Poll

Ranged cap per team?

Yay
55 (59.1%)
Nay
38 (40.9%)

Total Members Voted: 93

Author Topic: Ranged cap per team  (Read 4198 times)

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Offline Panos_

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Ranged cap per team
« on: January 21, 2018, 04:41:16 pm »
+13
As the title says, Id like to suggest a Ranged cap per team.

Yay, Nay.


We had enough.
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Offline Panos_

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Re: Ranged cap per team
« Reply #1 on: January 21, 2018, 04:43:58 pm »
0
Seriously, something needs to be done..
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Offline Larvae

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Re: Ranged cap per team
« Reply #2 on: January 21, 2018, 04:55:35 pm »
+4
thats what i have been suggesting in the balance thread,not a cap,but they need to balance ranged and cav per team which is ignoring banner balance.
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Re: Ranged cap per team
« Reply #3 on: January 21, 2018, 05:00:11 pm »
+3
what do you do when the amount of ranged exceeds the cap? you cant force people to play another class. Wouldn't it be better to have another kinda balance behind the banner balance so ranged and cav get balanced equally between the teams?

edit - Didn't see the post above :D , what he said ^
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Offline Panos_

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Re: Ranged cap per team
« Reply #4 on: January 21, 2018, 05:01:44 pm »
+6
you cant force people to play another class.


Oh yes you can.
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Offline Kirman

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Re: Ranged cap per team
« Reply #5 on: January 21, 2018, 05:10:12 pm »
+12
With the current amount of ranged we have, ranged is actually forcing us to play another class.

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Re: Ranged cap per team
« Reply #6 on: January 21, 2018, 05:20:20 pm »
0
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Offline Torben

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Re: Ranged cap per team
« Reply #7 on: January 21, 2018, 05:21:04 pm »
+1
iirc its not possible with current xp system to fix balance because of some hardcoded stuff. 
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Re: Ranged cap per team
« Reply #8 on: January 21, 2018, 05:52:23 pm »
0
The problem arise when there's too much ranged in one team, said team either lose or dominates for the next 3 rounds depending on what the other team has got when it comes to class distribution. It also depends on the map, maps with roofs will always be beneficial for ranged players, for example, Dave and me both went 15+ kills on that map with the two roofs at the center, then proceed to get rekt because there were just too many archers in our team, making us unable to hold all of the cav/melee in front of us.
Then, when it comes to your solution, what defines a ranged player ? Cos anyone can take a crossbow, or at least put some wpf in it. Another issue resides in the level of the players, why should a crossbow main be blocked from entering the server because a level 15 crossbowman is currently playing ?

Offline Gravoth_iii

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Re: Ranged cap per team
« Reply #9 on: January 21, 2018, 06:02:18 pm »
+3
Just get some shields and win every round. Ranged sucks unless its an open map and theyre combined with cav.
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Re: Ranged cap per team
« Reply #10 on: January 21, 2018, 06:30:00 pm »
0
I dont mind dying to archers or having to fight few of them here and there , but having to face a whole team of range...i just see no fun there even if i would have a shield.Class limit and if it above the limit last ones who joined are forced to spawn without range weapons but they can always pick it up if someone dies on field.
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Re: Ranged cap per team
« Reply #11 on: January 21, 2018, 06:46:39 pm »
0
You do know NA had an all melee server called TunaTown it was the most beautiful thing a long time ago................Maybe EU_1_Melee needs to be created and the same thing for NA

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Re: Ranged cap per team
« Reply #12 on: January 21, 2018, 06:53:57 pm »
+3
You do know NA had an all melee server called TunaTown it was the most beautiful thing a long time ago................Maybe EU_1_Melee needs to be created and the same thing for NA

At this point, might as well just open melee only server since people dont want counterplay anything but melee. I do remember the melee server being rather dead though.
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Re: Ranged cap per team
« Reply #13 on: January 21, 2018, 07:01:25 pm »
+1
As a shield user the only thing i really dislike (apart from mounted ranged) is the fact they just run away when you reach them :D Ive had archers that will just run for 30-40+ seconds instead of fighting some even drop their stuff and i cant catch them :( if i do go heavy agi then i cant hurt anyone else  :mrgreen:


*edit*  The biggest and only real problem in my eyes is the map designs, what right minded individual would want a map filled with high camping spots that are hard to get to that all the archers can stand on and just shoot :D
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Re: Ranged cap per team
« Reply #14 on: January 21, 2018, 07:07:12 pm »
+1
As a shield user the only thing i really dislike (apart from mounted ranged) is the fact they just run away when you reach them :D Ive had archers that will just run for 30-40+ seconds instead of fighting some even drop their stuff and i cant catch them :( if i do go heavy agi then i cant hurt anyone else  :mrgreen:


*edit*  The biggest and only real problem in my eyes is the map designs, what right minded individual would want a map filled with high camping spots that are hard to get to that all the archers can stand on and just shoot :D

There are some really shitty maps with buildings in both spawns and then a big gap in the middle, which makes for no charges. Maps could definitely be switched out for better experience.

And yeh running ranged are annoying, but i usually just pursue them for 5 seconds if i see its not going to happen and then leave.  Most of the time i can just run away and hit som infantry in the back instead while leaving the archer out of position hopefully.
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