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Messages - Kafein

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13561
General Discussion / Re: 2 slot items
« on: April 13, 2011, 10:32:16 am »
Upkeep has been the biggest fail in game design of the 21st century.

It failed in numerous ways, claiming to be the solution to all the minor problems we had prepatch but in fact upkeep solved nothing as is, and created even bigger problems. The globalized archery spam was regulated through a fine nerf of the damage and accuracy and by removing the wpf bonus of retirement. Nothing to do with the cost of an archer equipment. That was probably the biggest problem we had. In second place we had the "tincans". Also here the problem was certainly not that they wore heavy armors. The real problem was the weapon speed people could acheive thanks to multiple retirements, and the crazy agi and ath values due to grinding to level 40. Give heavy armor to a level 30 without wpf bonuses. He's perfectly fine regarding balance. His speed is fuckslow and he's ganked if his team retreats. The char would be more efficient in combat without the heavy armor, however it helps against ranged units.


What I'm trying to explain is that just like in politics, we had a problem (in my example, lightspeed tincans), and people try to hide the symptoms (upkeep to prevent people from using heavy armors). But the correct solution is to find the source of the problem (extreme agi and wpf were reachable) and correct it in a way it won't change things for non-problematic parts of the mod.

Here we have upkeep, that completly changed cRPG, in the equipment we use, our speed, survivability, the powers of different classes, in the way we fight, why we fight and why we do not fight. A rather brutal change to hide the symptoms of a very simple problem.

Now we can try to fix things a little.



The 2 slots for ranged/2h weapons has been proposed many times, it has nothing to do with upkeep, but it is logically linked with the wpf curve. As investing all your points into one proficiency is highly detrimental, much people are forced into hybridizing (just look around and you see half melee players being part-time noob throwers). To be continued, gtg

13562
Guides / Re: 2handers guide
« on: April 12, 2011, 01:21:03 am »
I also find the chamber very effective against fast shielders. If you are doing a STR build and have 12 or less agi, chances are that 1h guys have more agi than you and can run right up on you turtling and then start spamming side sword/pick etc. These guys can be difficult to attack because they can swing much faster than you with their 100+ speed rated weapons. Since their weapons are so fast it might seem counter intuitive to try to chamber them but it will be very difficult to get an attack off if they can let their shield down and strike you faster than you can get a single swing off. If you watch for the direction of their backswing and instantly swing in the same direction, your slower swing should meet theirs in the middle leaving them with their guard down. If you are fighting someone without a shield that swings around the same speed you do, you generally have to wait for their swing to start or you will be too early to strike their weapon with yours.

The only way for chambering to be really useful is to practice it enough that it is a natural and intuitive reaction in combat. The way to achieve this is to think of swinging your weapon into theirs. The hit detection of the weapons are pretty good and if you are accustomed to the swing speed of your weapon well enough that blocking/attacking/fainting/chambering are all fluid reactions to the enemies around you, you have mastered 2h. A good player can often still block you after you chamber them, but this shouldnt deter you from utilizing this technique. It takes slightly more practice than normal blocking, but think of it mostly as a block and less as an attack. The benefit of it is that you are already chambered for your attack and will ALWAYS be able to outswing the other player at that point. Their only option is to block or to chamber you in return. You, in turn, always need to be ready to cancel your chamber and block a different direction if they faint you or chamber your attack.

Weird, I think you should read again. If you are chambering and the enemy feints, it's usually win because you have started to swing earlier.

13563
Events & Tournaments / Re: MELEE MONDAY!
« on: April 11, 2011, 07:03:26 pm »
With the increasing amount of ranged spam and the lack of xp and gold from duel servers, this is becoming a dire need.

13564
General Discussion / Re: Best 1handed Cavalry in NA
« on: April 11, 2011, 06:31:09 pm »
Bumpslashes are embarrassing if you do them.

At least, you SHOULD be embarrassed about getting a kill that way.

Actually doing the maneuvrability-whore-show with a ferrari horse is worse. Bump-slashing usually involves more delicate control, anticipation and has more risks.

13565
Shameless bump because this topic isn't popular enough  :mad:

13566
General Discussion / Re: Best 1handed Cavalry in NA
« on: April 11, 2011, 11:25:33 am »
Well, the reason I posted this is because it really DOES take an above average amount of skill to do well with a 1 hander from horseback. Lance, some skill, but c'mon, EVERYONE uses a heavy lance these days ('cept me and a select few light lance users), but a 1 handed cavalryman that can consistently have a positive k:d without resorting to a lance or other polearm really does deserve some recognition. :D

Yay, so satisfying to do the uber-leet chamberblock of a lancer thrust, and slashing his head in two with the subsequent attack  8-)

Despite common assumptions, 1h weapons can be very good in cav duels. They hit way harder with slower speeds. And the overhead has a very long range.

13567
General Discussion / Re: Pew! Pew! Pew!
« on: April 11, 2011, 11:15:58 am »
The problems with throwing are essentially their lack of realism. The reload time, accuracy, range and damage are sometimes too good, depending on the build and the throwing junk used.

But reload time is certainly the main problem for me, especially when I play my cav guy. Just taking another throwing lance from your magic pocket doesn't make much sense. Additionnaly, I think throwing weapons should see their weight increase to slow down people using the massive ones. Also, adding if possible a chance for the weapon to break and become unusable when it touches a surface. The most irritating thing with throwers is their virtually infinite ammo.

13568
Beginner's Help and Guides / Re: 1H + Shield build
« on: April 11, 2011, 11:07:11 am »
I use 15 - 21 with my military pick.

PS 5
ATH 7
SHD 7
WM 7

Depending on what i feel like each heirloom i use rest in riding ironflesh or throwing.

Agi can work, but only with super-hard-hitting weapons, like the pick. If you plan to use a sword, 18 str is where you become succesful.

13569
General Discussion / Re: Pew! Pew! Pew!
« on: April 11, 2011, 01:57:12 am »
So people are saying range > 2h > shields
then shields = 2h

so the easy conclusion is range > all.

 :mrgreen:


NERF RANGE

13570
Beginner's Help and Guides / Re: 1H + Shield build
« on: April 11, 2011, 01:45:54 am »
IMO 18/18 is good. 15 agi / 21 str should work too. But if you want to be fast, 18/18 with a knightly heather or something like that is better.

As a shielder, you need so many skill points you should not convert more than 2 of them.

13571
Hey, let's nerf the barmace but not the long iron mace, because the barmace is popular and the long iron mace is not!

Let's also ignore the fact that once the barmace will be nerfed, the long iron mace will be the new FOTM weapon!

Well, nerfing weapons becoming too popular is the way to go. If it is done little by little, you can improve balance. But cRPG developpers tend to change too many things at once.

13572
Scene Editing / Re: What kind of map would you like us to make?
« on: April 11, 2011, 01:31:11 am »
A flat and very open terrain with just 3 little walls and a house (with invisible walls to prevent people from going on the roof) and a few trees

13573
Suggestions Corner / Re: Nerf the Night
« on: April 09, 2011, 12:18:36 am »
visitors can't see pics , please register or login

13574
Guides / Re: 2handers guide
« on: April 09, 2011, 12:15:49 am »
Chamberblocks can be really handy if you manage to learn them and place them when you want. The difficult thing is to know when to chamber. Holded attacks and holded feints are becoming more and more common (my personal impressions) with some good results, and those techniques tend to make chamberblocking even more difficult than it is.

One thing to notice is that chamberblocking with slow weapons will usually be useless since the opponent can block anyway. But khorin showed this can be bypassed by having a fast weapon (and gosh, he has one  :o)

13575
Suggestions Corner / Re: Medieval time equitable factions
« on: April 08, 2011, 08:54:20 pm »
Actually, while not encouraging proper historical factions, I would like members of factions have more strict rules for the stuff they are allowed to use. Armies with strong colors like HRE look cool, better than the usual patchwork. And I'm not even speaking about some trolls deliberatly using the most horrible combinations of armors, or the majority which apparently doesn't care about fitting a style or theme. How many times did I see samurais with huscarl shields...

Hey, what about giving small armor bonuses for harmony of equipment ? Like "all sarranid" or "all nordic" gives you a +2 to all your armor values. This is both realistic (A klappvisier is obviously not optimized to be used with a sarranid padded armor).

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