Author Topic: 0.2.9.3.2  (Read 22546 times)

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Offline Jarold

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Re: 0.2.9.3.2
« Reply #165 on: March 23, 2013, 02:02:56 am »
0
Increase the cost on stakes!

Offline MURDERTRON

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Re: 0.2.9.3.2
« Reply #166 on: March 23, 2013, 02:36:27 am »
0
Wooden Stackles spam on siege server, please either get rid of them in siege or increase the slots they use to 2+

Village battles are still sieges, so that won't work.
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Offline Spleen

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Re: 0.2.9.3.2
« Reply #167 on: March 23, 2013, 11:17:33 am »
+2
put your stakes on the market, I want to buy some at reduced cost.

well...the stakes are high...

ba dum ts
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Offline Knitler

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Re: 0.2.9.3.2
« Reply #168 on: March 23, 2013, 01:39:30 pm »
+3
Bring Ladders back and it probably will be balanced. And it would be more fun!
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Offline Butan

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Re: 0.2.9.3.2
« Reply #169 on: March 23, 2013, 02:31:12 pm »
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Bring Ladders back and it probably will be balanced. And it would be more fun!

HRE suggesting ladders back, instant -1  :P


Still need too much "defenders awareness" of back walls to be able to give ladders back, and im not even sure the latest siege maps could be compatible with the idea of being able to ladder up.

Offline Knitler

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Re: 0.2.9.3.2
« Reply #170 on: March 23, 2013, 02:53:46 pm »
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HRE suggesting ladders back, instant -1  :P


Still need too much "defenders awareness" of back walls to be able to give ladders back, and im not even sure the latest siege maps could be compatible with the idea of being able to ladder up.

The maps dont have to be ready, if you cant use ladders there, you cant. BUt still the defenders on conquest are spawning directly in your back like 1meter .... ^^
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Offline Butan

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Re: 0.2.9.3.2
« Reply #171 on: March 23, 2013, 03:06:25 pm »
+1
The maps dont have to be ready, if you cant use ladders there, you cant. BUt still the defenders on conquest are spawning directly in your back like 1meter .... ^^

Map making needs to be done in accordance with ladders enabled or not, else it can be very unbalanced for attackers or defenders.

Also didnt play much conquest but I think looking at all the flags, its already much safer to have ladders on in conquest mode, since its much harder to use ninja flag squadron effectively, winning the day in one surprise attack.
« Last Edit: March 23, 2013, 03:16:12 pm by Butan »

Offline vipere

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Re: 0.2.9.3.2
« Reply #172 on: March 23, 2013, 03:41:35 pm »
+1
Can you look about the nerf you made about mauls ?

there is a topic on the balance discussion : http://forum.meleegaming.com/game-balance-discussion/the-maul-change-is-retarded/

You can see that almost all maulers are thinking the same : the 1 sec you have to hold for crushthrough kill the gameplay of maulers (  maul and mallet were quite fine before this nerf, Long Maul is just a piece of shit now... ) .

Thanks.



Offline Knitler

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Re: 0.2.9.3.2
« Reply #173 on: March 23, 2013, 03:42:34 pm »
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Map making needs to be done in accordance with ladders enabled or not, else it can be very unbalanced for attackers or defenders.

Also didnt play much conquest but I think looking at all the flags, its already much safer to have ladders on in conquest mode, since its much harder to use ninja flag squadron effectively, winning the day in one surprise attack.

I think the defenders should spawn maybe 5seconds later. But its obvious for me that the main problem is that the defenders spawn like one meter away from your position or behind you .... so its even worse than TDM

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And with the HRE-Blitzkrieg-Team wie managed to get the tavern before the walls, so we skipped the lower wall (bug/feature?)
Was no chance to get the keep. There is also still a bug for the next rounds when you capture them, you cant get them in the next round.

Ballista is still kinda bugged, you have to get it in the old/standard position to pull the crank/reload

We made a ninja stuff .... didnt worked on the end at the keep.
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Offline Fips

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Re: 0.2.9.3.2
« Reply #174 on: March 23, 2013, 04:33:11 pm »
0
HRE suggesting ladders back, instant -1  :P


Still need too much "defenders awareness" of back walls to be able to give ladders back, and im not even sure the latest siege maps could be compatible with the idea of being able to ladder up.

It's not like we do any worse/better on siege since there are no ladders. It just took some of the fun away.

Offline Azlanek

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Re: 0.2.9.3.2
« Reply #175 on: March 23, 2013, 04:56:15 pm »
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What's up with the equipment values?
The post is up there

Offline bentrion

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Re: 0.2.9.3.2
« Reply #176 on: March 23, 2013, 06:59:11 pm »
0
Plz buff Ninja Stars from Cut to Pierce

Offline LA_DiamonD

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One-handed knockdowners vs. Polearm knockdowners
« Reply #177 on: March 23, 2013, 07:30:39 pm »
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Hey everyone. As the first thing, that i want to say - is to bring sorries for my "brocken english". I want to ask how can all of you imagine this:
 
One-handed Warhammer (or almost ANY other blunt one-handed weapon) have damage 31 blunt (weight 2.5), in the same time, as Polearm (look: two-handed, for example Long hafted knobbed mace) have damage 29 blunt and weight 2.8.

Dear developers, take into one hand 2.5 kg hammer and knock use it on the wall. Then take 2.8 kg club into two hands and make a same. Are you still sure, that your one-handed hammer made more destrucive (and with the greater speed (97) vs. two-handed polearm with less weight (in calculating for a each hand (1,4 kg), and total weight 2.8, speed 93)? And the damage of polearm less as well as speed, than one-handed hammer. So your one-handed attack is faster, than two-handed-optimized weapon? Or, may be damage of your one-handed attack is greater? What the hell is going on ?

May be your one-handed character have right hand more, that twice stronger, than left hand? In this way, may be have to make additional skills for left hand and right hand, that improve current hand strenght, to explain current balance?

Items was taken as examples. All one-handed blunt weapons vs. two-handed blunt, as good as polearms clear ultimate-weapons, IMHO
« Last Edit: March 23, 2013, 07:45:35 pm by LA_DiamonD »

Offline Konrax

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Re: One-handed knockdowners vs. Polearm knockdowners
« Reply #178 on: March 23, 2013, 08:33:12 pm »
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Hey everyone. As the first thing, that i want to say - is to bring sorries for my "brocken english". I want to ask how can all of you imagine this:
 
One-handed Warhammer (or almost ANY other blunt one-handed weapon) have damage 31 blunt (weight 2.5), in the same time, as Polearm (look: two-handed, for example Long hafted knobbed mace) have damage 29 blunt and weight 2.8.

Dear developers, take into one hand 2.5 kg hammer and knock use it on the wall. Then take 2.8 kg club into two hands and make a same. Are you still sure, that your one-handed hammer made more destrucive (and with the greater speed (97) vs. two-handed polearm with less weight (in calculating for a each hand (1,4 kg), and total weight 2.8, speed 93)? And the damage of polearm less as well as speed, than one-handed hammer. So your one-handed attack is faster, than two-handed-optimized weapon? Or, may be damage of your one-handed attack is greater? What the hell is going on ?

May be your one-handed character have right hand more, that twice stronger, than left hand? In this way, may be have to make additional skills for left hand and right hand, that improve current hand strenght, to explain current balance?

Items was taken as examples. All one-handed blunt weapons vs. two-handed blunt, as good as polearms clear ultimate-weapons, IMHO

You forgot the part about how polearms are twice as long at least compared to 1h blunt weapons.

Offline zagibu

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Re: One-handed knockdowners vs. Polearm knockdowners
« Reply #179 on: March 23, 2013, 11:19:54 pm »
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One-handed Warhammer (or almost ANY other blunt one-handed weapon) have damage 31 blunt (weight 2.5), in the same time, as Polearm (look: two-handed, for example Long hafted knobbed mace) have damage 29 blunt and weight 2.8.

Dear developers, take into one hand 2.5 kg hammer and knock use it on the wall. Then take 2.8 kg club into two hands and make a same. Are you still sure, that your one-handed hammer made more destrucive (and with the greater speed (97) vs. two-handed polearm with less weight (in calculating for a each hand (1,4 kg), and total weight 2.8, speed 93)? And the damage of polearm less as well as speed, than one-handed hammer. So your one-handed attack is faster, than two-handed-optimized weapon? Or, may be damage of your one-handed attack is greater? What the hell is going on ?

Take this to Realism section please.
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 Why am I beswung by sharpe and pointed utensyls?