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Messages - Grumbs

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61
General Discussion / Re: Wipe
« on: April 07, 2018, 09:14:28 pm »
Take people's wishes for a more diverse balance team more seriously and there might be a more stable population. My interest in this mod nose dived when Panos's thread about having more balancers was moved to the chamber of tears just because the devs/balancers don't want to have any other input into the development.

A wipe won't help. Its all about the gameplay and perceived bias in the development

62
General Discussion / Re: cRPG Saturdays
« on: March 10, 2018, 10:07:40 pm »
Haha I actually saw that. It was a terrible sight to behold.

That was with 64 head armour, 21 str and 7 IF btw. I cba with the balance drama anymore and I'm not hanging around on a dead mod with things like that still happening. I couldn't even 1 shot with my Long Bardiche if someone fails a block (like noone does because everyone can block 90% of hits nowadays)

63
General Discussion / Re: cRPG Saturdays
« on: March 10, 2018, 09:44:30 pm »
I joined for 5 mins. Died to 1 shot headshot and did something else instead

64
General Discussion / Re: There is nothing wrong with ranged.....
« on: February 10, 2018, 10:32:15 am »
Is there a coder that could add reflective team damage but just for projectiles (with a damage multiplier)? So if you do 20 damage to a team mate you receive 60 damage yourself too. Then watch people switch class so they don't kill themselves once the melee team fights start

65
The Chamber of Tears / Re: New balancers team.
« on: February 10, 2018, 10:13:28 am »
Did the thread need to get hidden here? People were posting pretty fairly and look at the poll results. I don't like the wording of the poll (so I chose the third option - try to find extra balancers in addition to the ones we have). Moving it suggests you don't want a discussion.

I'm reporting this thread to the European Court of Human Rights

66
The Chamber of Tears / Re: New balancers team.
« on: February 06, 2018, 07:16:20 pm »
I think the current balance team have been pretty open to suggestions regarding ranged compared to previous years. I know they don't necessarily agree with what people suggest, but they at least seem to listen and have some kind of dialogue with the players. Just getting some slot increases for xbows was pretty significant imo. So I don't think its fair to just try to get them sacked when we don't even have anyone else that has put themselves forward. I do think there is always going to be some kind of conflict of interest though, even if its subconsious or whatever. If people only really favour one type of gameplay on the balance team its not going to be a balanced team

RD_Professor should probably start a thread asking for some candidates for balancing. Then let people decide with + / - for who should be let on the team. People just need a good reason to play melee. Buffs to polestab would be nice (I don't even mind the turn rate but I know other people don't like it, but that stab feels pretty underpowered imo). I would nerf ranged into the ground just to make people switch class, but I'm never going to be a balancer :D

67
Vanguard_Grumbs

3 please

68
Announcements / Re: 0.5.2.4: Auto-Balance, and other Balancings
« on: February 04, 2018, 12:01:08 pm »
If the goal is to make xbowers less effective in melee just make xbows 4 slot across the board except for hunting xbow. Then balance using speed, accuracy, damage etc so they all have slightly different bonuses/weaknesses independent of the slots they need.

Then increase the str required and they won't be able to 100% avoid melee while still having access to weaker melee weapons than pure melee. You can even decrease the weight of 0 slot weapons so they get more weapon stun. Lots of options for making xbowers less of a jack of all trades with no weaknesses in melee

69
General Discussion / Re: Remove turnrate nerf
« on: January 23, 2018, 09:38:43 pm »
I don't really have much of an opinion on turn speed, but I would like to have a longer effective reach on the stabs. Awlpike shouldn't glance just because you're more than a foot away from someone. All the polearms have terrible glance rates atm tbh

70
General Discussion / Re: Could Strategus be more accessible?
« on: January 20, 2018, 09:39:24 am »
Fair enough. I wouldn't want to spoil what people like about it just because i'm too lazy to join before it starts.


71
General Discussion / Re: Could Strategus be more accessible?
« on: January 20, 2018, 12:30:45 am »
less than -70 IQ? How can I get positive IQ?

72
General Discussion / Re: Could Strategus be more accessible?
« on: January 19, 2018, 11:38:52 pm »
That implies I know a battle is going to start.

cRPG hardly exists to me until I feel like I have nothing else to do

73
General Discussion / Re: Could Strategus be more accessible?
« on: January 19, 2018, 11:33:46 pm »
I'm not gonna join 30 mins before. I hardly know when i'm gonna feel like playing at all let alone 30 mins before I do.

74
General Discussion / Re: Could Strategus be more accessible?
« on: January 19, 2018, 11:11:09 pm »
It just says the battle has started so I can't join. I'm pretty much a newbie to strat though so maybe i'm doing something wrong?

75
General Discussion / Could Strategus be more accessible?
« on: January 19, 2018, 10:47:09 pm »
I see 110 people playing and I want to join but I'm too late. Could you let people join after the battle started? Why do I have to play with one of my shitty alts (i'm not making my main my hero if I can't respec him)

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