Author Topic: Version 0.270  (Read 63088 times)

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Offline okiN

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Re: Version 0.270
« Reply #180 on: February 09, 2012, 11:56:07 pm »
0
I'd have to call bullshit. If only two of you are moving - and the slowest tank can catch up to you, you're fucked. And there is nothing either of you can do.
I'd also like to mention your friend that should be open has already been fucked over by getting double teamed!

You're not making any sense. Doesn't matter if it's 11 vs 10 or 25 vs 26, the difference is small and it's 100% winnable if the smaller team plays a little better.
Don't.

Offline DrTaco

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Re: Version 0.270
« Reply #181 on: February 10, 2012, 12:16:25 am »
0
Then let me phrase better. It is fucking imbalanced. Yes it fucking matters, if you can't outrun plate and your teamates are nowhere to be found because they're all getting 1v2 then your fucked! Skill or agility whoring will make all the different if you don't fuck up - which I can guarantee you, autoblockers aren't playing Rageball.
Don't take life seriously. Nobody gets out alive anyway.

Offline Gristle

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Re: Version 0.270
« Reply #182 on: February 10, 2012, 12:29:42 am »
+2
I bet you're a tincan or shielder!   :D

Have you ever been thrower before? And have you tried recently? Its almost impossible to kill someone with heavy throwing axes. They are not acurate enough that you could "aim" for the head. Throwing is a question of timing not aim. For me its not balanced. I've respeced after 2.6 and made a stf thrower with the same build - 15/21 throwing axes only, leather vest ... just to be up to date... Still i only got 12 axes each round. And i need at least 3 of them + 2 hits in sec. mode to kill a low-medium armored dude.

no buff yet. Balanced? Not on your nelly!

Haven't been a shielder for a few months, but I suppose I have been a tincan these days. Body shots were buffed. Not to what they were pre-.26, but certainly better than what they were in .26. Now, hits to the arm, they don't hurt much anymore. That goes for all damage, not just range, so I don't mind it.

But you want to talk Throwing specifically? OK. Using myself as an example, how many axes to the body do you think it should take to kill a person with 68 body armor and 50 hit points? I use an Arbalest, and it takes me 1 to 3 shots to kill most people, but rarely less than 2. As for shooting myself, I would be very lucky to survive more than 2 body shots, however I do believe I could survive 2 arm shots and a body shot (I survived a similar situation recently). That's how drastic the body damage compared to arm damage is.

Let's talk ammo: You get 3 Throwing Axes per slot, so I figure you'll bring 9 or maybe 12. I get 13 bolts (increased due to heirloom, a perk which throwing could use), but I'm lucky to fire half of them due to my long reload time. How many projectiles do you usually get to throw a round?

Now this is where I actually see a real problem. Let's talk cost:

Throwing Axes x4: 13,496
Heavy Throwing Axes x4: 18,104
Arbalest: 18,796

For that price difference, regular Throwing Axes should not and do not compare to my Arbalest in effectiveness. However, Heavy Throwing Axes, which DO compare in price, do not compare in damage. To continue:

Javelins x4: 18,508 (OK)
Throwing Spears x4: 27,908 (What)
Jarids x4:  28, 724 (No)
Throwing Lances x4: 32,420 (Oh, come on)

I understand that these numbers are skewed based on the price of all 4 slots they take up, and it's incredibly unlikely for all 4 to break at once. Still, the thrower will ultimately pay more than I do for my Arbalest and bolts. if Throwing Lances are going to cost that much, they should be a guaranteed 1 shot kill no matter where they hit. Hell, you need Power Throw 7 just to use them, and that severely limits your build options, as well as the wpf restrictions severely limit your armor options. Is that why the prices are so high? Dedicated throwers aren't able to wear armor, so they're forced to pay so much more for their weapons to compensate?

I don't really want to go much further here, as I feel I'm going off topic. What I perceive to be the problems for throwing existed long before patch .26. So, Fin, while I agree Throwing still needs help, I also contend that the problems of .26 were mostly removed in .27.

Offline F i n

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Re: Version 0.270
« Reply #183 on: February 10, 2012, 01:18:10 am »
0
ok. thanks for your detailed answer mate.

To be honest i havent played on 2.7 with my thrower. After i couldn't read anything about throwing buff "chadz solved" in the changelog i just got pissed  :)

I think the cost is cool... if you think about damage per second. I got around 4 shots while you're reloading your arbalest.

But anyways the axe Damage - especially cus its cut - not pierce - still felt very very very low. I first thought they decreased not only the ranged damage but also cut dmg effectivity itself...

How many axes / round ? Well 11 by throwing. Last one is backup & melee only. Used to have 5 or 6 pt depending on generation... had some weird rule like gen 1,3,5,7, etc. has 5 pt and 2,4,6 was 6. Anyways...

I could kill any enemy with 2 axes and 1 or 2 hits with the axe max. Even the plated ones.
When i last played with my thrower it was like 4 axes on an archer and 1 swing to the chest. Then he jumped out of my range, ran away and gave me a headshot. (He was on that nomad robe thing, i was on a heraldic mail + surcoat + polished gauntlets + Great helmet + skyns).

I was like... what the fffffrespec.


Anyways i was not talking about unnerfing throwing. I just wanted to say that nerfing itself makes that mod kinda hard to "master". And that maybe at some point we should stop reinventing the whole fightingsystem over and over again and let it roll!

How to develope a unique playstyle and good teamwork while the gamebasics (like should i take cover or not - is that arrow gonna hurt or not? Should i fall back and wait for mates or can i kill that peasant with 12 throwing axes without getting smashed like a bug?) change every month?

And i think that it sucks when a build, which once worked out pretty well gets useless.

Im gonna check it out though. Maybe its kind of a mind thing... and they just FEEL nerfed.



Hmm chadz? Did you guys actually adjust the ranged damage since 2.6 - especially throwing? Was wondering.

« Last Edit: February 10, 2012, 01:22:54 am by Finuad »
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Offline Gristle

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Re: Version 0.270
« Reply #184 on: February 10, 2012, 01:33:16 am »
0
I agree with you. I hope this was the last batch of major stat changes. Somethings need a buff, but I don't think anything needs a nerf.

Offline okiN

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Re: Version 0.270
« Reply #185 on: February 10, 2012, 11:32:20 am »
0
Then let me phrase better. It is fucking imbalanced. Yes it fucking matters, if you can't outrun plate and your teamates are nowhere to be found because they're all getting 1v2 then your fucked! Skill or agility whoring will make all the different if you don't fuck up - which I can guarantee you, autoblockers aren't playing Rageball.

Can't you just stop spouting this bullshit? A difference of one player won't leave all your teammates tied up in 2vs1 fights. That should be completely obvious to anyone with even half a brain. If there's nobody to pass to, it's because nobody on your team has played himself into a good position, not because the other team has a single extra player.
Don't.

Offline Teeth

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Re: Version 0.270
« Reply #186 on: February 10, 2012, 11:45:14 am »
0
In Rageball's current state I think a team of 10 good, sensible players that are focused on the objective, can beat a 20 player team consisting of the current average Rageball player.

Offline Prpavi

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Re: Version 0.270
« Reply #187 on: February 10, 2012, 11:51:01 am »
+1
The ammount of archers is steadly increasing daily...

too bad
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline Arrowblood

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Re: Version 0.270
« Reply #188 on: February 10, 2012, 01:22:31 pm »
-2
nerf  all non mw bows and problem is solved. :shock:

Offline _Tak_

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Re: Version 0.270
« Reply #189 on: February 10, 2012, 01:58:15 pm »
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nerf  all non mw bows and problem is solved. :shock:

Buff Longbow speed or decrease all other bow speed by 4 to make it balance with longbow

Offline F i n

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Re: Version 0.270
« Reply #190 on: February 10, 2012, 05:29:57 pm »
0
Archery is fine... god damn it.  :o

We were talking about RANGED in general.
"Life was easier as a borderline alcoholic." (chadz, 2016)

Offline karasu

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Re: Version 0.270
« Reply #191 on: February 10, 2012, 09:34:11 pm »
+3
  So now we have 2 constantly high populated siege server (thank the heavens)!

  But another problem arises.

  Admins on Siege servers were already scarce throughout the day. Haven't seen an admin on EU_5 the whole day p.e. (bad luck or reality, whichever) and I've been online a lot today.

  As usual, saw more than 1 admin in battle at the same time.

  I know no one is forced to play another mode, specially on a free mod, but honestly it's about time Siege gets some upper love, specially with the great job Jacko has been doing so far.

  There are plenty of capable players, actually willing to help the community and it's constant the team killing on purpose, grieving, defenders opening gates, exploiting, etc, in these types of servers. I know it very well, and so does my beautiful picture gallery entitled "cRPG scumlist of evil doers".

  Keep this in mind please, show some love to Siege, since it's not dying as supposed to.
  Save the Siege, save the world!


Cheers and best regards, truly yours,
Rage God.



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Offline Leshma

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Re: Version 0.270
« Reply #192 on: February 10, 2012, 10:04:27 pm »
0
Dammit

Offline Prpavi

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Re: Version 0.270
« Reply #193 on: February 13, 2012, 12:04:40 pm »
0
no ranged crying here for 3 days?

well i guess archery and xbows are "viable" again.  :rolleyes:
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline F i n

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Re: Version 0.270
« Reply #194 on: February 13, 2012, 02:02:22 pm »
+2
was not crying :(

was thinking :(
"Life was easier as a borderline alcoholic." (chadz, 2016)