Author Topic: 0.3.0.4  (Read 23027 times)

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Offline Mr.K.

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Re: 0.3.0.4
« Reply #45 on: August 26, 2014, 02:20:26 pm »
+3
hmm maybe long spears and hoplites are too strong against infantry, but pikes are not: if pikers are left alone or focused there isn't much they can do to defend themselves, unlike longspear users. and it looks fine to me against cavalry more or less, its best quality it's stopping horses, then it's up to teammates around dealing shitload of damage.

It will outshine the long spear in group fights though. The extra 55cm is huge and you'll notice it in organized battles in Strategus. It's not easy to use though and I'm not very good with it myself, but still it feels a bit too effective when you poke enemies three meters away through a wall of teammates with no worry in the world. What I meant to say was that if it's buffed against ca-val-RY, a small nerf to the overall damage could be needed, so it's better against horses, but worse against infantry and not good at everything.

Offline darmaster

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Re: 0.3.0.4
« Reply #46 on: August 26, 2014, 02:30:03 pm »
+2
i see your point but the fact is, it is good only in one situation: having many teammates next to you; it's a support weapon, it is meant to be powerful in big clashes, but as soon as you're left behind a bit or you're focused by ranged/throwers/shielders/backstabbing cav you'll notice it is not as good as people think it is. and again it's 300 long and can stop horses, so i wouldn't say it would need much of a buff for it. i think it should be untouched but i realize i wouldn't be impartial on this matter :d
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Offline Phew

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Re: 0.3.0.4
« Reply #47 on: August 26, 2014, 03:25:00 pm »
+5
The lower limit of x2 for conquest at least prevents half the server from leaving when Conquest pops up (while the other half leeches), but no one wants to play the same conquest map for 90-150 minutes straight. Can you limit Conquest maps to a single 30 min round?

I'm glad Conquest is getting some love again, since I still believe it has the potential to be the superior game mode (combining the best aspects of siege and battle without the worst aspects of either). The Siege Camp spawn on the Helm's Deep map last night was a glorious bloodbath for like 20 mins straight; cav crisscrossing through the camp, melee hiding in tents to surprise the cav, archers raining down arrows, bodies piled high around the campfire; good times. However, the current multiplier system is still not a good fit with the game mode. If we must have a multiplier system, why not start defense at x5 and offense at x1, but offense gains a multi when they cap a spawn (and defenses loses a multi)? That way, the rewards would actually be tied to good tactics. On certain maps/team makeups, offense has zero chance to win the map, but they should still have a chance at decent rewards for capping some spawns.

The current system just encourages people to leech if they happen to have an x5 when conquest pops up, but they have to go. Your prior multi from a siege map shouldn't have any bearing on your conquest rewards.

Offline Wolfsblood

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Re: 0.3.0.4
« Reply #48 on: August 26, 2014, 04:25:47 pm »
+2
The lower limit of x2 for conquest at least prevents half the server from leaving when Conquest pops up (while the other half leeches), but no one wants to play the same conquest map for 90-150 minutes straight. Can you limit Conquest maps to a single 30 min round?

I'm glad Conquest is getting some love again, since I still believe it has the potential to be the superior game mode (combining the best aspects of siege and battle without the worst aspects of either). The Siege Camp spawn on the Helm's Deep map last night was a glorious bloodbath for like 20 mins straight; cav crisscrossing through the camp, melee hiding in tents to surprise the cav, archers raining down arrows, bodies piled high around the campfire; good times. However, the current multiplier system is still not a good fit with the game mode. If we must have a multiplier system, why not start defense at x5 and offense at x1, but offense gains a multi when they cap a spawn (and defenses loses a multi)? That way, the rewards would actually be tied to good tactics. On certain maps/team makeups, offense has zero chance to win the map, but they should still have a chance at decent rewards for capping some spawns.

The current system just encourages people to leech if they happen to have an x5 when conquest pops up, but they have to go. Your prior multi from a siege map shouldn't have any bearing on your conquest rewards.

I was there for this as well. God i hadnt had so much fun on "siege" in a long time.

Offline Dalfador

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Re: 0.3.0.4
« Reply #49 on: August 26, 2014, 04:42:07 pm »
0
Is the throwing lance bonus vs cav only for throwing mode? Or melee mode as well?
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Offline AwesomeHail

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Re: 0.3.0.4
« Reply #50 on: August 26, 2014, 05:12:26 pm »
0
i see your point but the fact is, it is good only in one situation: having many teammates next to you; it's a support weapon, it is meant to be powerful in big clashes, but as soon as you're left behind a bit or you're focused by ranged/throwers/shielders/backstabbing cav you'll notice it is not as good as people think it is. and again it's 300 long and can stop horses, so i wouldn't say it would need much of a buff for it. i think it should be untouched but i realize i wouldn't be impartial on this matter :d

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Offline Hellsing

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Re: 0.3.0.4
« Reply #51 on: August 26, 2014, 06:51:46 pm »
0
Wake up Server Manager cunt, :arrow: update your damn EU_cRPG_7 Server! :rolleyes: It's still outdated ._. Downloading maps suckz :idea:

Offline AwesomeHail

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Re: 0.3.0.4
« Reply #52 on: August 26, 2014, 07:02:30 pm »
+1
i have yet to see teeth's pike, but i felt his english bill many times, piercing through the 4 head armor i normally have :p
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Offline Tydeus

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Re: 0.3.0.4
« Reply #53 on: August 26, 2014, 07:30:56 pm »
+4
Is the throwing lance bonus vs cav only for throwing mode? Or melee mode as well?
Only applies when thrown.
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Offline WITCHCRAFT

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Re: 0.3.0.4
« Reply #54 on: August 27, 2014, 04:19:28 am »
+3
I doubt that bamboo spear hoplites are going to become the flavor of the month. At +3 a bamboo spear does 28p damage. The ashwood pike does 33p damage. Flat bonus damage to all hits its better than doing extra damage to horses, IMO. The majority of things you will be stabbing are humans, not horses. And if you are carrying a polearm of any kind, enemy cav will avoid you like the plague.

I'm still going to pick up a +3 bamboo or long spear when I get a chance. Haven't used either in a long time, and the bamboo spear is a lot of fun as a 2d polearm (no shield). The reach on those overheads is hilarious.

To everyone that is complaining about needing a ton of hits to kill cav, what the fuck, dude??? I am a pretty heavy hitter but anyone can deal massive damage from speed bonuses if you are stabbing a horse coming at you full speed. Unless you have enemies nearby or retarded teamates blocking you, there's free hits on the horse afterward as well. No shield can protect the horse's nose, toes, or back flank. Beat that thing like a .... dead horse.
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Offline To Kill A Dead Horse

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Re: 0.3.0.4
« Reply #55 on: August 28, 2014, 05:53:17 am »
+4
Beat that thing like a .... dead horse.

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Offline Artyem

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Re: 0.3.0.4
« Reply #56 on: August 29, 2014, 06:02:09 am »
0
I get everything else, but why are axes suddenly dropping the unbalanced tag?
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Offline MURDERTRON

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Re: 0.3.0.4
« Reply #57 on: August 29, 2014, 06:42:56 am »
0
I get everything else, but why are axes suddenly dropping the unbalanced tag?

So they can be worse than swords in all dimensions, except shieldbreaking, and be used even less.
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Offline WITCHCRAFT

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Re: 0.3.0.4
« Reply #58 on: August 29, 2014, 07:26:39 am »
0
Strat peasant army buff...?
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Offline Umbra

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Re: 0.3.0.4
« Reply #59 on: August 29, 2014, 08:24:38 am »
+9
I get everything else, but why are axes suddenly dropping the unbalanced tag?

So they can be worse than swords in all dimensions, except shieldbreaking, and be used even less.

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