Author Topic: 0.289 released  (Read 43988 times)

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Offline Wiltzu

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Re: 0.289 released
« Reply #60 on: August 18, 2012, 09:27:19 am »
-1
Make all classes the same as they're in crpg, so we don't have to learn again each battle. If you want to change anything - change it in crpg too.

This is the reason why I respecced. But then again, I agree with chadz that there are way too many archers out there.

We'll see what happens.
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Offline Latrinenkobold

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Re: 0.289 released
« Reply #61 on: August 18, 2012, 10:23:17 am »
0
Also added chamberkick.
R..r..r really?

Offline Blueberry Muffin

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Re: 0.289 released
« Reply #62 on: August 18, 2012, 11:00:40 am »
0

Cav is useless on strat atm.


It really isnt. My last strat battles playing cavalry I got:
103:46(EU)
103:64(NA)
129:56(EU)
110:40(EU)
138:46(EU)

These are all either village or field battles.

Im not a full time cav player, and could never compete with the best lancers such as tommy or oberyn, but even I can get these scores...

As for the time increase... +1 to that, but I think that has overwhelming support already.

I agree with the archer nerf on strat tbh... there is way to many ranged as it is, but a direct nerf is perhaps not the best way to go about it. Maybe decrease damage by a lower percentage.. say 15% instead of 50%, and limit the walking speed of archers, so if a melee player gets amongst them, they cant run away and kite him to death. This forces the inf to guard the archers much more heavily, as the damage bonus from grouping will force the archers to keep in a tight formation, that is very vunerable to infantry. If they are left vunerable, some asshole ninja wannabe can jump into their tight formation, and kill 3-4 before anyone realises. This ties into the spawn system also, as if the archer dont have good protection, they will die alot and will take ages to spawn, leaving the team with few archers...

Just an idea, noone try and argue realism of how archer should run faster than armoured inf, this is to balance the game, not make it a simulation.

« Last Edit: August 18, 2012, 11:04:56 am by Blueberry Muffin »
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Offline Tomas

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Re: 0.289 released
« Reply #63 on: August 18, 2012, 12:27:49 pm »
0
(click to show/hide)

6) Based on Matey's suggestion but also something I have been suggesting for a while.  Limit archers to 1 quiver each (with slightly more arrows than currently.  20 Bodkins, 24 Tatars, 26 Barbeds, 30 Arrows unloomed).  On Strat archers will have to refill more often.  I'd do this on cRPG as well and buff archer accuracy slightly so that they can dump some points into melee.

Offline Peasant_Woman

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Re: 0.289 released
« Reply #64 on: August 18, 2012, 12:31:51 pm »
0
R..r..r really?

Yes. Kick someone and they have a moment to counter kick, if done right the original kicker ends up knocked down and the kickee merely staggered briefly.
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Offline Tavuk_Bey

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Re: 0.289 released
« Reply #65 on: August 18, 2012, 01:08:05 pm »
+3
Update: archers standing in close formation will have +10% damage bonus per teammate, up to where they are back to 100%. We'll have to figure out if the speed buff will then have to be removed/reduced.

thanks, you just killed all sniper arbalester builds
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Offline djavo

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Re: 0.289 released
« Reply #66 on: August 18, 2012, 01:09:48 pm »
+4
chadz how about making pure throwers usefull in strategus. Give us bombs and throwing claymores.

No one wants pure thrower in roster, not even greys.
« Last Edit: August 18, 2012, 01:14:05 pm by djavo »
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Offline Kafein

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Re: 0.289 released
« Reply #67 on: August 18, 2012, 01:12:42 pm »
-4
Yes. Kick someone and they have a moment to counter kick, if done right the original kicker ends up knocked down and the kickee merely staggered briefly.

It basically gives you one free hit like if your opponent had been knocked down by a weapon.

However, you can only get a second free hit by kicking him when he gets back on his feet if he messes up.

thanks, you just killed all sniper arbalester builds

cRPG now 200% better.


Offline Aseplhood

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Re: 0.289 released
« Reply #68 on: August 18, 2012, 01:15:49 pm »
0
How about making the siege equipment cheaper while repairing  :P?
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Offline HardRice

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Re: 0.289 released
« Reply #69 on: August 18, 2012, 01:23:11 pm »
0
Just pointing out that a longbow barely scratched someone with no helmet when he was headshotted. So for the remainder of strat 3 ranged is useless due to all the plate hoards.

This also means first person with large quantities of plate in strat 4 is invulnerable to ranged. (Mainly bows, xbows still shitty.)

Offline Tavuk_Bey

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Re: 0.289 released
« Reply #70 on: August 18, 2012, 01:35:29 pm »
+1
Just pointing out that a longbow barely scratched someone with no helmet when he was headshotted.

yesterday, in battle of jelkala, a dude with shitty vaegir helmet who tried to close the gate survived my 3 arbalest headshots and he had managed to do his task.

cRPG now 200% better.


i undertand you. with the release of this patch, there will be noone shooting at routing french. you can wave your white flag safely.
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Offline Butan

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Re: 0.289 released
« Reply #71 on: August 18, 2012, 02:07:07 pm »
+1
The ranged change is pretty brutal, the reload speed feels really supernatural and terrible, the damage I dont know yet.

Not sure it was really needed but maybe it will be fine tuned and lead to cool things.

Offline Plavor

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Re: 0.289 released
« Reply #72 on: August 18, 2012, 02:07:32 pm »
0
You either give all crossbowmen / archers a free respec or change it in another way because this is not the way to go  :mad:

Many crossbowmen with arbalest want to support their team by for example flanking the opposite team and shoot their archers from the back.
Now since they would survive 3-4 MW steelbolts they can easily get hit once and run away.

Since the arbalest had to reload really long, the arbalest crossbowmen was supposed to hide well to reload without interruption.
For me, its not that good to reload behind a shieldwall or a group of player because of the danger that our enemies push or we push so I am static on one place
locked while my team is charging -> no cover anymore.

With this new test in strat, you would make crossbowmen to call of duty shotgun heroes due to their awesome accuracy and reload speed which destroys the sense
for playing a decicated crossbowmen build ...   

I understand that you tried to test new stuff to "nerf" archery and crossbow but please do it in another way and also introduce a Crossbow Wall Formation like the SB guys did
( 5 SB with arbalests were standing in one line horizontal and were shooting the shit out of the charging enemies )

Offline Tavuk_Bey

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Re: 0.289 released
« Reply #73 on: August 18, 2012, 02:10:50 pm »
0
With this new test in strat, you would make crossbowmen to call of duty shotgun heroes

lol man, i tried to go on full shotgun action yesterday, it barely hurt someone..
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Offline Leshma

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Re: 0.289 released
« Reply #74 on: August 18, 2012, 02:15:25 pm »
+4
Xbow = dead

chadz fixing stuff that ain't broken, as usual.