Might not be as overpowered as the longbow or crossbow, but when neither of those are around the recurve is still pretty useful.
Alright, back from being on holiday for a week so i'll be able to respond to what some of you are suggesting.
I've actually tried a more heavily armoured loadout which was 2/2/2 with the recurve and longsword. Whilst it was a little bit better for longbow archers it didn't make a significant difference. Bare in mind that since I have to be closer to land a reliable amount of hits I tend to take melee damage a lot which puts me back to being a 1 htk for the longbowman. My movement is slower as well which makes hitting me once even easier. Even bandages will only help for so long due to their limited supply.
The thing you have to remember is that the reason why I think the longbow is unbalanced isn't just because I get killed by it or even that I land hits more easily with it (which I've been known to do). It's the simple fact that consistency shows these archers are much more successful as a general rule compared to any other type of archer. Refer to the scoreboard at 4:41 in the video as an example.
There have been games which become unplayable thanks to one team having 3 or more longbowmen cutting down not only other archers using different weapons but also the melee, regardless of what armour loadout anyone goes with. The weapon clearly isn't fair for everyone else and there's boundless evidence to prove it. I've actually had more trouble dealing with your everyday longbowman than some of the highest tier pure melee players, even though as a hybrid i'm supposed to be weak in melee compared to pure melee players as well.
Yeah, you tend not to need Tier 3 armour as a longbowman anyway since they are often pitched so far away that melee can't close in on them without running into the enemy melee again and recurve archers will have a hard time hitting them due to the time it takes their shots to reach the target. Even if the recurve archer uses huntsman against a longbowman with the same perk if they are wearing Tier 1 they can survive anything that isn't a headshot, while if you take a bodyshot by what is already a high projectile speed weapon then you will die. The slightly higher mobility you have with a recurve (and yes, I use Ranger on top of that) doesn't help that much from my experience either as I can still concede 10 or 11 deaths to the same longbowman in a game while not being able to kill him more than about 3 times. And that's while moving erratically as possible.
As for throwables, I think what they need to do for some of them is increase the ammo count while reducing the damage. That being said rocks are fine how they are, but throwing axes can definitely do with these adjustments, and i'm not really sure about throwing knives but if I remember correctly they are a bit too damaging as well albeit not to the same degree as the axes. So they might need the changes too. Besides that, increase the point cost for axes.
Features low-grav footage as well.
I personally just logged out and logged in again. Didn't see it again but I don't know why.
Had sort of a dream once where I woke up in a desert for some reason and there was a giant scorpion creeping towards me. I couldn't move at all at first (similar to how I sometimes get sleep paralysis) but the scorpion just kept creeping towards me then backing away again, almost as if it was unsure of me. Eventually I was able to move and so tried to dart away from it. Ended up tumbling out of my bed.
So I guess it was more of a hallucination brought about by sleep since I was able to move my real body while still being in a dream state. And I was paralysed at first because my real body was.
This happened to me one time when I logged in and checked my armory. Has this happened to anyone else?
Some of these ideas are alright, although there are quite a few that aren't or can be done differently. As a hybrid player, I have experience with both the melee and ranged side of things. So here's what my take is on appropriate balancing:
Longbow - Needs the most drastic nerf. The main thing is that its projectile speed is too fast even for the long range weapon that it is. Other than that I think the damage got balanced out okay since you no longer get one shot in the legs. Reducing the projectile speed a bit will make it similar to vanilla Chivalry's warbow which I think is fair enough. The sway doesn't really need a change since it is enough to increase the potential difficulty with the changes mentioned previously.
At the moment there's a reason why longbowmen are the most successful archers while i'm getting 30+ deaths whenever they're present.
Recurve - Whilst i'm usually not one to complain about fire rate unlike a certain archer I know, I will admit it's a bit too much with this weapon. Furthermore, the projectile speed could be nerfed just a tiny bit more. Damage should actually be buffed because at the moment you have to land 2 hits to the body or 1 to the head for it to do any remotely useful damage against heavily armoured targets.
Crossbow - At the moment there are scenarios where, like the longbow, this weapon is overpowered. However, there are also times where it can be useless. It all depends on the terrain. Perhaps it could keep its projectile speed while reducing bodyshot damage and increasing headshot damage. I'm not sure if the pavise breaks from projectiles when placed down but if so this could definitely be changed, so that crossbowmen could be useful even in the open.
Stamina cost for drawing bows - Not really necessary for balancing archers and in fact could be quite detrimental to their overall usefulness. Being able to dish out useful DPS at range on randomly moving targets while avoiding hitting teammates can be difficult enough without forcing them to wait around for a yellow bar to refill.
Arrow glint - Very good idea short term for determining when archers are ready to shoot. Although the whole thing with archers hitting you while looking like they still bringing the bow up is mostly a problem with animations. This should hopefully be fixed in future patches though.
One other suggestion could be to slightly increase mobility generally for melee players. At the moment I seem to be having a hard time evading arrows to close the distance with melee compared to how I used to in Chivalry. This might be due to the projectile speeds of all the ranged weapons more than melee mobility though.
From my experiences in Chivalry, votekick systems get abused more than they're ever helpful. Though part of that might be because I trained on FFA servers and topped the scoreboard a lot...as an archer. Yeah..That probably doesn't help but it still shows how the votekick system can solve one problem but raise many others. Petty individuals often abuse it to get rid of people they don't like and trolls use it simply to get some laughs.
Q might have a point. Maybe votekicking is more necessary in a TO setting rather than FFA. In which case we can probably reserve the system for game modes where it is more important, like TO.
The billhook trolling should hopefully be fixed in patch 21 if it hasn't in patch 20 already.
Really? Well, if it has then sorry, I didn't know.
An example of how teammates are able to abuse the ranged weapon drop mechanic for trolling.
Not really. They are the same to me. I just feel I have more to prove in precision aiming. And when I've finally proven it, I honestly won't be playing these sorts of games anymore. I tend to prefer games like Space Engineers or Rust where there's more to the game than just running around killing things.
First Person Shooters/Slashers, to me, are one of those types of things that aren't exactly boring, but aren't exactly fun either. And when you train like I do, it's mostly just stressful.
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