Author Topic: 0.3.2.1  (Read 24457 times)

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Offline justme

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Re: 0.3.2.1
« Reply #15 on: January 13, 2014, 03:44:40 am »
0
was about time to balance thrust.. now i must play piker again :)

Offline Damsel

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Re: 0.3.2.1
« Reply #16 on: January 13, 2014, 05:06:06 am »
+1
this new patch right here.
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Offline Turkhammer

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Re: 0.3.2.1
« Reply #17 on: January 13, 2014, 06:02:21 am »
-9
It's to all thrusts, actually.

There was nothing wrong with them previously.

Offline Akynos

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Re: 0.3.2.1
« Reply #18 on: January 13, 2014, 10:21:49 am »
0
It's to all thrusts, actually.

Can you give explain what/why you have changed?

PS: Can you also explain the shield buff?
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Offline Latvian

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Re: 0.3.2.1
« Reply #19 on: January 13, 2014, 11:17:29 am »
-3
Can you give explain what/why you have changed?

PS: Can you also explain the shield buff?
i can explain shield buff, you see someone thought that it would be funny to make flags appear after 1 team has less tha 6 players that way forcing them to go to flag and just camp it with shields that way making it unplayable for such class es as HA or Hx ( yes i am mad and i recently respeced to HA ) something should be changed about this because it is impossible to win for team that is outnumbered now.Lets say situation is 4 vs 10 players left, 10 just go camp at flag and 4 people charging those 10 is certain death, befor this flag system those 4 could at least chose place where to fight best and where they have at least some chances to kill remaining 10. Now its impossible.
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Re: 0.3.2.1
« Reply #20 on: January 13, 2014, 11:24:19 am »
+1
If your team lost so many without killing a good number of enemies they deserve to lose :)
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Offline Strudog

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Re: 0.3.2.1
« Reply #21 on: January 13, 2014, 11:49:22 am »
+6
 
i can explain shield buff, you see someone thought that it would be funny to make flags appear after 1 team has less tha 6 players that way forcing them to go to flag and just camp it with shields that way making it unplayable for such class es as HA or Hx ( yes i am mad and i recently respeced to HA ) something should be changed about this because it is impossible to win for team that is outnumbered now.Lets say situation is 4 vs 10 players left, 10 just go camp at flag and 4 people charging those 10 is certain death, befor this flag system those 4 could at least chose place where to fight best and where they have at least some chances to kill remaining 10. Now its impossible.

if it was melee 4 vs melee 10, the 4 still has the chance to win, it takes 30 seconds for the flags to appear when the player count in one team reaches 6, so this directly nerfs HA's, HX's and ranged in general, which in fact a great thing, becausebefore you had to wait 4 minutes if there were 4 HA's running around before you could take flags, now the flags pop up 30 seconds later and the HA's and HX's have to fight directly to have a chance of winning.

I will take last night as an example, there must of been about 15-20 HA's on last night, Fallen, Eques and the shit HA clan with Prpavi and all that were all HA's, all pretty much on the same team. What happened? flags spawned when all their infantry died, becaus ethey didn tprotect them, found they were last ones alive every round and lost because as HA it is impossible to take the flags, all in all i say it has become a great addition, HA's can no longer delay at the end of rounds and that a lot of them will mean that your team will lose.
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Offline Tovi

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Re: 0.3.2.1
« Reply #22 on: January 13, 2014, 12:02:41 pm »
+1
What about new items ? I can see some heraldic stuffs and some new helmets and gloves.

PS : colored pelt hoods are cool for clans !

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« Last Edit: January 13, 2014, 12:22:31 pm by Tovi »
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Offline zagibu

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Re: 0.3.2.1
« Reply #23 on: January 13, 2014, 12:04:33 pm »
+6
More is coming in next patch. Remember, we have a voting process that can take up to two weeks.
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Offline Tindel

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Re: 0.3.2.1
« Reply #24 on: January 13, 2014, 01:04:41 pm »
0
The thrust change feels targeted to dagger/really fast 1h spam and in general back2back thrusts.

I dont think that  little slight delay in the ready animation will change much for me, since i generally use holds when i thrust anyway. And my weapon is one of the longer slower swords.

I think it will be a bit easier to block other peoples thrust since you have a tiny bit more warning.
Not having played much its to early to say.

Offline Tovi

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Re: 0.3.2.1
« Reply #25 on: January 13, 2014, 01:06:32 pm »
0
I've experienced some freeze/crash bug.I don't know if it's related to the patch.
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Offline rustyspoon

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Re: 0.3.2.1
« Reply #26 on: January 13, 2014, 01:07:04 pm »
+3
PS: Can you also explain the shield buff?

One thing you have to understand also is that the weight reduction of shields makes it easier to shield stun AND easier to crush through on shielders. My MW Long Maul is very, very happy.
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Offline [ptx]

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Re: 0.3.2.1
« Reply #27 on: January 13, 2014, 01:11:00 pm »
0
Isn't that countered by the increased resistance of the shields?

Offline rustyspoon

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Re: 0.3.2.1
« Reply #28 on: January 13, 2014, 01:29:22 pm »
+2
Isn't that countered by the increased resistance of the shields?

In my experience, no.
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Offline kinngrimm

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Re: 0.3.2.1
« Reply #29 on: January 13, 2014, 01:40:01 pm »
+3
Isn't that countered by the increased resistance of the shields?
not related to each other, so no.

Weight decrease on shields gets you faster of one spot, but doesn't increase max movement speed. I guess it would have a slight WPF/dmg influence but 1 kilo on the overall is nearly not noticable(at least not for me sofar). In comparison 1/5 of my shield weight gone has quite an influence onto chrushtrough, which compares the weight of the attacking weapon and the blocking shield|weapon and the str values of attacker and defender. I don't know the formula to calculate the chrushthrough, but that it is incooperated was my last information.

so yes same conclusion as rustyspoon, happy times for crushthrough weapons.

btw ... why do we still get hit when maul/mallet hits 3 feet away on the ground not visibly touching the target .. at all? Decrease hitboxes?
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