Mordhau
 Peregr1ne
Knight
  • Likes received 109
  • Date joined 20 Dec '16
  • Last seen 12 Jan

Private Message

Knight 111 109
Knight 111 109
  • 1 Dec '18
 Peregr1ne

I personally just logged out and logged in again. Didn't see it again but I don't know why.

Knight 111 109
  • 1 Dec '18
 Peregr1ne

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.

Knight 111 109
  • 1
  • 1 Dec '18
 Peregr1ne

This happened to me one time when I logged in and checked my armory. Has this happened to anyone else?

Knight 111 109
  • 27 Nov '18
 Peregr1ne

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.

Knight 111 109
  • 26 Nov '18
 Peregr1ne

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.

Knight 111 109
  • 26 Nov '18
 Peregr1ne

The billhook trolling should hopefully be fixed in patch 21 if it hasn't in patch 20 already.

Knight 111 109
  • 26 Nov '18
 Peregr1ne

Really? Well, if it has then sorry, I didn't know.

Knight 111 109
  • 26 Nov '18
 Peregr1ne

An example of how teammates are able to abuse the ranged weapon drop mechanic for trolling.

Knight 111 109
  • 9 Nov '18
 Peregr1ne

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.

Knight 111 109
Knight 111 109
  • 6 Nov '18
 Peregr1ne

I will admit that archers are a bit unbalanced at the moment. I remember back in September every ranged weapon I tried felt a bit too easy to hit targets with compared to Chivalry, and also much harder to evade. Even the recurve was kind of easy at times although nowhere near as easy as the longbow. This was probably due to the faster projectile speeds which they seem to have toned down a bit in the recent patch, so I feel at least the recurve is in the right place at the moment balance wise.

The main problem in the ranged department right now is the longbow. It still doesn't take much skill to be successful with it. You are able to hit targets way too easily thanks to the ludicrous projectile speed, and when you couple that with ridiculously high damage making consecutive shots less necessary than with the recurve there's basically no need to use any other ranged weapon. I remember having a fair few games where I would end up with 30+ deaths, the majority of which being from longbow archers. Having slightly higher mobility + the ranger perk doesn't really help much since the arrows just come at me too fast compared to my own movement speed.

Of course, playing a melee class against them is also a nightmare, even if you are using heavy armour because whilst you can take more hits, you are also easier to hit. And by the time you close the distance on them you are either dead or severely damaged because they often pitch themselves so far away. Or they are safe-spotting you from walls, roofs etc. in which case you can't even close the distance on them.

As for crossbows, it kind of depends. People say it is a meme weapon but there are times when (like the longbow) it can be a really unfair weapon on maps which provide plenty of cover. Again, this is due to projectile speed and damage. Other times without said cover it of course becomes a bit useless compared to other weapons since they have to stand still to reload. Honestly, I think crossbows will be the trickiest thing to balance since it can easily lean towards completely useless or ridiculously unfair and easy to use (like the crossbows in Chivalry). Finding the area in between where the crossbow is both useful and fair will probably take a fair bit of tweaking and experimenting, buffing/nerfing aspects of it where necessary to see what works.

TL;DR
Nerf the heck out of longbows, and tweak crossbows until they can be both useful and fair in most scenarios.

Knight 111 109
  • 1
  • 2 Oct '18
 Peregr1ne

@Koda said:
If archers can't one tap kill other archers consistently, then archer v archer will be incredibly stupid. Why should I even bother shooting that archer across the map? He'll just take cover and heal to full health in a few seconds and be unkillable again...

First of all taking cover will still take time away from him shooting the enemy melee, so it is still beneficial. Besides, if you kill an archer it won't take much longer for them to respawn and return to the fight that way. Furthermore, if huntsman is tweaked so the damage bonus is headshots only you will still be able to one hit other archers with longbows and crossbows. It will just take a fair bit more skill than it currently does.

@Koda said:
It sounds like some people just want to shit on gear players from a distance and be perfectly safe with nothing to worry about.

Except that's exactly how it will be if something isn't done about either the longbow or the huntsman perk at the current time. It will make longbows the common meta which will mean that archers sit further back. I know for a fact that playing recurve is pointless when you are up against a longbow + huntsman combo. Since they can stay further back, they can hide in a wider range of places meaning you won't know where or when you will be shot, thus you will be more predictable for them and therefore easier to hit. Since they are more likely to be hidden, they won't really have to worry that much about being shot back compared to an archer that is always visible to everyone. And since they are usually further back, they won't have to worry much about dying to the enemy melee since they have the distance to fall back into their next wave of teammates. It's a different story for a close range, recurve archer.

@Koda said:
Huntsman is not a crutch, it's making the game harder for these types of players who don't want to be punished for getting shot.

Having a perk that allows people to kill others in just one body shot with a weapon that has a ridiculous projectile speed which at times is impossible to avoid is, indeed, a crutch. If the perk is changed or removed, archers can still take crippling damage which will either force them into hiding or thinking about their strafe patterns while simultaneously trying to hit moving, erratic targets themselves. So it will simply be more fair for archers not using the perk, but it still won't be safe.

Knight 111 109
  • 29 Sep '18
 Peregr1ne

Changing to melee as a ranged class is kind of a risky move as you can usually only take so many hits while having weaker melee options at your disposal. Even if you are hybridding like I am and thus have stronger melee weapons you are still quite the glass cannon since less points can be spent on armour. Sure, you could backstab some enemies in group fights but they could just as easily do the same thing to you, and since you have less armour you might die in one hit to many of the enemy melee's weapons. Putting the enemy between you and the longbowman can help but generally not that much since you are having to use footwork to win a melee fight, and thus can easily expose yourself. Since you have to be up close, you have limited options for cover and a longbow archer can find a way around it since having a longer range weapon grants you more places with which to position yourself while still being effective.

A little less mobility won't prevent a longbowman from being extremely effective up close if there is no recurve archer around. Most melee players will be too preoccupied with each other to use throwables against you and even if they do, they are slow enough to dodge even with the more sluggish mobility the longbow has.

You just have to look at how successful the average longbow archer is to realise something is wrong with the weapon balance wise. More often than not they are topping the scoreboard with much less deaths compared to other players. Maybe people have done the same with a recurve but it happens less often and usually in the absence of a longbow archer.

Dunno if they should balance weapons specifically for any "main game mode" because they may become unbalanced for others. What they should do is get the balance right first and then design main game mode maps around that so everything is fair for pretty much every game mode.

Knight 111 109
  • 2
  • 29 Sep '18
 Peregr1ne

@Monsteri said:
Dunno mate I top score with recurve consistently and usually win my fights against other archers, you included. Also keep in mind that in pubs enemy archers will constantly be preoccupied with something else and thus easy targets - it's not difficult to just dish out headshots with the recurve from the side and take out multiple enemy archers much faster than you could with the longbow. I think it's a pretty even fight with recurve and longbow though, and map choice will eventually determine the superior option.

Well, i'm not sure how many matches you have been in against any longbow archer but there's basically no point in playing recurve at the moment when you are constantly getting one shot by longbows, usually no matter where the arrow hits. I pretty much always see these kinds of archers dominating the scoreboard while i'm getting cut short of doing any significant damage with the recurve way too often. An enemy longbow archer will not be preoccupied with the melee and in fact their first target will usually be other archers, since they have the projectile speed to consistently hit them from further away.

@das said:
Melee makes footsteps and you should see it coming if you have good court awareness. Not literally see all the time, but be cognizant of backstabbing being a possibility if, say, you saw a pair of guys, you're fighting one guy while the other fights your teammate, and you hear a suspicious pause in their fighting/he's out of your screen. Archers and their arrows are silent and hard to spot in comparison on top of being ranged, meaning they are a threat at all times.

Footsteps are also quite silent in this game and even if they weren't you would have trouble distinguishing them from your own footsteps or your teammates'. It's also difficult to notice any "suspicious pause" in your teammate's fighting since it will be drowned out by the sounds of your own fights. Whilst it isn't likely you will survive any engagement when it is 1vX, one thing you can do if an opponent is using a ranged weapon is to position yourself in a way that the enemy melee is covering you from the ranged. You can do this well enough against a recurve bowman since they will have to be closer no matter what meaning they will usually be visible.

@J-P said:
Recurve archers not being vulnerable to longbows(headshots don't count, if you get headshot long distance it's your own fault) -> more freedom to a high fire rate and high mobility weapon -> a lot easier to focus melee players when you don't need to worry as much about other archers -> much lower skill ceiling.
You have to understand that even if some longbow guy stands back he'd be more useful if he was able to get closer. The melee capability you can get with recurve is also a huge advantage considering the damage difference between melee and ranged.

I'm not saying that recurve archers should not be vulnerable to longbows. Naturally they always will be since longbows can land consistent hits on them from further away. The difference is with a good tweak to or removal of the huntsman perk it will at least take a lot more skill than it currently does, as the archer will either have to be more precise or more consecutive with their shots. This doesn't mean that recurve archers won't have something to be vulnerable to. Being able to maintain more range and still get consistent hits due to projectile speed easily trumps a higher fire rate and slightly higher mobility in most archer vs archer scenarios.

A longbow archer that stands in the back is still going to be useful given the projectile speed of his weapon meaning they can be about as consistent with their shots as a recurve bowman at close range. Except at long range you have more time to get shots off and fall back into another wave of teammates. You also have more options for hiding and corner spamming. Now, if there's no recurve archer around then you aren't wrong; longbow archers will be more useful up close as they will be able to get more consistent hits in due to their projectile speed and the damage per shot all adds up to a weapon that actually has a huge advantage in not only taking out ranged but melee as well. Heh..Saying all this, maybe it is just the longbow that needs changing up really.

Knight 111 109
  • 29 Sep '18
 Peregr1ne

I still don't see why it is more annoying to get shot from an archer when fighting someone else than it is to get hit from behind from a melee strike. The way I see it, both are equally annoying. When ranged is balanced right, projectiles can be fairly easily avoided and in this particular medieval title, blocked. Of course when you are fighting someone else it naturally becomes more difficult to avoid or block arrows but then again it also becomes more difficult to block or avoid multiple melee strikes. Now, I understand that in regards to melee you have to get closer but the trade off for that is that landing a melee hit is easier than landing a ranged hit.

Huntsman should be either removed or limited to be more skill-based because otherwise longbows (and possibly crossbows too) will be the common meta. What will that involve? People camping far away, corner spamming from towers, rocks, walls etc. and dishing out massive damage one shot at a time. Any recurve bowman that tries to play against them will get destroyed way too easily meaning the only counter will be another huntsman longbow archer. Pure melee set ups won't be able to close the distance since they can generally fall back into another wave of teammates due to being so far away, or they are perched up on a wall or tower. See, the whole reason I want some sort of change to the huntsman perk is because I DON'T want archery to be OP. I don't want any weapon to be so ridiculously easy to use that it's unfair on everyone else. Maybe it's just the longbow that mostly needs a nerf but then again a change to the perk isn't a bad idea either.

Knight 111 109
  • 28 Sep '18
 Peregr1ne

Being able to use ranged on melee players shouldn't be discouraged as long as it is at least equally fair and skill-based as using a melee weapon. If you don't like anything interrupting your "fun/intense" duel then you should be playing a duel server.

Now, I will admit that certain weapons and playstyles in the ranged department are quite cheap. Weapons with high projectile speed, for instance, encourage archers to hide from the enemy since they can maintain more range while still being consistent with their shots. This means that hitting targets is generally easier since the enemy won't know when or where they will get shot, thus making them more predictable. Other weapons which combine high fire rate with high damage (such as javelins in Chivalry) should also not be allowed since the skill behind high fire rate weapons is landing consecutive hits.

This is also why huntsman either shouldn't be allowed or be limited to headshots. Otherwise weapons like the longbow which already encourage shooting from concealed locations on unexpecting enemies will not have to try hard at all to counter-arch since one lucky shot anywhere lightly armoured will do the job. Even the recurve will be a bit too easy with huntsman because if the enemy archer is even slightly damaged by something else then one of your rapid shots will spell death for them. This kind of ease will force others to play a common meta rather than come up with their own class and style, lest they wish to suffer for it. And I doubt that's what the devs wanted when they came up with the custom class system in the first place.

Knight 111 109
  • 27 Sep '18
 Peregr1ne

@Mittsies said:

@Peregr1ne said:
I picked headshots only mostly because huntsman makes certain weapons (especially the longbow) way too easy to use.

So you want Longbow to be 3HTK on medium torso vs. other archers instead of 2 HTK? Just imagine peeking a corner, getting bodyshotted by 2 different Longbow archers and LIVING through it -- and that's not even considering Heavy torso which would be 4 HTK.

Well, I don't see much wrong with it really. Dunno why you see it as bad. The weapon is easy enough to hit people with generally anyway due to the high projectile speed giving people less time to get out of the way. Couple that with targets being slower the heavier their armour is and I see it as a fair move balance wise. Even with the recurve which has less projectile speed I am usually able to hit the same target 2-3 times especially if they are heavily armoured, sometimes even 4. And like I said before, headshots are also easier with the longbow due to having less projectile drop to account for.

Keep in mind, you don't really have to completely kill the archer either. If you weaken them to a point where they are 1 hit away from death they will have to flee behind cover to regain health. That also takes time away from them shooting anything so you don't always have to make them wait to respawn.

Or perhaps you see a realism issue with my solution. Well, the game is meant to be skill-based as well. It would also be unrealistic to take a recurve arrow to an unarmoured head and live through it but hey, that's in the game so it's all good.

Knight 111 109
  • 27 Sep '18
 Peregr1ne

I picked headshots only mostly because huntsman makes certain weapons (especially the longbow) way too easy to use. Either the perk needs a nerf or these said weapons do. Probably the weapons actually. Regardless, headshots only for huntsman shouldn't make the archer feel too safe. Since longbowmen can be far away due to their fast projectile speed they have all the time in the world to land a lot of shots on the archer. Headshots shouldn't be too difficult to acquire since there's little projectile drop to account for, but still difficult enough seeing as it's a headshot. Also keep in mind that if they wear heavy/medium armour for the head and legs they will be slower and therefore easier to hit.

You only have to look at how much success the longbow can generate for the average archer. When there's a couple of longbow archers on the enemy team there is almost no point in using a recurve since you will be pegged off so easily. Trying to counter-arch them with a recurve is nearly pointless and ignoring them to focus on the melee just means they'll pick you off before you can get any significant damage done.

Knight 111 109
  • 23 Sep '18
 Peregr1ne

Don't really know the exact values myself really. Though what I do have is the practical knowledge of what happens in game as a result of these values. I know how successful I can be with the longbow in this game and I know how successful others can be with it either against me or other players. Then I formulate what I think makes sense as a reason for why the weapon is unbalanced. This is pretty much how I've always judged the balance and skill requirements of weapons.

Aiming higher at long range, randomly moving targets to score headshots with the recurve is going to be quite a tricky thing especially when you have to move around randomly yourself to dodge incoming projectiles. The weapon sway this game has also gives this a little added difficulty. The little added mobility the recurve grants doesn't do much against any half decent archer. Even while I move as randomly as possible longbow archers can still easily hit me. The fire rate is balanced by the fact that you have to hit the same target multiple times and also the projectile speed meaning you are more likely to miss your shots. Heck, even at close range which is supposed to be the optimum range for the recurve I have still had moments where a longbow archer can kill me while I continuously pelted him with arrows: https://www.youtube.com/watch?v=QByIWpqn38E&t=42s

Maybe the recurve doesn't need to directly counter the longbow but then again what else can you do? Hide from them while still shooting the melee? Well, since you are forced to be closer to the melee you will have limited if any options for that. So then what about ignoring the enemy archer and taking the risk of exposing yourself to get as many shots on the melee as possible while moving randomly? Well then you'll be mere target practice for the longbowman, which can be okay if you aren't too easy for that longbowman to kill. That's why I think huntsman's bonus should really only be for headshots and not bodyshots.