If this tactic is uneffective anyway (which it absolutely isn't because not that many people are tryhards), why not just remove all those accessible rooftops ? They bring nothing of value to the game.

I'm not saying flags are useless, because obviously it was an important step forward. But it wasn't enough.

you guys all just fucking suck at playing cav

i play the_responsible_cow with a fucking great lance and a destrier and i can still kill archers with no problem
if you can't kill ranged with a heavy horse and a cav sword / lance, then simple, you just suck
the way the game is balanced with regards to archery/cavalry right now is absolutely fair IMO

(Disclaimer: i don't play ranged, so i am not biased on their side)

EDIT: san please don't listen to these guys, look amongst the ranks of the complainers and you'll see there isn't one decent player complaining, the calibre of players here wanting horses to be buffed again are the ones who completely rely on overpowered horses to get all of their kills, instead of actually knowing how to play the game. the balance is perfect the way you have it now.

It's hilarous you start arguing skill when you are the guy complaining about horses being too strong against ground troops. Horse moves are telegraphed and everything they do is immediately counterable no matter what class you play. I call L2P.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Sniger on June 20, 2014, 12:52:56 pm
Remove or change valour. Then you will decrease amount of 2h/polearms and then amount of range will naturally drop.

Its pretty simple. But fanboys are blind ;)  :P
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Corsair831 on June 20, 2014, 02:47:50 pm
Yes let's have a boring game. Because it's totally reasonable to wait 5 minutes every single round in order to play for ten seconds and win if you are lucky. If you even are lucky with flag placement that is (I'm pretty sure at least two flag zones on that map are inside the death zone of that roof).

If this tactic is uneffective anyway (which it absolutely isn't because not that many people are tryhards), why not just remove all those accessible rooftops ? They bring nothing of value to the game.

I'm not saying flags are useless, because obviously it was an important step forward. But it wasn't enough.

It's hilarous you start arguing skill when you are the guy complaining about horses being too strong against ground troops. Horse moves are telegraphed and everything they do is immediately counterable no matter what class you play. I call L2P.

flag doesn't take 5 minutes, you're bad
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on June 20, 2014, 03:10:08 pm
flag doesn't take 5 minutes, you're bad

It takes long for the rest of your team to die usually. The flag spawns when there's only five guys in one team alive. And in that map it spawns right under the archer roof most of the time.

Can't really say if heavy cav is or isn't effective against ranged anymore, cuz devs still haven't given us a real respec to actually play the class. Most of the time when I see you on EU1 you just couchlance unaware opponents in the back with retarded suicide charges Corsair :wink: I doubt you do very well against a group of archers with that paper horse :lol:
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Crob28 on June 21, 2014, 03:00:06 am
Please don't, I love being able to couch on my donkey

Can confirm. He actually managed to donkey-couch me during DonkeyRace preparation. Not even with a 13 riding STF but with a normal char. :lol:

Only thing that shocks me here is that I haven't seen a STF with a practice lance named Donkey Punch
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 21, 2014, 08:02:18 am
If they're confident in their arguments, they would put this in game balance discussion. I can always admit to being wrong with a good case against any choice. I made a topic for reducing some of the difficulties a bit since admittedly the charger+ don't *need* 8 riding difficulty and it didn't receive enough votes. There's also that partial respec that could've been handled better, too.

If 1 team has good ranged and the other team doesn't, it's always going to be a problem without a sufficient amount of hard counters.
,
Why do you (not you but dev team) insist on making them good all rounders then if they should have counters?

A xbower can have a good shield (anti ranged and anti melee), great melee weapons, plenty of WPF to split enough into melee and xbow, decent armour. Now you even gave more/better choices with anti cav 1 slot weapons. People with a melee inclination see no reason not to play ranged as well now, its not just ranged players that go ranged. Jack of all trades with few drawbacks push people towards that playstyle.

Its not just xbowers either, archers have good armour and very good melee weapons too, even 2 handers if they want. You shouldn't have your cake and eat it too, you should make a choice between being strong in one area or another. Melee doesn't shoot anyone..but ranged should shoot and have good melee capability? If its to stop kiting it doesn't work, they just kite until forced into melee anyway. Some 0 slot 1 handers are better than 1 slot. Its backward.

You could mess around with the slot system. Stop xbowers using shields. Get ranged using 0 slot 1 handers and make them light and without stabs
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 21, 2014, 04:05:02 pm
If as a dedicated melee you fail to kill archers and xbowers in melee you are just unlucky or plainly not as skilled as they are. I think it's mostly fine, except the ability to turtle behind a shield, maybe. What isn't fine is that the reverse is completely untrue. It doesn't take any failure to be shot to death, hence the best player can be killed by an absolute scrub easily, if the scrub uses a ranged weapon (like all true scrubs do). That has to change.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 21, 2014, 04:35:21 pm
I don't use xbow very often, so I tend to not really make any suggestions about it. "Item balancer" is just a glorified game balance discussion thread. The only changes to xbows that I can think of involve game mechanics changes. I don't think they can be balanced in the way you speak purely through stat alterations.

Even though you're generally correct, I believe that the difference in wpf between a pure melee build and an xbow hybrid is enough for a noticeable advantage over the latter. I also still don't understand how an xbower with a shield is much better than one without, since there is a skill investment, slot investment, and weight penalty applied to the existing 10-16 weight from the xbow+bolts.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Gurnisson on June 21, 2014, 05:47:55 pm
I also still don't understand how an xbower with a shield is much better than one without, since there is a skill investment, slot investment, and weight penalty applied to the existing 10-16 weight from the xbow+bolts.

Because the crossbow class is mostly used to shoot my old friendchers down, and join in the melee brawl in the end. Using a shield to get in cover is a massive asset for the job you're supposed to do. Without it, you're a huge target for enemy archers and will have problems reloading on several types of maps, which might make you a worse-off infantry almost from the get-go.

I had a 2h/xbow alt that I changed to 1h/xbow after the free respec, and I grabbed 4 shield skill as well. This often massively boosted my influence on rounds.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 21, 2014, 06:30:42 pm
If as a dedicated melee you fail to kill archers and xbowers in melee you are just unlucky or plainly not as skilled as they are. I think it's mostly fine, except the ability to turtle behind a shield, maybe. What isn't fine is that the reverse is completely untrue. It doesn't take any failure to be shot to death, hence the best player can be killed by an absolute scrub easily, if the scrub uses a ranged weapon (like all true scrubs do). That has to change.

I don't see why a melee character shouldn't have a significant advantage in melee range. To make up for no ranged capability the ranged player should be similarly handicapped when they're at melee range. That to me is a fundamental of game balance - pros and cons, strengths and weaknesses, playing to your strengths and minimising your weaknesses by the way you play. If a ranged player finds himself in melee range I don't see why he should have such good melee capability as well. Simply having manual block eliminates the melee player's damage, the same as a shield can against ranged. Why do they need more?

About shields..they obviously give you an extra layer of protection - both from actual counters i.e ranged (melee vs melee with few downsides isn't a counter), and it allows even the worst players to take a melee player out of the combat until the shield breaks, unless they outnumber the person 2:1+ and can nudge. If you don't spend your time hitting a shield they will just run away to reload, if you do spend your time hitting the shield you aren't helping your team in more effective areas. Then add on top the ridiculous 1 hand stab and they even have 0 slot 1 handers with a 29 pierce insta stab and OK swings. The balance is just really bad when it comes to hybriding melee with ranged
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 21, 2014, 06:32:15 pm
That makes sense. Most of the xbow players I see simply hide in the back/whichever place has the best cover available and snipe while hidden from view.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 21, 2014, 07:58:22 pm
I don't see why a melee character shouldn't have a significant advantage in melee range. To make up for no ranged capability the ranged player should be similarly handicapped when they're at melee range. That to me is a fundamental of game balance - pros and cons, strengths and weaknesses, playing to your strengths and minimising your weaknesses by the way you play. If a ranged player finds himself in melee range I don't see why he should have such good melee capability as well. Simply having manual block eliminates the melee player's damage, the same as a shield can. Why do they need more?

About shields..they obviously give you an extra layer of protection - both from actual counters i.e ranged (melee vs melee with few downsides isn't a counter), and it allows even the worst players to take a melee player out of the combat until the shield breaks, unless they outnumber the person 2:1+ and can nudge. If you don't spend your time hitting a shield they will just run away to reload, if you do spend your time hitting the shield you aren't helping your team in more effective areas. Then add on top the ridiculous 1 hand stab and they even have 0 slot 1 handers with a 29 pierce insta stab and OK swings. The balance is just really bad when it comes to hybriding melee with ranged

They don't need more and they really don't have more at the moment, that's my point. You are arguing like 0 slot 1h are the best weapons out there when factually they are the absolute worst by a very large margin.

In my opinion a pure melee should not hard counter a ranged class in melee neither should a pure ranged hard counter melee at range. I think the current state of the first issue is fine, because if you are a better player you can beat a bad player with a much better melee build. That's why melee combat in Warband is awesome. The other issue is much more problematic in its current state because pure range does indeed hard counter infantry at range, and it's one of the hardest counters in the game.

The point I agree with you is that shields are globally too good for people that rely on shields to waste time (armpit sweat does this, all the time), and something should probably be done about that. On the other hand, I think you need to acknowledge you bias when you say 0 slot 1h are too good.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 21, 2014, 08:26:45 pm
My argument is that 0 slot weapon stats are too good for the number of slots they take up. 29 pierce 1 hander stab with decent reach and decent side swings is too much. They allow you to have very good ranged and melee with a shield even

Don't know if link will work, but look at the Broad Short Short for eg. I'd rather use that than a lot of 1 slot weapons

http://c-rpg.net/index.php?page=equipshop&cat=onehanded#!?page=itemdetail&id=520

When I say why do they need more..I mean shields only defensively counter a ranged attack, you can't follow up with an attack of your own. So why do ranged need to have good melee to follow up after a manual block? The manual block or shield block in melee completely eliminates the melee damage. Why do you need more considering melee don't do anything against ranged with the shield? Its having your cake and eating it, pewpewing when it suits, then doing decent melee when that suits

I don't even think ranged should use more than light armour, but they do. Plus decent melee weapons (archers use 2 handers even), plus a shield.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 21, 2014, 11:27:40 pm
My argument is that 0 slot weapon stats are too good for the number of slots they take up. 29 pierce 1 hander stab with decent reach and decent side swings is too much. They allow you to have very good ranged and melee with a shield even

Don't know if link will work, but look at the Broad Short Short for eg. I'd rather use that than a lot of 1 slot weapons

http://c-rpg.net/index.php?page=equipshop&cat=onehanded#!?page=itemdetail&id=520

When I say why do they need more..I mean shields only defensively counter a ranged attack, you can't follow up with an attack of your own. So why do ranged need to have good melee to follow up after a manual block? The manual block or shield block in melee completely eliminates the melee damage. Why do you need more considering melee don't do anything against ranged with the shield? Its having your cake and eating it, pewpewing when it suits, then doing decent melee when that suits

I don't even think ranged should use more than light armour, but they do. Plus decent melee weapons (archers use 2 handers even), plus a shield.

I think the power that ranged classes have in melee is fine. It puts them at a considerable disadvantage against any dedicated melee class such that ranged players only survive an encounter with melee if they are considerably more skilled in melee than whoever attacks them. What you are advocating is basically to remove all possibility to express that skill, and I think it's a terrible idea with respect to everything Warband stands for. I'm running around with very light or no armor at all and a 1h weapon and I don't have much issues killing archers and crossbowmen in melee, at all. Even considering that I'm basically using equipment that makes their job of killing me in melee as easy as possible, as 0 slot anything sucks against any kind of serious armor. When I use my 2h 24/18 char with heavy armor I seldom block against those guys. I have reach, speed, damage, weapon weight, HP and armor significantly better than them, I don't really need a brain.

I acknowledge the same issue as you :
Why do you need more considering melee don't do anything against ranged with the shield?

But I would rather change the way a melee player can deal with range (that is, improve it) rather than change the way a range player can deal with melee. Any nerf of the latter can only remove skill from the game and turn this into a RPS a little bit more, and I can't accept that.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: kono yaro! on June 21, 2014, 11:34:08 pm
The melee ability of archers is not the thing you want to touch to bring the ranged frustation down. They would only kite more plus it doesn't make any sense.
It's not the ranged melee that we're concerned with, is it?
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Thryn on June 22, 2014, 04:58:52 am
mah 2 cents

+1 to slowing ranged projectiles

Buff cav, idc what stats - getting killed by them is better than this ranged shit
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 22, 2014, 02:59:11 pm
I think the power that ranged classes have in melee is fine. It puts them at a considerable disadvantage against any dedicated melee class such that ranged players only survive an encounter with melee if they are considerably more skilled in melee than whoever attacks them. What you are advocating is basically to remove all possibility to express that skill, and I think it's a terrible idea with respect to everything Warband stands for. I'm running around with very light or no armor at all and a 1h weapon and I don't have much issues killing archers and crossbowmen in melee, at all. Even considering that I'm basically using equipment that makes their job of killing me in melee as easy as possible, as 0 slot anything sucks against any kind of serious armor. When I use my 2h 24/18 char with heavy armor I seldom block against those guys. I have reach, speed, damage, weapon weight, HP and armor significantly better than them, I don't really need a brain.

I acknowledge the same issue as you :
But I would rather change the way a melee player can deal with range (that is, improve it) rather than change the way a range player can deal with melee. Any nerf of the latter can only remove skill from the game and turn this into a RPS a little bit more, and I can't accept that.

I see what you mean, but ranged vs melee can never be player vs player. The player getting shot can only try to avoid being hit..even if it was harder to hit players with projectiles they will only every be defensive counters. Especially when there are enough projectiles around, they will hit something regardless. When you get in melee range then its player vs player as both can do damage to each other and have the same counters. So I still don't see how it could be balanced to justify mixing good ranged ability with good melee.

I know RPS isn't desirable but projectile vs player will always be RPS even with a big overhaul of the ranged mechanics. It will still only be one player testing his own abilities rather than two players comparing them together. Even if you add more viable defensive counters, thats all they will be. Only one of the players can actually deal damage to the other until it comes to melee vs melee, and then there isn't really enough of a shift in power with the way the game is balanced atm. The better melee player will win, or the one who does best in that instance taking into account that they may well have been shot plenty already and whatever other factors might come into play. In practice it makes for some very bad game balance. You don't even need to attack back to completely negate damage by using manual block (or even use a shield), and when you get a chance you can kite again and its back to R,P,S
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 22, 2014, 04:54:48 pm
In my opinion if you reduce missile speed there will be a point at which that comparison will be fair, even if melee is unable to retaliate at range (which indeed isn't going to change for good reason). Slower missile speed means the one being shot can make a conscious effort of dodging the projectiles instead of just moving around hoping to not get hit. Hence yes that can be a comparison of skill at dodging and skill at shooting, which is fine by me.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Johnnyfirs on June 22, 2014, 05:56:23 pm
Perhaps you could add 0 difficulty shields?
They'd break pretty fast, but it's better than trying to dance your way out of an arrowstorm.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Thryn on June 22, 2014, 06:09:41 pm
As it has been stated before, shields should require a strength difficulty.

For instance:

Steel Shield
difficulty: 5      = 15 STR to wield

I find this is a logical suggestion, but if we (by we, I mean weapon balancers) implemented it, it will force upon us some more stat changing and some shielder buffing and some more respeccing and some more (etc etc rant rant)



Conclusion: mod is ded
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Renay on June 22, 2014, 06:21:08 pm
The solution is simple, we need plated donkeys that require 0 riding skill
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Smoothrich on June 22, 2014, 08:24:34 pm
Just add a chance for ranged damage to be deflected if you (or a horse) have decent armor on, so they focus on shooting light cav and other archers/agi stacked light guys and let the manly men brawl in the center like the HP sponges we want to be.

I think all pierce damage should be like this, highly damaging but a chance to be deflected like a glancing blow against decent armor. Make stabbing less mindless.

Pitchforks and crap shouldn't rear horses every time at bizarre angles either, add an element of skill so head-on charges still rear, but at the sides or bad timing and you glance. Hell you should still have a chance to be knocked down if you rear a horse with a polearm, since there's no "bracing" mechanic.. which would be a great addition if there was still a coder on the team
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Thryn on June 22, 2014, 08:32:52 pm
Just add a chance for ranged damage to be deflected if you (or a horse) have decent armor on, so they focus on shooting light cav and other archers/agi stacked light guys and let the manly men brawl in the center like the HP sponges we want to be.

I think all pierce damage should be like this, highly damaging but a chance to be deflected like a glancing blow against decent armor. Make stabbing less mindless.

Pitchforks and crap shouldn't rear horses every time at bizarre angles either, add an element of skill so head-on charges still rear, but at the sides or bad timing and you glance. Hell you should still have a chance to be knocked down if you rear a horse with a polearm, since there's no "bracing" mechanic.. which would be a great addition if there was still a coder on the team

Deflects = shitty in game (do you like glancing?)

Pitchforks and crap have good reason enuff to rear ponies
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Johnnyfirs on June 22, 2014, 08:33:33 pm
Just add a chance for ranged damage to be deflected if you (or a horse) have decent armor on, so they focus on shooting light cav and other archers/agi stacked light guys and let the manly men brawl in the center like the HP sponges we want to be.

I think all pierce damage should be like this, highly damaging but a chance to be deflected like a glancing blow against decent armor. Make stabbing less mindless.
This. So much.
If you read the novel "Azincourt" by Bernard Cornwell (based on tons of historical sources) you'd see the same. A good chunk of the heavy plated french cavalry wore the famed milanese plated armor from Italy, an armor that was shaped and formed to make arrows glance off it. Sure many of these arrows would still hit and sure the French lost the battle of Agincourt, but this kind of armor was still revolutionary in a time where the shield was fading away and replaced by tincans.
I'm not an expert in history, but this seems pretty logical too.
Maybe add a chance of deflecting arrows on the high tier armors? Not sure how it would be calculated tho.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Smoothrich on June 22, 2014, 11:30:30 pm
Deflects = shitty in game (do you like glancing?)

Pitchforks and crap have good reason enuff to rear ponies

Yes, I do like glancing. I think the game was better before they fucked with armor soak and crap, where high armor was more likely to cause glances against cut weapons. Instead they took away glances while also lessening cut damage for whatever reason turning people into HP sponges. Attacks should be lethal if they are well placed and timed, but spamming at someone without skill should be more likely to cause a glance, letting your opponent continue a swing and getting a hit. I think it makes the game more skill based and gives armor more of a purpose than increasing effective HP.

This. So much.
If you read the novel "Azincourt" by Bernard Cornwell (based on tons of historical sources) you'd see the same. A good chunk of the heavy plated french cavalry wore the famed milanese plated armor from Italy, an armor that was shaped and formed to make arrows glance off it. Sure many of these arrows would still hit and sure the French lost the battle of Agincourt, but this kind of armor was still revolutionary in a time where the shield was fading away and replaced by tincans.

They lost bad at Agincourt because their cav did a frontal charge against massed archers, and the horses weren't armored at that time, just the knights were. So tons of horses got maimed in the mud pits, causing the cav charge to fail, and the rest was French infantry being pinned in by a mass of numbers on shit terrain, with their heavy armor and exhaustion causing everyone to fight terribly, fall in mud, and get wrecked by light infantry and men at arms.

Archers inflict terrible damage and morale shock against untrained, underequipped troops or unarmored horses, but armor was basically invented and perfected to minimize the risk from arrows and most weapons.

There's a Muslim account of the Battle of Arsuf during the Third Crusade, which is paraphrased on Wikipedia. "Baha al-Din also described the difference in power between the Crusader crossbow and the bows of his own army. He saw Frankish infantrymen with from one to ten arrows sticking from their armoured backs marching along with no apparent hurt, whilst the crossbows struck down both horse and man amongst the Muslims." Shit like this definitely has a place in a medieval combat game, annoys me that it doesn't really.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 22, 2014, 11:50:48 pm
Yes, I do like glancing. I think the game was better before they fucked with armor soak and crap, where high armor was more likely to cause glances against cut weapons. Instead they took away glances while also lessening cut damage for whatever reason turning people into HP sponges. Attacks should be lethal if they are well placed and timed, but spamming at someone without skill should be more likely to cause a glance, letting your opponent continue a swing and getting a hit. I think it makes the game more skill based and gives armor more of a purpose than increasing effective HP.

I agree with you there (I should go see a therapist asap), however glances were much too unpredictable. Nobody likes knockdown because it's based on RNG. Armor soak was extremely random afaik so the difference was more luck than skill.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: San on June 23, 2014, 12:03:12 am
Back then, armor was much more randomized, so often times a well placed swing would cause a glance. With the lack of randomization, it could more safely go back to that, but that would also increase damage by a large margin all around, especially ranged (oddly, penetration with the old values reduced damage instead of an increase). In fact, most glances back then can be argued that thy occurred due to RNG, while glances today are more timing-based.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Algarn on June 23, 2014, 12:24:52 am
Stop crying. I need 6 bodkin arrows with NINE fucking power draw to kill a guy with a plate (of course, longbow +3), and 5/4 shots to kill a guy wearing a rus scale armor or something around. But, I'm still getting 1/2 hits by 1h cav, and by other backstabbing cunts, whoever they are. Even if myself, know that I'm pissed off by finishing the round with one arrow in the head and four arrows in the chest, I don't want to see ranged nerfed again. Why ? Ranged in general on foot is probably the hardest thing after horse archery when you see the scores guys like Goztepe or whoever, good at melee and at ranged, can get. He gets like 5:1 on half of cases when playing melee, and 2.5:1 on 1/3 of cases when playing ranged. Furthermore, I barely see any other ranged than me often topping the scoreboard (score, no kills). If you got the same level of skill when playing ranged or melee, you 'll do less kills in 3/4 of cases with a bow than with a 2handed sword, or a polearm , etc.

Ranged doesn't need a nerf, or a counter, since any class can counter ranged, it all depends of situations. I say, fuck the autobalance, putting all ranged in a team, and all other guys in another is simply terrible. A good autobalance would solve the problem, not the fucking nerf/buff/nerf/buff infernal cycle.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Macropus on June 23, 2014, 12:27:51 am
To make up for no ranged capability the ranged player should be similarly handicapped when they're at melee range.
Nope, because Melee > Ranged. Pure melee is more effective than pure ranged.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Thryn on June 23, 2014, 06:40:10 am
Yes, I do like glancing

1/10 rhetorical question, see me after you're done writing a book over agincourt
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 23, 2014, 09:26:19 am
Ranged doesn't need a nerf, or a counter, since any class can counter ranged, it all depends of situations.

Of course it depends on the situation. Considering the situation in which there is one archer stuck in a cage and three shielders jump into the cage to finish him, ranged doesn't need a nerf. That's absolutely a reasonable argument.


I say, fuck the autobalance, putting all ranged in a team, and all other guys in another is simply terrible. A good autobalance would solve the problem, not the fucking nerf/buff/nerf/buff infernal cycle.

"Hey guys, classes are balanced and ranged doesn't need a nerf or a counter but when one team is filled with ranged the game sucks for the other team for some reason. I totally am not contradicting myself."

Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumbs on June 23, 2014, 10:41:18 am
Nope, because Melee > Ranged. Pure melee is more effective than pure ranged.

Its a different role. Ranged have a much bigger choice in who they deal damage to as they don't have to step close to the target. More sources of damage can be applied to one target at a time than melee (2-3 with melee before you start team hitting). There is little or no test of skill between players (it is one sided, not really PVP so even the best players will get killed by the worst). They are a constant threat to cav wheras cav can maneuver away from melee to pick off targets. They soften up targets before melee fights can take place..this means that KDR can be scewed - a ranged player will deal damage to more varied targets while melee will typically focus on a few per round if they get in melee range

You get that totally different role alongside good melee capability, especially as a xbow player will no skill investment worth mentioning. Plus you can have a shield that can delay melee for however long the shield lasts, or can defend against other ranged, or manual block and have good melee weapons.

Also look at the level 35 builds you can have as an archer:

18/24:

4IF
6PS

This makes you as good as most lvl 30's in melee except for armour which has plus and - elements to it (speed or protection)

8 Athletics (kite or extra damage bonus in melee)
8 WM (high archer WPF and decent 1 or 2 hand WPF)
6 PD (all you need for any bow)

It lets you hybrid and be master of all trades. This kind of build compliments good players and makes bad players look mediocre or good. Optionally use a low PD bow, 1 stack of arrows, 2 hander and light/medium armour.

Or play xbow and have it even easier. I even pick up xbows on the battlefield and kill things with 1 wpf
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Algarn on June 23, 2014, 11:48:05 am

"Hey guys, classes are balanced and ranged doesn't need a nerf or a counter but when one team is filled with ranged the game sucks for the other team for some reason. I totally am not contradicting myself."

If there are 50/50 archers, it can be fine. Not about nerfing or not, even if the numbers are high, it's still much harder to play than heavy cav. As I said, auto balance should solve this problem.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 24, 2014, 01:38:08 pm
If there are 50/50 archers, it can be fine.

You keep on confirming my point. If there's 50/50 archers nobody cares. If there's 0/100 archers the team with 0 archers will suffer regardless of the rest of that team's composition. Even full shielders or full heavy cav isn't gonna cut it against full archers.

Not about nerfing or not, even if the numbers are high, it's still much harder to play than heavy cav.

Depends on what you call hard to play. Any idiot can play ranged, survive a round until the end and eventually make a kill or two. Any idiot can charge with his heavy horse and possibly make a kill that way, blowing all your upkeep out the window for basically nothing. The difference is, it takes skill, that even the best cav players don't have, to survive for long as cav.

As I said, auto balance should solve this problem.

Again, forcing class-based balance is fixing the symptoms and not the actual problem. We would not need any kind of class balance if the classes were actually balanced. Right now we need class balance because a full ranged team has the advantage over a balanced team. If that doesn't tell you there's something horribly wrong with the game, I don't know what does.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on June 24, 2014, 04:55:00 pm
Again, forcing class-based balance is fixing the symptoms and not the actual problem. We would not need any kind of class balance if the classes were actually balanced. Right now we need class balance because a full ranged team has the advantage over a balanced team. If that doesn't tell you there's something horribly wrong with the game, I don't know what does.

That's the most retarded thing I've read from you in a quite a while and that's saying something. Team full of two-handers should never ever be able to beat a team full of archers, nor should a team full of archers be able to beat team full of heavy cav.

Full ranged team doesn't have advantage anyway.  Full melee team will win every round if you put them up against a full cav or ranged team. Problems arise when there's just enough ranged and melee on one team, but the other team is lacking one or the other. Then the ranged has enough support that can stop the melee from chasing and the melee gets support from the archers. The full melee team will get shot to pieces - as it should. This is why we need class balance.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 24, 2014, 08:41:21 pm
Is this the thread where we are supposed to contradict ourselves all the time ?

Team full of two-handers should never ever be able to beat a team full of archers,

And it doesn't. In this case the balance works correctly as it is.

nor should a team full of archers be able to beat team full of heavy cav.

Yet a team full of archers does beat a team full of heavy cav, perhaps with some exceptions if the map is extremely favorable to cav.

Full ranged team doesn't have advantage anyway.  Full melee team will win every round if you put them up against a full cav or ranged team.

Fact check : no.

Problems arise when there's just enough ranged and melee on one team, but the other team is lacking one or the other. Then the ranged has enough support that can stop the melee from chasing and the melee gets support from the archers. The full melee team will get shot to pieces - as it should. This is why we need class balance.

So you start criticizing me for saying things I didn't say, then you point out that against a balanced team "The full melee team will get shot to pieces - as it should." which is exactly my point. A balanced team should be the optimal team. But it isn't. You can have 0 cav and 60% ranged in your team and still win more often than not. That is the real problem. If a balanced team is better, then we don't need class balance to make sure that teams don't get too strong when they are unbalanced, because they will actually be weaker.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Rico on June 24, 2014, 09:10:21 pm
Compare it to Bec de Corbin and Awlpike with 36p each, and usually at least 7 PS and 150+ wpf, a Short Sword with 29p, 5 PS and 50 wpf is very weak.

Having a Short Sword against an S-keying dos handres hero is also a pretty bad matchup.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Grumpy_Nic on June 24, 2014, 09:20:50 pm
Compare it to Bec de Corbin and Awlpike with 36p each, and usually at least 7 PS and 150+ wpf, a Short Sword with 29p, 5 PS and 50 wpf is very weak.

Having a Short Sword against an S-keying dos handres hero is also a pretty bad matchup.

S-keying doesnt work vs ranged  :rolleyes:
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on June 25, 2014, 08:24:05 am
So you start criticizing me for saying things I didn't say, then you point out that against a balanced team "The full melee team will get shot to pieces - as it should." which is exactly my point. A balanced team should be the optimal team. But it isn't. You can have 0 cav and 60% ranged in your team and still win more often than not. That is the real problem. If a balanced team is better, then we don't need class balance to make sure that teams don't get too strong when they are unbalanced, because they will actually be weaker.

I may have misunderstood what you meant, sorry about that. There are some people that actually think everything should be able to counter anything, so even two-handers should be able to kill horse archers or at least be immune to them. However I think where we disagree is what constitutes a balanced team.

What's the acceptable amount of archers in your opinion? On a siege map, why wouldn't team half filled with ranged rather than cavalry be better? Then we could very reasonably in my opinion question why the heck do we play siege maps on the battle server anyway. Over half of the maps highly favor ranged classes, even though the classes themselves aren't that strong when they can be countered. Other than horse archers who can't be and who have been ridonkulously overbuffed.

Quote
Yet a team full of archers does beat a team full of heavy cav, perhaps with some exceptions if the map is extremely favorable to cav.

On most maps high number of heavy cav will decimate the enemy team, doesn't matter if it's ranged or infantry. You could see the Barabes doing that at one point. Though you could say this is is mostly because people seem to have zero interest in checking their surroundings before they engage the enemy. For me personally cavalry very seldom causes much problems even in high numbers.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Macropus on June 25, 2014, 06:38:41 pm
full heavy cav isn't gonna cut it against full archers
I call it bullshit, cav would wreck the archer team on any map except for siege ones.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Senni__Ti on June 25, 2014, 10:24:59 pm
I call it bullshit, cav would wreck the archer team on any map except for siege ones.

Special event anyone? :p
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Smoothrich on June 25, 2014, 11:41:47 pm
I call it bullshit, cav would wreck the archer team on any map except for siege ones.

Yeah probably. Cuz you still have a team full of infantry after the horses die. As long as some people don't get dehorsed they can bump all the kiting ranged for easy kills. But if you get rid of all the horses before the end of the round it will be kited into a draw by typical archers. Typical cav player wouldn't dare go anywhere near more than 2 ranged huddling that have a clear line of sight around them though and look aware. So in reality I'm sure the cav would circle the border of the map wondering where AFK peasants are until the archers run out of ammo shooting across the map. Then everyone leaves out of boredom.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Kafein on June 26, 2014, 01:04:04 am
Yeah probably. Cuz you still have a team full of infantry after the horses die. As long as some people don't get dehorsed they can bump all the kiting ranged for easy kills. But if you get rid of all the horses before the end of the round it will be kited into a draw by typical archers. Typical cav player wouldn't dare go anywhere near more than 2 ranged huddling that have a clear line of sight around them though and look aware. So in reality I'm sure the cav would circle the border of the map wondering where AFK peasants are until the archers run out of ammo shooting across the map. Then everyone leaves out of boredom.

Pretty much that. And if there's at least one accessible roof in the whole map, all archers will be there and cav won't be able to do jack shit.
Title: Re: Thx for unleashing the next ranged shitstorm
Post by: Mr.K. on September 29, 2014, 02:48:56 pm
Half the server on EU1 is archers or xbows again. Had to quit as I cant be bothered playing as archer all the time myself.

Much QQ, möd ded, no fun.