Its time
So we can get roflcopter stabbed even easier? no pls :(
Well some weeks ago I synced my camera movement sensitivity with the turn rate of my 1h sword (thats right a tiny little 1h sword) just to making spinning less of a camera fuck, and I've noticed when I play on my big clunky polearms or whatever that I turn at pretty much the same speed, like, really? my English bill weights 3.0 vs my knightly arming sword's 1.7 (that's well over a 50% weight increase over the Knightly arming sword) and there's barely any disparity between the weapons' turn times.
I think that the turn rate nerf should be modified so that the lighter weapons turn MUCH faster and the middle-weight 2hers and polearms get a slight slight turn buff. long maul and great maul turn rates seem pretty fine to me.
#buffswashbuckling2k18
Its time
Its time
one of many and its very noticeable when you go to native and it just feels as if restraints are gone and you can play normally again.Well, while we're at it let's remove the drawing speed nerf for the ranged because it's definitely a restraint. I'd love to shoot 10 arrows in 5 seconds.
It is!
This Nerf stopped Gurnisson from roflcoptering like a boss!
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its very noticeable when you go to native and it just feels as if restraints are gone and you can play normally again.
What are your opinions on native ranged compared to cRPG ranged.
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People confuse broken stabs and turnrate issues.
Oh if it's just turns then fuckit.
My argument was really that the current state of melee in the game feels pretty good and doesn't need a change. At least as far as movement goes.
But if people want to turn around faster without introducing any wonky-ass animations/hitboxes, or making combat look utterly retarded then be my guest.
And surely everyone knows that if you hate 100% block, you just need to master Ras Frenzy's reverse double-chamber.
Timed sideways movements in those situations are better than any shield, and heavy armour makes it very forgiving for any mistakes I may make in dodging. If I wore lighter armour maybe i'd grab a 0 difficulty shield just to cover the head in those moments, but even so standing still with a shield is a terrible idea and I'd still move otherwise bleed health.
What you've described in 1v1 fights is that in reality, the server meta has adapted already. Because duels last so long... players have adapted so that duels dont last so long? I don't see this as a bad thing. I object to the term 'gank' as a negative thing in battles, all situational awareness in all forms is a skill and is rewarded (with 0athletics there is only one map in the rotation that I'm aware of where I'm guaranteed to be caught out alone by the whole enemy team, so I just try to do overheads on incoming lance-cav till I die). The mechanics are good enough that it's possible to win even vs several players, but it's suitably challenging. Team battles should never just be a series of 1v1 duels.
New players have no chance landing 5 hits in a row to kill? Would they really have any advantage if turn-rate was buffed? That's a strange point to raise, although it's relevant if we're purely talking about cRPG vs Native where at the start of a round in Native everyone is wearing cloth or leather at best. Tanky-ass combat is the price we pay for freedom of gear, freedom of builds, and heirloom mechanics.
Pikes and long spears are dominating the Strategus battle meta. Nothing else tips a team-fight as consistently in your favour as having them in your team. I don't cry about how good other classes are all that much, because in my head I still remember fighting against those classes in Native and not a single one of them are as strong here as they were in Native. My class lost some stuff, but it also gained a whole lot in the form of nudging and the ability to choose my own armour/build.
The traditional duel experience is gone and replaced with a desperation to take down the opponent quickly.
Well, as much as I would like a small buff to turnrate, I think it is good that the overall fighting puts more weight on pack vs pack, rather than a collection of switch duels. I would love to find a sweet point between the two, because I dont want fighting groups to devolve into duels, but I would like that the individual is slightly empowered within said groups.
Its time
Bunch of Europeans arguing over something only Americans can approve and implement. Europeans have no devs in this anymore, nor any semblance of influence.
Bunch of Europeans arguing over something only Americans can approve and implement. Europeans have no devs in this anymore, nor any semblance of influence.
Coming from someone whos only used high damage unbalanced polearms, youve probably never tried anything that takes more practice than simply making a held rightswing.
What?
I have played all classes at least for one generation each.
Dont be a sore cunt, seriously.
When was the turn rate even nerfed? I don't know if I ever played before this nerf.
Was it nerfed when this gif was recorded?
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sidenote: I miss the other 2h stab animation
When was the turn rate even nerfed? I don't know if I ever played before this nerf.
Was it nerfed when this gif was recorded?
visitors can't see pics , please register or login
I guess I have played my entire cRPG career with the nerfed turn speed. Imagine how annoying I could be with even more spinning, damn.
Is this not still true? Provided that the person has excellent awareness.
As the spoiler and gif shows, this horrible slow-paced combat we're talking about in theory doesn't look or feel quite so slow or horrible in practice.
Maybe the issue isn't that the turn rate got nerfed. Maybe the issue is that the heroes from your memories were fighting plebs in 2011 that didn't know how to block. 7 years is a long time.
FT7?
Is this not still true? Provided that the person has excellent awareness.
As the spoiler and gif shows, this horrible slow-paced combat we're talking about in theory doesn't look or feel quite so slow or horrible in practice.
Maybe the issue isn't that the turn rate got nerfed. Maybe the issue is that the heroes from your memories were fighting plebs in 2011 that didn't know how to block. 7 years is a long time.
I can still see him kill 5-6 pretty hardcore guys in a last ditch effort solo while being ganked by double that, going from a target to another. The way it was done cannot be repeated today, no matter the skill, simple as that.
Yeah, cuz now it takes a modicum of skill to do that, whereas prior to the nerf it was free if you had high enough mouse sensitivity.
easy win for me.
When was the turn rate even nerfed? I don't know if I ever played before this nerf.
Was it nerfed when this gif was recorded?
visitors can't see pics , please register or login
sidenote: I miss the other 2h stab animation
Noone said the turnrate is horrible, just hardcapped.
7 years ago the meta was different but I can guarantee you that there was already lots of players who had reached their peak and tons of hardcore fighting, it isnt at all a case of "people were bad back then".
Noone remember Phase? I can still see him kill 5-6 pretty hardcore guys in a last ditch effort solo while being ganked by double that, going from a target to another. The way it was done cannot be repeated today, no matter the skill, simple as that.
Yeah, cuz now it takes a modicum of skill to do that, whereas prior to the nerf it was free if you had high enough mouse sensitivity.
I do like FT7's even though the community always despised the "drama" from duel heroes. I'll fight if we get turnspeed revert so i can use my war spear as i once did.since when turnrate is super important factor on warspear, this weapon and all short 4d spears are massive in duels in good hands
Pretty much goes for entire cRPG combat, since everything is slower here. People got bodied too hard in native by crazy shit, complained here under the pretense of realism or abuse or whatever and with every patch over time cRPG turned into this slugfest.Yeah, cRPG was at its best in 2011, then gradually over the years everything's been nerfed and made easier and the game slowed down like fuck. The skill ceiling got so much lower. Native gameplay feels so much smoother, faster, and overall better.
Yeah, cuz now it takes a modicum of skill to do that, whereas prior to the nerf it was free if you had high enough mouse sensitivity.Yeah, "free" if you played against people of Jona skill level.
since when turnrate is super important factor on warspear, this weapon and all short 4d spears are massive in duels in good hands
and i'm bit suprised that ppl who love slash stabing are not using ez tricks how to get 'pseudo' turnrate: mouse acceleration in widows settings 'on' set it to max value, dpi set to +3200(zero glancing, zero wpf penalty due to dpi) invert mouse X-axis to Y- very ez lol stabing on short distance again lower probability of glancing eg. Long Spear vs plates on strat in close combat
windows mouse settings or mouse software: double click set to left mouse button and put high value and for really good and expensive mouse turn on Angle snapping/prediction, ez tricks macro phun :wink: :D
Little do you know about spears then. Of course you can still duel with them, there are tricks that many fall for that work even without turnrates, its just that they are unreliable when someone can simply sidestep faster and make it glance.sensitivity does nothing on stabs :mrgreen: hehehe
Oh and sensitivity does nothing.
James is just looking for excuses to post this gif again.
Of all the bullshit the devs have pulled throughout the years this one is the absolute worst.But the game has to be playable for plebs too, not just teenager 2h heroes on adderall!!!!!!!!!!!!!!!!!!!
Hindering movement and player control in an action game. What the fuck were they thinking?!
About a month ago we did tweak turn rate nerf to make it less restrictive. Most players instantly complained combat felt wonky and that the server was lagging. We ultimately reverted this change after about a week as it kind of fucked with how combat felt and changing something like that...
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Don't think most people would like it, but then again was cRPG ever a competitive game anyway?
Probably best to just wait for Bonerlord for some smooth native gameplay again.
Don't think most people would like it, but then again was cRPG ever a competitive game anyway?
Probably best to just wait for Bonerlord for some smooth native gameplay again.
What if Bannerlord devs make similar change?
Pretty sure it'd get shunned by the Warband competitive community as well.
Sure, but if it would be such a huge improvement why did people lobby so hard to have it reduced in the first place? Temper that zeal, this isn't an experimental mechanic we've never seen before it's one that generated mountains of salt until we removed it.
Not to be contrary, but Prof could start by ignoring the community input of this thread, since that's what this is. "Devs shouldnt change stuff just cos the community wants it... but they should change this one thing that I want". This thread is largely a few no-shield infantry lobbying to get their particular class or playstyle buffed.
The people who want this change will be vocal here, the people who don't want it won't be vocal until it's actually reverted and they hate it. Being too eager to implement community input will result in a yo-yo effect where devs make changes purely based on the opinions of the loud unhappy voices, and never informed by the ones who like the current system.
To some extent this is being pitched as "yeah, make cRPG HARDER, more EXTREME" because those words sit well with this community. But at the same time some of the 'pro-turn-rate' arguments are people who are just bad and get ganked all the time because they have bad awareness and decision-making, who want it to be easier to fight against ganks. With that in mind you could flip the argument on it's head: Why should the people who like the current turn-speed want it to be 'dumbed-down' in a way that favours people with bad awareness or bad decision-making who allow themselves to be drawn into 1 vs many situations? Current mechanics still allow a very good player to win those fights, but is suitably difficult.
Well sure, but its more about reverting back to an older state that is working fine in native, rather than breaching new grounds of difficulty that have not been tested. And while true that bad decision making such as 1vs many is punished hard now as many think it should be, isnt it more fun to see the spectacle of really good players overcome those situations consistently? So that those arent bad decisions, but calculated gambles. You can often notice a bad bunch and select to fight them for easy pickings, but current mechanics will punish such decisions by limiting the ability to deal with it.Man I soooo disagree with anything you say about game balance in crpg that sometimes I think I hate you for only that reason.
There will always be split opinions on these balances, but its like i mentioned, should it be balanced to even out skill or to allow for high skill ceilings to that people can really push performance into new areas. As one who strives to become better, i feel like i have been locked into very simple mechanics that work but arent very advanced and dont feel very rewarding.
Man I soooo disagree with anything you say about game balance in crpg that sometimes I think I hate you for only that reason.
I am sure that in your eyes everything you say makes sense but some player rather just leave that game for good that see that cancer back.
I'm ready to accept some changes and adjustments as should any player, but if they're taking control from the player then it's gonna turn out bad. Pretty sure it'd get shunned by the Warband competitive community as well.
I'm not sure how involved taleworlds is with the competitive scene, but bannerlord could very well go the same route as sfv, and well, look at that competitive scene vs sf4's.
If players overcome those situations consistently, then it's not sufficiently difficult. I already see good players win in those situations, and it's more impressive because you don't see it all the time.
Fair point but not everybody is Crapcom 8-) I think TW wants the competitive scene to grow, as we've seen by them doing Battle of Bucharest for Warband a while ago.
If players overcome those situations consistently, then it's not sufficiently difficult. I already see good players win in those situations, and it's more impressive because you don't see it all the time.
I too want to get better at the game, but surely wanting to move the goal-posts is the opposite? That's less about wanting to be the best you can be at the game, but wanting to make the game more convenient for you. As long as you aren't the best player in the entire game right now, there's room to grow within the current mechanics. You're far far from reaching the physical cap of how well you can play with these mechanics.
If the game was changed to make these situations less rare, then the number would be artificially higher. It's artificial in either case, because you're changing a factor independent of player skill to allow a certain outcome to occur more or less easily.
In this case, increasing turn speed would be making certain behaviour easier. Should Prof sit with a cRPG leaderboard and decide that certain players that can't rambo successfully now "are good enough already, they should be allowed to rambo more easily" and change the game accordingly?
I don't hate the idea of an increase as long as it doesn't have an adverse effect on population, game performance, or the quality of animations. I still strongly suspect that the impact on 1v1 has been greatly exaggerated in this thread and that people will simply find the average skill level is just higher but I can't substantiate that.
What I do disagree with is any attempt to claim the moral high-ground by making the argument "I want the game to be harder by making it easier for me to play the way I like" or "the game took a bad turn cos devs listened to lobbying. Now do what I say!". See it for what it is, players who think their playstyle will be improved are lobbying for a change, there's no shame in that since it's what players have been doing since the mod came out.
I would accept the cancer of turn rate nerf removal if there is a HA buff :lol:
Name a single good player who lobbied to have turnrate nerfed.
You cant, it was crying from scrubs that caused it. People who could not block down.
Name a good player who's lobbying to have it reverted.
I'll wait
Actually it was decision made by devs, doubt scrubs knew it was possible to nerf turnrate.
be funny to see the awlpike back in action with normal turnrates, oh god the devastation
And we all know how good the devs were.
Chase is crying about loss of control but turn rate nerf does make fighting with weapons more delicate and skilled. Before you could start attacks with your back turned and finish them when you do one eighty which isn't very skilled thing to do. Most players who cry over nerf are those who find it difficult to calculate with limited turn rate when they are making their moves. They essentially want that complexity taken away and allowed again to make impossible moves which are 100% success due to poor original mechanics.
Great Maul benefits the most from large turn rate imho.
Chase is crying about loss of control but turn rate nerf does make fighting with weapons more delicate and skilled. Before you could start attacks with your back turned and finish them when you do one eighty which isn't very skilled thing to do. Most players who cry over nerf are those who find it difficult to calculate with limited turn rate when they are making their moves. They essentially want that complexity taken away and allowed again to make impossible moves which are 100% success due to poor original mechanics.
But since I don't play anyway and thus aren't affected by any nerf or buff, why don't you go a step further and give back polestagger too?
They were good devs which is what matters the most when it comes implementing game mechanics. If any of you lobbyist had an ability to develop software, you could easily make this change to suit your needs. But since you don't, only thing you can do is try to influence the devs which never happens. Devs do whatever devs want because they can and do not answer to anybody.
Most players who cry over nerf are those who find it difficult to calculate with limited turn rate when they are making their moves.yes they were crying when they fucking watched some spledid duels with 2 titans of warband :| one with 'i can chamber and revert' and other 'im agi but blocking is for scrubs'
So you'd rather even the playing field by giving everybody superpowers than fix AGI issue?
Thx Renay, we have now reached the required minimum number of good player calling for decrease/removal of turnrate nerf. Its a victory guys! :mrgreen:
Just look in the thread and there are multiple. I know a chunk of byzantium want it. Phyrex wants it, and at the time he was one of the best duelists. Varadin wants it.
Thx Renay, we have now reached the required minimum number of good player calling for decrease/removal of turnrate nerf. Its a victory guys! :mrgreen:
You really have a hard-on for Byzantium, Panos
Yeah, I hate clan stacking.well you can say about vannabs everything but this 'stack' is rather based on old friendships rather than to be super effective team :wink:
Oh great, since a spastic macro feinter want it, lets bring it back.