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Messages - skkk

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1
Suggestions Corner / Re: Changes to 2h secondary mode
« on: August 31, 2013, 08:37:44 am »
No matter 2h is overpowered or underpowered,
The current 2h half-sword mode is definitely useless , it's a worst thing in this epic game.

At first, half-sword mode SHOULD NOT be used with pole-wpf , i dont know who create the funny idea seems to punish 2h user.

And the second , the pole-thrust animation of 2h is obviously available , such as:
Studded Warclub ,Long Iron Mace , Shortened Military Scythe , Flamberge...etc
they are using pole-thrust animation.

the 3rd , i think the changes to 2h half-sword mode will not buff the 2h much in battlefield , cause we all know the lolstab is how good in facing chaos situation. But the changes will buff the 2h in duel , and this is WHAT we need. NO one knows when the crpg becomes so slow, dump ,and bored melee game , it take about 1~2 min to determine the two high level heavy plate-armor with great sword duel , and the winner is not due to skillful but just have more patient to do less dangerous move. it's obviously represent the melee deep is not enough we should improve it.

in conclusion , i think we should changes that. forgive my english thx
   




2
Longsword is practically the same on horseback as the two handed sword so you would see no difference. Blunt weapons just seem really out of place on horseback. There's only one non cut two hander I believe and that's the Morningstar, which is really short and puts you in danger close situations. Also Morningstar sucks with a shield its speed and damage gets gimped immensely.

i have played longSword , bastardSword(HBsword), greatAxe..etc 2h cavalry for 6 month, although 2h cavalry is hard survived than 1h cavalry but i still love it, and it's time to add diversity of 2h cavalry.Also i guess you never played 2h cavalry:
morningStar is suffer the same penalty with shield or not , only different on using different WPF.Same as longSword, bastardSword(HBsword).

Quote
They already stretched it by letting the Persian battle axe, and others like it, to be used on horseback, even though it's slow and it's short. But we don't need anymore weird/OP weapons on horseback.

persian battle axe is slow and short , so usable on horseback ?
let's see below:

Great Axe
weapon length: 96
weight: 3.2
difficulty: 15
speed rating: 94
weapon length: 96
thrust damage: 0 pierce
swing damage: 46 cut
slots: 2
Unbalanced
Bonus against Shield

Long Iron Mace
weapon length: 95
weight: 4.5
difficulty: 14
speed rating: 92
weapon length: 95
thrust damage: 20 blunt
swing damage: 33 blunt
slots: 2
Can't use on horseback
Unbalanced
Knockdown

GreatAxe is absolutely win LongIronMace in all but still can be used on horsback.
Yes , yes, i know you will say:"no matter speed, length ,and damage, they are shit.
2 handed blunt weapons which can knock down SHOULD NOT be used on horseback!!!"

It has knockdown, that's why.

let's see:

Mace
weapon length: 70
weight: 2
difficulty: 8
speed rating: 98
weapon length: 70
thrust damage: 0 pierce
swing damage: 28 blunt
slots: 1
Knockdown

this guy can be used on horseback even it is blunt weapon and have knock down tag!!

Quote
I actually don't care if the two handed sword were to be used on horseback, but it would make it the longest weapon on horseback. So that is a deciding factor.

i guess you never play 2h cavalry(it's really fun, try it)

Practice Longsword
weapon length: 117
weight: 1.5
speed rating: 94
weapon length: 117
thrust damage: 14 blunt
swing damage: 18 blunt
slots: 2
Secondary Mode

Shortened Military Scythe
weapon length: 112
weight: 2.2
difficulty: 10
speed rating: 90
weapon length: 112
thrust damage: 27 pierce
swing damage: 39 cut
slots: 2

they are both can be used on horseback and longer than twoHandedSword.

In conclusion, we dont have any reason to forbid studded warclub, long iron mace, two handed sword on horseback, and they are exactly so so much rare in battlefield , and for the main reason, diversity of game , we should really allow it used on horseback . please devs.

3
Morningstar is shorter and it doesn't have knockdown. The Persian battle axe is really slow, the iron mace is faster. I don't think any blunt two handers should be used on horseback too OP.

you ignor the hug damge difference between LImace and MorningStar or PBaxe,
and focus on the tiny 2 speed difference between LIMace and PBaxe, resonable ?
MorningStar is shorter ,yes , but can be with shield. i think it's quite fair for both could be used on horseback!!
Although LongIronmace is 2h blunt weapon which can knock down, but its state is absolutely weaker than LImace and morningStar, and furthur , so many 1h blunt weapon useable on horseback can knock down , too

Quote
Just because you're bored doesn't mean you can only have fun by making 3 more weapons useable on horseback. Try Warhammer, military hammer, or in fact all the one handers! But I guess you want easy mode not fun mode like you "say" you want.

Do you have any sense about cavalry ?
everybody knows how strong the 1h cavalry , and how suck the 2h cavalry , if i want to play cavalry easily , i will choice the 1h cavalry.
the reason i want to suggest the 3 more weapon useable on horseback is just i want the game more variety  , i want to use different and reasonable class to make fun.
It's time to add variety of 2h cavalry .

As i say, LongIronMace ,studded warclub, and two handed sword useable on horseback are diverse and reasonable ,
please devs.
 

4
Those weapon would be OP on horseback once you hit someone. All the other ones actually make sense to be used on horseback. Holding a heavy ass iron mace in one hand doesn't seem right.

In terms of game balance , your words do not make sense.
Compare with morningStar and persian battle axe which can be used on horseback:

Morningstar
weapon length: 82
weight: 3.7
difficulty: 14
speed rating: 92
weapon length: 82
thrust damage: 0 pierce
swing damage: 38 pierce
slots: 2
Unbalanced
Bonus against Shield 

Persian Battle Axe
weapon length: 95
weight: 4.7
difficulty: 17
speed rating: 90
weapon length: 95
thrust damage: 0 pierce
swing damage: 48 cut
slots: 2
Unbalanced
Bonus against Shield

and look at the most heavy and powerful weapon of my suggestion

Long Iron Mace
weapon length: 95
weight: 4.5
difficulty: 14
speed rating: 92
weapon length: 95
thrust damage: 20 blunt
swing damage: 33 blunt
slots: 2
Can't use on horseback
Unbalanced
Knockdown

Long iron mace have so much lower damage than Morningstar(38p>33b) and persianBattlePaxe(48c>33b,no doubt ),
identical length with persian battle axe , identical speed with Morningstar, and less 0.2 weight than persian battle axe!! do you think now holding a heavy ass iron mace in one hand doesn't seem right ??
By the way, we all knew morningSar have how superior damage on horseback, and even it can be with SHIELD!! 

in conclusion , we dont have any reason to forbid the long iron mace used on horseback , of course , studded warclub and two handed sword should not too !
hope devs see it and forgive my english.

i love m&b or Crpg so much , but i have played Crpg too long time to choice the new and intersting  class for me. please give the old players like me more fun , thx devs.

5
i have played M&B or CRPG about 3.5y, and i love this game so much.

I think the most fun in M&B or CRPG are playing 2h weapon or being a cavalry!!
The shielder is not so fun cause it have no manual block.
the range class is not so fun cause there are so many better shooting games !!
the 2h weapon have better animation to use good feint than 2h polearn and so more interesting!!

But now,
why we have so less choice be playing the most fun 2h and cavalry at the same time ????   
let's see,
all the weapon we can choice to be 2h cavlary is BSword(HBS) , morningStar , mace(too short to be used on horseback ) , some low tier but bad looking axe , and nothing ....

why not open more 2h weapon on horseback ?
of course not allow those high tier great sword, but like..
studded warclub, long iron mace, two handed sword ,   
they are rare in the battlefield , and can not be buff cause balance issue .
so allow them used on horseback is a good and balanced way i think .



6
Beginner's Help and Guides / Re: About throwing weapon wpf caculate
« on: August 15, 2013, 01:35:06 pm »
-13x6=-78 wpf for PT.

-19 wpf for your armor

= -97

Effective wpf = 13.

You need about 20 effective wpf to be able to pcik weapons up without getting the red message. So get 7 more wpf.


Body armor is the real thing that takes away wpf, not hand armor or head armor those are very minimal considering they only go to like 4 weight max but body armor goes up to like 25+ weight.

I don't think Tzar is right about the armor wpf reduction. I think it's -2 wpf for every 1 weight in hand armor and -3 wpf for every weight in head armor. But I still don't know if it's for every whole number you get -X amount of wpf.

sorry
how you get -19 from my armor weight ?

according to your formula:
head -3x2.3 = -6.9
body -14.1
foot  -0.9
hand -2x1.4 = -2.8
--------------------------------
                     -24.7
and minus wpf thresthod 10 leaves -14.7 ??
                   

7
Beginner's Help and Guides / About throwing weapon wpf caculate
« on: August 14, 2013, 05:26:43 pm »
why i accepted the message :your throwing weapon profession is too low,
and i can not pick up my throwing spear.

my build :

str:24
agi:12
ps 8
ir  7
pt 6
wm 4
ath 4

2hand: 99
throwing:110

armor weight
head:2.3
body:14.1
foot:0.9
hand:1.4

what i consider is :
my effective throwing wpf=
110 x[1-(2.3x3+14.1+0.9+1.4x4 -10)/100] =90.75 > 78 = 13x6 neccersary throwing wpf
so i should have enough throwing wpf ,
what 's wrong ?

8
i wanna know why too!!!
it's make no sense for heavy throwing axe nerf.
Maybe devs should give it 60c throwing damage compare to throwing lancer 60p(ammo 2:1 , damage 60c : 60p. it make senses)
and buff it 65 length. Make HTA a not bad melee and throwing weapon.

9
Suggestions Corner / Re: Nudge lolol TL;DR
« on: May 21, 2013, 02:33:00 pm »
Melee combat is stale and largely benefits turtles/defensive playstyles. Now a days, just about anyone can block indefinitely if they really make the attempt. Holds are incredibly strong and allow you to hold your swing for ages, forcing an opponent to be slowed down by holding a block until one of your allies can get into position to strike. An interrupt is clearly beneficial to the overall advancement of the mod, and was the most requested feature by the community. It's a new mechanic and it is going to take time for people to adjust to it and figure out what changes need to be made to their playstyle.

if the block is too easy , why dont buff the swing speed or WM effect ? i feel CRPG is so much slower than native and sluggish, and  i dont think lots of players have perfect block skill in native.

10
Game Balance Discussion / Re: flamberge balance
« on: May 13, 2013, 10:34:48 am »
Yeah, the effective reach difference is about 20 cm in favor of the flamberge. It's also worth mentioning that the right swing is the most important of the swings that either of the two weapons have, this is particularly because of how the weapons are used.

i am sure the effective left swing is obviousily more reach right swing in 2 handed weapon IN NATIVE , but i feel the effective reach is change in CRPG so i think the left swing is still slightly more reach than right swing in 2 handed weapon. that is why i think the effective left swing of the danish great sword seems longer than flamberge .

Back to the original issue , i think the flamberge have the thrust amiamtion of polearms , so give it the polearms damage reasonably.

11
Game Balance Discussion / Re: flamberge balance
« on: May 13, 2013, 07:32:45 am »
There's absolutely no reason to do anything but nerf the Flamberge. You can make a simple comparison between the Flamberge and the Glaive to see this. Nearly +20 reach on right swing and it has 7 more damage. I have a MW Flamberge which I use on my main that is 21/24, so I know from experience how effective it is.

Do you mean in right swing Flamberge have +20 reach more than Glaive ? really ?

12
Game Balance Discussion / flamberge balance
« on: May 12, 2013, 10:55:36 am »
Flamberge
weapon length: 152
weight: 4
difficulty: 18
speed rating: 86
weapon length: 152
thrust damage: 24 pierce
swing damage: 46 cut
slots: 2
Can't use on horseback
Can't sheath
18,777

Poleaxe
weapon length: 141
weight: 3.2
difficulty: 17
speed rating: 89
weapon length: 141
thrust damage: 31 pierce
swing damage: 39 cut
slots: 2
Can't use on horseback
Bonus against Shield
Secondary Mode
14,470

German Poleaxe
weapon length: 131
weight: 3
difficulty: 16
speed rating: 90
weapon length: 131
thrust damage: 29 pierce
swing damage: 42 cut
slots: 2
Can't use on horseback
Bonus against Shield
Secondary Mode
15,061

Elegant Poleaxe
weapon length: 132
weight: 2.8
difficulty: 16
speed rating: 92
weapon length: 132
thrust damage: 26 pierce
swing damage: 39 cut
slots: 2
Can't use on horseback
Bonus against Shield
Secondary Mode
15,634

Flamberge have the highest price and the top tier of 2 handed weapon, but it is underpowerd i think therefore less players use it. It is very very slow and reach not as long as we think , even the swing of danish great sword is more reach than it , so dont mention the reach of thrust. the only one advantage of flamberge is balance tag , but it's quite useless cause the terrible speed of flamberge.
 
Then all we know flamberge only use right swing as 2 handed weapon animation, and use other 3 direction of polearms animation. But compare with the price , weight , and tip of blade looking like sharp of flamberge, shall we buff the thrust damage of flamberge to 28p at least cause it use polearms thrust animation which have short reach but high damage ? it's quite balance and suit for the position of this weapon.   

i think this historical famous and nice look weapon is worth better value.
thx and forgive my english.

13
Beginner's Help and Guides / best light armor horse lancer build?
« on: May 06, 2013, 05:00:42 pm »
i wanna play a best light armor horse lancer , which could beat any other cavalry easily . but the weakness is maybe easily take down by range.
so i choose arabian warhorse and heavy lance , but i find i am easily defeat by 1 hand heavy cavalry .why ? even i think their arabian cavalry sword is ridiculous longer than my poor thrust angle heavy lance. maybe i use wrong horse or wrong weapon ? heavy lance is good in native but bad in CRPG ?
Can someone share me some experience and build for my light armor horse lancer ? thx and forgive my english. 

14
i played one hand cavalry and 2h cavalry about 3 moth and i feel well.
And there are some new chinese armor now,
so i wanna play a chinese general mainly using hafted blade or long hafted blade.
my build :
str : 24
agi: 15

ir:2
ps:8
ri:5
ath:3
wm:5
pole wpf :146
ride rouncey or destrier

but i feel it's very hard to use such 2 weapon on horseback.
maybe i set the wrong build or any other tips , need help thx.

15
Beginner's Help and Guides / Re: strange throwing weapon damage
« on: September 19, 2012, 11:18:52 am »
unfortunatelly , i tested the damage by different PT in enough wpf.
The damage almost have no different in 7 PT , 8 PT , 9 PT , 10 PT with 130 wpf without any armor
no matter facing  no armor , light armor ,or heavy armor .
the only one obvious different is thrwoing range.
does  POWERTHROW not affect damage now ?

and i saw this  http://forum.meleegaming.com/beginner's-help-and-guides/strength-archers/
POWERDRAW seems like the same problem ?
devs should tell us the exact damge computer formula.

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