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Messages - IG_Saint

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1
Yes, it is.

(m being the obvious example when he used to play for IG, however there are many others).

M never used a 2h in clan matches. He used a 1h, shield, spear and/or throwing, same as the rest of us.

2
Announcements / Re: 0.4.0.0 - The patch of destiny
« on: November 12, 2014, 12:28:57 am »
Now, does inverted attacks make sense? No, it does not, the organic feeling that M&B combat gives stems from normal attacks: you bring your weapon back, then swing it.

Um, mount&blade, you know the original one, had inverted attacks as the default selection. So for the oldmy old friends like me, that's 6 years of playing with inverted attacks. And now according to you, I'm supposed to switch, because you feel threatened by inverted attack users, or because inverted attack users are somehow morally bankrupt, or what?

3
General Discussion / Re: Player numbers
« on: November 11, 2014, 07:01:45 pm »
So now it's melee? Just now it was 2h...Oh and I have 24/18 slightly hybrid build.

4
General Discussion / Re: Player numbers
« on: November 11, 2014, 06:32:30 pm »
Right now only 2H is OP (and that new poleaxe with silly stats). When I saw dood on Siege server spamming 2h sword like a boss, I knew something was terribly wrong.

Weren is shielder and not xbow...

Wait what, how did this work? You saw me spamming nabs on the siege server, ergo 2h is OP?..

5
The Chamber of Tears / Re: New players get 4 +3!! WTF!
« on: October 20, 2014, 01:14:30 am »
If these items are pre-selected, untradeable and so on, why not just give them to all players? I don't see why you wouldn't give everyone a chance to use some generic, semi decent looms.

6
Announcements / Re: 0.3.3.7
« on: May 28, 2014, 06:45:58 pm »
Rather strange changes to the throwing lance, imo. After playing a bit on siege my conclusion is:

melee:
Slight nerf, but really not much has changed, it's still a decent melee weapon, just not as blindingly fast. The 2 points of damage buff on the swings helps against glancing, the one weakness the old version had. Still for loosing 4 points of speed and 1 point of pierce, I would have expected more than just the 2 points of blunt. I didn't really notice the extra weight, myself, but I wear an unusual amount of armour for a throwing lancer anyway.

Ranged:
Big buff, not much has changed, except you have 2 more ammo and you're far more accurate. You don't one hit anything but peasants and archers, which is the same as pre patch. Still a throwing lance to the chest and a swing from a nearby friendlies big weapon is still often enough to put down a medium armoured enemy (again, the same as prepatch).

Pre-patch the throwing lance was (imo) nicely balanced, both modes were decent, but neither was very strong. A lancer trying to melee a dedicated melee build would lose, just like a lancer trying to out throw a dedicated thrower or archer would lose. It was only when you used both side to good effect (especially near teammates), that the build would fully come into it's own.

Post-patch the ranged side of the lance is noticeably stronger, while the melee side only received a slight nerf. The slot change was also an odd choice of buff, compiling on top of the already strange changes made to the weapon, since now you can have 6 lances and a 0 slot sidearm. So the throwing lance has really received an unneeded buff.

My recommendation as someone who has played a dedicated throwing lancer for 3 years or so: Revert the slot change, revert the ammo change, weight change I'm ambivalent about as long as it's adjusted to ammo count, keep the accuracy change (maybe a bit less accuracy than it has currently) and give back, say, 3 or 4 points of ranged damage, keep the melee changes, except give 1 more point of damage for blunt of pierce.

Small side note: as I was on siege, I didn't get to test the lances vs cavalry. Maybe the damage nerf makes a bigger difference against cavalry than it does against infantry. Still, I don't expect any sane cavalry to try and charge a lancer head on.

7
Oh don't get me wrong here! My "changes" are no real changes after all. I picked rather extreme examples to emphasize HOW you could change the weapons towards a bigger variety of usable builds.

That's why declared them as "examples" not "must-changes".

I'm not an item balancer, and i know that most of the values i changed might impact on a lot more things than i know - I was just trying to use common sense here & show a different way.

I get that they were examples. The problem is that you essentially want to completely overhaul all the spear type throwing weapons (and completely nerf the throwing lance, because again, it shouldn't be included in the spear type throwing weapons in the first place), while keeping the throwing axes pretty much the same. It's not just the values I disagree with, but the idea that those value need to be changed so drastically.

The whole weight-changes were meant to counter the high damage potential the whole pointy-throwing-family has, without actually cutting the damage itself. 

Nice idea, but all you want to do is nerf the survivability of the spear throwers in melee and against ranged.

Bringing back the speed bonus would for example reenable you to do your job. On the other hand, the higher weight would counter further nerfs. Cus for the first time, Cut and Pierce throwing would be equal - yet different:

While the spear thrower has his advantages over a longer distance, the cut thrower could fight back once he's got through the rain of spears.

Same goes for all the other classes you're facing: u'll have a big window of time to get rid of them. But once they reach you - you have to fight (btw. with a really good polearm). 

That is already the case! The cut thrower has the advantage in close combat, the spear thrower at long range. Why do you want to nerf the spear throwers close combat abilities even more? The fact that throwing axes can be used in melee is why the spears get to have better damage and accuracy in ranged. Why do you now want to nerf the spears' melee abilities and their defence against ranged weapons? And what nerfs are the throwing axes going to receive in return for those ridiculous spear nerfs?

Oh and yet again, this doesn't even apply to lances. I'll have a bigger window to try useless long range shots that 9 times out of 10 will miss? Well, that's a usefull use of lances....I save my lances for high priority targets and situations, while using the melee mode for 80% of my time and kills. I try and not waste shots on longe range targets.

Your class would still work the way it worked before, but giving other classes the oportunity to make their classes work as well.

You want to nerf my melee abilities, my survivability against ranged and my ranged power, but you're saying my class would still be exactly the same? Well thank god for that....

8
I'm not a fan of your proposed changes to javelin like weapons Fin. You're already vunerable to melee, because if you're caught in melee holding a javelin like weapon, you're most likely dead. The weight increase and the 2 slots is just going to make that even worse. Not to mention you've changed the long standing dynamic between jarids and throwing spears (jarids being stronger and more accurate, while spears have more ammo). You for some reason want to change that now to be the other way around?

And your changes to lances would completely destroy my build, a build I've had for years and that I've always been able to maintain a roughly 2.5 to 1 kill death/ratio on. Lances shouldn't be in the same category as the rest of the javelin weapons. Lances are the ultimate hybrid throwing weapon, they have the best melee capabilities and the worst ranged ones. You want to nerf their melee power (by upping the weight by a LOT) and you want to nerf their ranged power (by reducing their damage). The paltry missile speed buff is not going to help much in actually hitting things (especially with the accuracy nerf) and with the speed bonus nerf the 1 shotting power of lances is already greatly reduced.

Honestly, all that's needed is a point or 3 of damage buff to compensate the unneeded speed bonus nerf, and throwing is good. Why go through the bother to try and radically alter the way weapons are balanced and used.

9
General Discussion / Re: DTV Changes - some infos
« on: February 20, 2014, 05:48:44 pm »
Honestly, I do not see what you are all saying, even yesterday at 2am in EU we were 8-11 and when I got to bed we had just beaten SeaRaiders. We had a few good players, but nothing special (best one around would probably kCENAi and Zyx, then some averages like faps and me). all you need is to make sure all entrances are half decently covered and some backup at V.

That team that we had would have been able to get to the highest waves in the old dtv, especially on such an easy map. I also left just after searaiders, because I knew we wouldn't have gotten much further anyway.
I still think the amount of bots needs to be adjusted for small teams and low level players. I firmly think that any size team should be able to get up to tincans if they're good enough, currently I don't think that's possible. Even if it is possible, the balance is completely out of wack, it is much, much harder for a small team (or a team with a lot of low lvls), previously it was already harder for a small team, the gap was just a lot smaller.

One of my "goals" in cRPG was to get a 2 man dtv win sometime. Me and Friedturtle have gotten close plenty of times, but the chadz wave always defeated us, because it spawns all the bosses at the same time, which means more than double the amount of bots compared to a normal wave. Now it feels like every wave is the chadz wave, just too many damn bots to even stand a chance.

Edit: Eh, I was too late, I'll need to test the changes before I complain some more  :wink:

10
General Discussion / Re: DTV Changes - some infos
« on: February 19, 2014, 04:29:01 am »
These changes do kinda screw over small teams. It used to be that a good 2 man team on a good map with a lot of luck could reach tincans. I don't see that happening any more, now it seems anything under 10 people is just not enough to reach the highest waves.

Personally, I think any team size should be able to make it to tincans as long as they're good enough. So scaling for smaller teams needs to be adjusted, both bot count and reward need to come down a bit imo.

11
The Chamber of Tears / Re: Shield is very bad shield
« on: January 24, 2014, 01:24:51 am »
You really are pathetic leshma...This is beyond ridiculous. You're just an asshole trying to bullshit yourself into believing you're not. How about you go die in a fire yourself? This community would be a lot beter off if you just finally fucked off for good.

12
Events & Tournaments / Re: 1 vs 1 Tournament, BRACKET & Prizes are up!
« on: January 05, 2014, 10:09:53 pm »
Zyx vs Dezi was 0 - 7, no ref. Good fights Dezi, you have now burned an eternal hatred of that bloody spear into my soul  :D.

13
Events & Tournaments / Re: 1 vs 1 Tournament, BRACKET & Prizes are up!
« on: January 02, 2014, 02:07:36 pm »
I did not, he didn't look like Saint at all when I trained against him yesterday.

It's an alt and I was wearing too heavy armour yesterday. I'll probably be doing the duels in my standard medium weaboo armour.

Also, didn't I win something like 4 out of the 5 duels we did yesterday? That should give me a fair chance against Dezi, right?  :P

14
Events & Tournaments / Re: 1 Vs 1 duelling Tournament, Big prizes.
« on: December 31, 2013, 04:45:07 pm »
oh what the hell, I'll join.

Alt: Zyx
No steam, just use forums please.
Fee paid.

15
... and all the other things floating around out there / Re: Overgrowth
« on: December 18, 2013, 06:09:49 pm »
Got it, I think it's a solo developer who has been going for approx 500 updates, 1 week 1 update.

I think it's two developers, a programmer and an art guy. These are also the guys behind the Humble Bundles, so I imagine quite a bit of their time gets sucked up by that.

Overgrowth is a great demo, but imo not worth the price, unless you really loved their first game, or just want to support an awesome indie company. For EU guys if you do plan on buying it, get it on http://www.wolfire.com/overgrowth, rather than steam. 25 dollars is a lot less than the 24 euros it costs on steam and you get a steam key anyway.

I also want to recommend one of Wolfire's other games, receiver. That game has the most interesting and engaging gun mechanics. It's certainly worth picking up in a steam sale some time (or you get it for free if you buy overgrowth)

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