Author Topic: Ranged to Melee Ratio  (Read 3164 times)

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Offline Umbra

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Re: Ranged to Melee Ratio
« Reply #15 on: July 21, 2013, 03:52:58 pm »
+1
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Lolz yeah guise just get shield or hide nabz amarite?

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Offline Canary

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Re: Ranged to Melee Ratio
« Reply #16 on: July 21, 2013, 10:10:41 pm »
+3
Melee says to ranged: "shooting is no fair, it's hard to retaliate against!"

Ranged responds to melee: "get a shield if you don't want to get shot!"

Melee thinks it over; why, I'd have to stop using my chosen weapon and change my spec to something else entirely if I wanted to use a shield.



Ranged says to melee: "patch was no fair, I was nerfed too hard and can't kill or survive as efficiently anymore!"

Melee responds to ranged: "looks like it's time to spec out of ranged, then!"

Ranged does not take this retort in stride, however still changes spec and takes points in riding and horse archery to spite the nay-saying melee.


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Offline HappyPhantom

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Re: Ranged to Melee Ratio
« Reply #17 on: July 22, 2013, 12:11:13 am »
0
To avoid being shot:

1. engage in melee - as a ranged, I'm less likely to shoot you if my chances of TW are higher (zomg! I know right!! I must be the only one)

2. never run in a straight line

3. never stand in the same place for prolonged periods of time

Frankly I don't see why everyone has such a hard time avoiding ranged.
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Offline Vodner

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Re: Ranged to Melee Ratio
« Reply #18 on: July 22, 2013, 12:31:13 am »
+2
1. engage in melee - as a ranged, I'm less likely to shoot you if my chances of TW are higher (zomg! I know right!! I must be the only one)
About 90% of the time I get shot by ranged, it's while I'm engaged in melee. You have severely limited movement options once engaged, as you need to stick to enemies to stop them from hitting friendlies, and you need to footwork appropriately as necessitated by melee.

Offline Palurgee

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Re: Ranged to Melee Ratio
« Reply #19 on: July 22, 2013, 12:44:52 am »
+1
2. never run in a straight line

Any archer or crossbowman worth his salt knows how to hit a target that isn't moving in a straight line, if with slightly more effort.

Offline Rumblood

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Re: Ranged to Melee Ratio
« Reply #20 on: July 22, 2013, 02:12:03 am »
+1
Any archer or crossbowman worth his salt knows how to hit a target that isn't moving in a straight line, if with slightly more effort.

True, but given a choice between targets, it is the immobile, and then the straight line runner and not the juker involved in a swirling melee who gets chosen as a target. S key heroes get targeted because a: they aren't truly involved in melee and b: they usually back in a straight line and c: the stun gives your teammates a chance to catch the bastard.  :P
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Offline Smoothrich

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Re: Ranged to Melee Ratio
« Reply #21 on: July 22, 2013, 07:35:42 am »
+3
Does anyone else sometimes feel like the meta-game operates based on what will piss people off more?

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Offline Macropus

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Re: Ranged to Melee Ratio
« Reply #22 on: July 23, 2013, 06:50:08 pm »
0
As a lightly armored ninja with 8 athletics and 13.1 total eqipment weight I say - ranged isn't too bad.
Yes sometimes it's getting hard to survive though. I'm not really sure if that means ranged is OP or not.

PS: Just for the record - I once charged a group of 3 archers in open field (completely stupid move, especially for ninja. Or maybe not that stupid, for a ninja?) and killed them all, only getting shot 1 or 2 times.

Offline Angantyr

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Re: Ranged to Melee Ratio
« Reply #23 on: July 23, 2013, 07:00:18 pm »
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CRPG are closing in on being more like Native than it has since the earliest versions; more ranged and more shielders than ever.

Less range spam and more manual block is why I chose cRPG over any other module, in the first place.

Offline Kafein

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Re: Ranged to Melee Ratio
« Reply #24 on: July 23, 2013, 08:01:55 pm »
+3
As many as there are people that want to play ranged

This


Yet in order for that to work, there should be a way to balance the archery population ingame.

Even making the ridiculous assumption that there's an effective way of countering archers (be it shields that kill archers from afar, or cav with 18PS that teleport behind archers, or hive-minds of 2h and polearms that can continuously evade shots from two directions at once on sloped terrain...), it simply does not work as a mitigating factor against the rise of the ranged population. Still assuming something counters archers (apart from more archers), winning that way isn't necessarily fun. In the case of the shielders or camping/waiting for the flags to spawn, it is rather necessarily the most boring thing ever. Choosing between winning and having fun, I'll chose having fun, which also means I'm going to quit the server at some point if it goes on. A high density of archers shouldn't have as consequence that everybody would want to play ranged too. It should push players to chose some other class which is effective and fun to play against archers. Even though the first part is "debatable", the second isn't, there's no such thing.


To avoid being shot:

1. engage in melee - as a ranged, I'm less likely to shoot you if my chances of TW are higher (zomg! I know right!! I must be the only one)

2. never run in a straight line

3. never stand in the same place for prolonged periods of time

Frankly I don't see why everyone has such a hard time avoiding ranged.

What's important is the relative difficulty of surviving ranged and melee. The average player survives when engaged in melee much longer than what the game was designed for, and this just keeps on increasing. Quite bluntly people block much better than they used to, but there's only so much you can do against projectiles. The instant someone shoots at you, it is in most cases already too late, even with a shield. There's very little room for increasing your ability to survive projectiles without hindering your playstyle (hiding somewhere and being  useless just for the sake of surviving ranged just means the enemy ranged won without even killing you), because it is very dependent on both luck and your stats, and very little on your input. Surviving melee on the other hand is the opposite. Even with a wooden stick and a level 1 character a good player can survive melee for entire minutes. Applying everything you said and much much more to avoid being killed by ranged still doesn't reach the same level or certainty you won't die.

Offline CrazyCracka420

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Re: Ranged to Melee Ratio
« Reply #25 on: July 23, 2013, 08:19:11 pm »
+3
I play C-rpg and Warband because it's the closest thing I'm going to get from a video game to fighting as a solo combatant (as part of a larger unit) in the middle ages.  Not just for melee, not just for riding around on a horse, not just for shooting a bow and arrow, for all of it.

I don't think there should be limits on the amount of people playing a certain class, it should be up to whatever the person chooses.  That being said, the team balance could do a way better job of balancing the teams so that it's not 40 archers on one team, and 10 on the other. 

If I was putting together an army (in crpg) I'd want about 30% ranged, 30% cavalry, and 40% infantry.  Where the ranged and cavalry are mainly supporting the infantry.
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Offline Elindor

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Re: Ranged to Melee Ratio
« Reply #26 on: July 24, 2013, 06:18:32 pm »
+3
Too many ranged?  I notice all of you are talking about battle.  I have noticed the increase as well, and although I like battle and plan to play both modes....

Come to the darkside and play Siege once in a while!
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No but seriously there are less archers on siege....oddly enough.  And there are plenty of good players.

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Offline CrazyCracka420

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Re: Ranged to Melee Ratio
« Reply #27 on: July 24, 2013, 06:59:30 pm »
0
Having only one life per round is much better than respawning.  Getting kills is much more meaningful, as is staying alive. 

Also, I can't also play CK2 when I'm playing siege, I can in battle mode (if I die).   :mrgreen:
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Offline Tydeus

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Re: Ranged to Melee Ratio
« Reply #28 on: July 25, 2013, 11:10:54 pm »
+2
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Instead, you get to die once (even if it's on the front lines), and have your flag capped before you have a chance to reach the flags with your second life, or worse yet, even respawn. Shit happens to me all the time, regardless of the amount of players in the server. It's actually the most infuriating aspect of siege for me. It doesn't matter how well you played up to that point, how great your defense/teamwork/cooperation was, you die once, and it can be over before you have a chance to do anything again.
« Last Edit: July 26, 2013, 01:41:58 am by Tydeus »
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Offline Grumpy_Nic

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Re: Ranged to Melee Ratio
« Reply #29 on: July 29, 2013, 11:06:57 am »
0
Instead, you get to die once (even if it's on the front lines), and have your flag capped before you have a chance to reach the flags with your second life, or worse yet, even respawn. Shit happens to me all the time, regardless of the amount of players in the server. It's actually the most infuriating aspect of siege for me. It doesn't matter how well you played up to that point, how great your defense/teamwork/cooperation was, you die once, and it can be over before you have a chance to do anything again.

This. I hardly play siege but from time to time, when battle pisses me off, I play siege. Usually when defending the flag I spawn on the other side of the map which is bullcrap or as Tydeus mentioned, I dont spawn at all because its over.