Poll

Should dev team revert stats of bows and arrows to old ones before patch?

yes
71 (52.6%)
no
64 (47.4%)

Total Members Voted: 135

Author Topic: Archery after last patch  (Read 8268 times)

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Offline Templar_Steevee

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Re: Archery after last patch
« Reply #105 on: July 09, 2013, 06:42:38 pm »
0
I just checked with Bobby that what calculator shows and it's true.
I killed him in 5 shot in body and 2 in head.
Archer forever :D

Offline Paul

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Re: Archery after last patch
« Reply #106 on: July 09, 2013, 06:55:29 pm »
0
Wait, how many shots should it take in your opinion?

Offline Templar_Steevee

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Re: Archery after last patch
« Reply #107 on: July 09, 2013, 06:57:09 pm »
-2
With a bow for 60 gold upkeep at least 2 o 3 more...
Archer forever :D

Offline Necrorave

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Re: Archery after last patch
« Reply #108 on: July 09, 2013, 06:58:55 pm »
+1
Sigh

People who have already chosen sides will not change their minds

This is a pointless argument that will literally go no where.  Might as well stop now.  Arguments between the people that "Know" and the people that think they know is about as productive as my sexual organs.  (Not at all)

It's like trying to prove to someone that Kesh is not gay.

Offline Templar_Steevee

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Re: Archery after last patch
« Reply #109 on: July 09, 2013, 07:09:50 pm »
0
Afaik archers have increased break chance on their arrows which pretty much fucks up your whole upkeep argumentation.
Didn't noticed that, i'm on stable level of gold and i earn a bit with almost most expensive gear for archers that is not reducing WPF
Yes, ingame one has to imagine(engine limitations) that the small, high shot speed bows use lighter arrows - thus the lower damage.
But i can't imagine it in game, because all archers are using same arrows (choosen from few kinds)
So maybe you should implement arrows with lower dmg and higher max speed and slower but with higher dmg?


MODIFY
Heavier hi dmg arrows shouldn't be able to use with weaker bows, bows with 5 or 6 PD can use all kinds
« Last Edit: July 09, 2013, 07:13:03 pm by Templar_Steevee »
Archer forever :D

Offline CrazyCracka420

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Re: Archery after last patch
« Reply #110 on: July 09, 2013, 07:13:44 pm »
+6
There's nothing wrong with archers (they are underpowered if anything), the problem is the battle game mode.

Either implement a conquest battle mode, or simplify things and spawn MOTF 30 seconds into the round (so infantry can fight over an area, and try and take and hold it).

This will change the dynamic of infantry having to try and engage archers/cavalry, and force cavalry and archers to engage the enemy infantry who's holding the ground necessary to win the round.

This is really the most logical suggestion I've seen on the forums in regards to class balance.
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Offline Vodner

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Re: Archery after last patch
« Reply #111 on: July 10, 2013, 01:13:26 am »
+5
Either implement a conquest battle mode, or simplify things and spawn MOTF 30 seconds into the round (so infantry can fight over an area, and try and take and hold it).
This. I forget who I originally saw suggest this (I think it was Xeen), but making MoTF spawn early in the round would solve a lot of issues in battle. Some people run off into the corner and do nothing all round? Doesn't matter, the game ends without them needing to die. Bunch of people holed up in an easily defensible location? Again, doesn't matter, unless that location is actually on the flags. Some HA/HX kiting in a 1v15 situation? Doesn't matter, unless he's holding the flags.

Right now, the best solution to people holed up in a defensible location is to do absolutely nothing for several minutes in a row, until MoTF eventually spawns. People either have to choose between having fun, or winning. I'm stubborn, so I prefer to wait for the MoTF just to spite the other guys (even if we have 30+ people and it's just a single enemy). It is also incredibly frustrating to throw myself into a meatgrinder along with a handful of teammates in a last-ditch effort to do enough damage to eke out a win, just to die and see that there are a chunk of well-armored friendly infantry hiding in a corner so that they can score some kills before we lose.

The only issue I can think of is that MoTF spawns would all have to be balanced so that both teams both have equal access to them.

e:
The radius and cap time of the flags would likely have to be increased to accommodate high player counts. There are also a whole slew of interesting balance tweaks that could be tried - for example, weighing players close to the flag heavier than players who are at the extremity of the cap radius.
« Last Edit: July 10, 2013, 01:30:24 am by Vodner »

Offline Grumpy_Nic

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Re: Archery after last patch
« Reply #112 on: July 10, 2013, 11:55:28 am »
0
A healing tent should spawn at the defensive location so its worth holding it

Offline CrazyCracka420

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Re: Archery after last patch
« Reply #113 on: July 10, 2013, 05:29:46 pm »
0
I put up a suggestion

I think this might help solve the problem:  http://forum.meleegaming.com/suggestions-corner/change-battle-to-%27conquest%27-mode-by-spawning-motf-early-in-rounds/

Please vote/comment!
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Offline Arrowblood

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Re: Archery after last patch
« Reply #114 on: July 11, 2013, 08:57:39 am »
0
Afaik archers have increased break chance on their arrows which pretty much fucks up your whole upkeep argumentation. For damage calc you  didn't take in the cRPG hit zone multipliers which even puts a penalty on hitting the torso. Only head hits are very slightly buffed compared to Native, the rest is nerfed. I won't even start with talking about air friction and the resulting damage reduce over distances. Also get some IF.

Some "weaker" bows have higher shot speed than "stronger" bows to represent the difference between composite and (wooden) one material bows. Irl the latter have a rather low maximum spring speed of the wood, so giving them higher draw weight doesn't neccessarily make them shot the same (light) arrows faster but gives them the abilty to launch heavy war arrows. Yes, ingame one has to imagine(engine limitations) that the small, high shot speed bows use lighter arrows - thus the lower damage.

First off, i like realism.

The problem is now that ingame a bow with a higher missile speed is alot easier to use than one with a low missile speed. And if that is connected with a high speed in reloading it gets even more easier to counter a long or rusbow. And a 9 PD and 5 WM build with a hornbow and bodkins is alot more useful than the same build with a longbow. Simply because of the missile speed. It ist horrible how fast the arrow flys.