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@Lionheart Chevalier said:
Horsemen are quite literally getting chased around the map. Before only billhook infantry would be so bold and that was fair but now literally even messer/baxe knights will chase horsemen. CHASE horsemen.

And they'll keep on chasing them because horses are faster than men. You keep consciously glaring over this simple fact in your post but I won't. They're fast when they need to be, and when slowing down can still capture most objectives. So bar archery, the horse rider has 100% initiative at any given time. You choose the fights you participate in. Infantry may be able to one-shot you, but you can do the same to them - and you're the one who determines who, where and when to engage.

@Lionheart Chevalier said:
I bet you still whine about getting run down by cavalry despite them now being one shot by even 2 point weapons.

I don't, no. The only reason I can think of for you to resort to hostility is because you know you're in the vast minority here, you apparently just haven't figured out there's a good reason for that.

Horses are still mobile and deal high damage. They're just no longer an unkillable nuisance for everyone who doesn't play Billhook. I've learnt a long time ago to expect game communities to have a "Grass Is Always Greener" approach to patches, always requesting changes and then looking back with regret when they actually change things.

But to look back and actually suggest that the immortal, flow-breaking, frustrating, skill-less and downright broken horses from a few patches ago were better for the game than what we have now? No, that's not sentimental any more. That's straight up dementia.

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@Lionheart Chevalier said:

@Tr0gledyte said:

@DefendinMyBase said:
Footsteps are still nonexistent. And horse audio is still a mix between 100m away and vaguely 30m away, there's no audio level difference between a horse 30m from you and 10m from you.

Another problem: by the time you can hear a horse and turn to face it, it's too late to attack the rider, especially with the faster horses. Your only move is to parry/get out of the way. Starting an attack will get you killed. If he knocks you down with a couched spear he has the time to stop and stab you to death.

Horses should be audible from a longer distance imo. Especially since we have these weird scenarios of lone riders with spears riding behind enemy lines, picking off people that can't react in time.

Or maybe it's just me.. but as a horse rider, the only people who are a threat to me are the ones that see me coming and/or deliberately try to hunt me down. Anyone else is an easy target and will parry at best.

Don't you find it disturbing though, that people DO now actively hunt down horsemen? And not with billhooks? Yes I agree, horses need to be audible from longer distances. But every day I despise the bonus damage against horsemen more and more.

Yesterday I one shot a passing knight with a warhammer. Dude spent points on T3 and got on a horse thinking it would be a powerup just to get one shot by a two point weapon.

People now actively hunt horse riders with messers, baxe, exec, zwei and any polearm. They actually have the advantage over any horseman. They can dodge and drag out their swing while the horse can only go in a straight line. They can also parry while horses cannot parry reliably. I take pride in using longsword from horseback as opposed to spear, halberd, zwei etc etc. Even if I did use spear/zwei/halberd from horse, they would have the advantage if they knew I was coming and/or had friends who also knew.

Life is miserable now with bonus damage. People who don't even know I'm coming will accidentally one shot me as I pass by.

The worst are spear infantry. Because they will one shot you even after you passed by them and then they'll steal the horse and be very difficult to kill afterwards. No one really uses the horses that often unless they have a spear, only viable horse weapon now. I don't see alot of billhooks anymore either, why dismount a horse when most weapons will one shot them anyways.

Don't you dare. Don't you even dare suggest those were bad changes.

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It's like that joke where someone carries a heavy fridge around so that when he's attacked by lions he can throw away the fridge to unburden himself and run faster.

The Targe has basically no value whatsoever when combined with a better stamina negotiation weapon.

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@RizlaBlue said:
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This knigga's my favorite.

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@LuxCandidus said:
Just pointing this out, the biggest playtest the developers could do is a 5v5, assuming all of them are present and available. They have no way of knowing what it will be like for a full 32v32 server.

To be fair the community's been suggesting public test servers via Steam for a while now. Lots of players would love to help out.

And props to their AI programmer since the bots are pretty damn impressive for a multiplayer game. Maybe they won't do objectives but they'll still help get a feel of a map's flow and balance.

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@PatPeter said:

@Shitscrubber64 said:

@PatPeter said:
Thank you!!! This is exactly what I was searching for and it was extremely helpful. Talk about a confusing keygroup name. I never would have gotten that right without a copy and paste.

You do realize the OP is asking a question, not answering one?

You do realize I was thanking the OP for telling me how to increase the score to win, right?

It's a thread about increasing Skirmish rounds with an example about increasing Deathmatch points.
I was worried you skimmed over the thread and copied the Deathmatch bit in an attemp to increase Skirmish rounds - especially with the remark about confusing keygroup names. Sorry I assumed wrong.

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Yeah this is why I'm not on board either:

  • FW costs 3 points, points you could've otherwise spent on better armor or weapons.
  • FW is literally designed to only be useful less than half the time, since losing your right arm or getting hit in the head means you get little to no value out of it respectively.
  • It's only five fucking seconds max. Someone with FW isn't gonna play defensively during those five seconds. You know they're gonna attack - if you consistently die to such a level of predictability then FW isn't the issue here, you are.

It's just a perk that costs points. Are we going to ban T3 chestplates next?

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@Goatie said:
They can't even add a map that's been in the making for centuries like Feitoria, and all the other ones are sub-par. I'll be genuinely surprised if they get to it before a year has passed.

My money's on Trit accidentally shipping the current WIP version of the upcoming maps in a patch soon, and some community modder will finish both in a matter of days.

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@PatPeter said:
Thank you!!! This is exactly what I was searching for and it was extremely helpful. Talk about a confusing keygroup name. I never would have gotten that right without a copy and paste.

You do realize the OP is asking a question, not answering one?

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So throw some firebombs?

You can't just complain about something so easily counterable without even trying said counter. People were literally already burning the shit out of those spikes as you took this screenshot.

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@esturias said:
Should be separate, indeed - at least as long as the Invasion matches are that laggy...

After seeing this same reply in every Invasion thread I do believe we're all 100% aware of your stance, no need to keep bringing it up.

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@Josh said:

Good post, though I would argue one thing:

@Josh said:
We'd probably want the defenders to be favoured most of the time

Matches would have a far more pleasant flow if the attackers were favored. It's in Invasion (and was in Chivalry's Team Objective's) nature for matches to have a good progression and decent climax when the defenders are losing. If they're winning - even if it's only at the last objective - it's not as fun.

Basically it's more fun to lose for the defenders than it is for the attackers.

The only downside is that Triternion will have to actually utilize good objective design and flank routes to give attackers an edge rather than just giving them way too much time - as is the case right now.

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The problem with momentum-based damage is that it requires almost a complete overhaul of most fundamental mechanics in order for it to work:

  • Stab-focused weapons like Spear or Estoc become terrible if stab drags deal virtually no damage, as regular stabs are too easy to parry.
  • 1vX goes from already near impossible to nonexistent if a riposte target switch swing deals only 20 damage.
  • Weapons like Maul rely on swing manipulation to make up for poor feints.
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Minor nitpick though: some objective headers are a little nonspecific, like "Defend the mine" when really it's a simple payload objective. "Stop the cart" would've been more accurate.

Other than that, great patch!

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@esturias said:
Invasion turned out to be pretty much Frontlines with an asymetrical start, so that's a bit meh. Not much difference. I expected siege engines and breaking stuff...

Hopefully the next few Invasion maps will be more epic.

For now though Invasion is already leagues better than FL imo. A balanced FL match just revolved around losing and recapturing the same fucking stables over and over again. At least a balanced Invasion match still changes from time to time.

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@Antoniokontos said:
remove one handed Messer

I need it for Jack Sparrow roleplay

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Play stupid games, win stupid prizes.

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@esturias said:
Bandages are questionable, but what's the problem with shield? If you want to remove those, you'd have to remove half the arsenal for one balancing issue or another.

Might as well remove shields for the fime being until they're overhauled. The recent shield nerfs have already effectively removed shields from the game in every way but literally.

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@HansTragarsky said:

Poleaxe now has 5cm more range
Poleaxe alt mode is now the same range as the main mode
Poleaxe main mode strike combo 25ms faster
Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)

Good changes, but I still have one concern.
It needs at least 5 - 10cm more range since a Poleaxe is not so "Pole" when even an Estoc and Greatsword have more Range.

By that logic the Longsword should be the longest weapon in the game and the Eveningstar be unavailable until 6pm.

Estoc and Greatsword are both historically large, about the same length as the average Poleaxe if not more so.

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It's no longer a perk you slap on any good build. It's actually situational now as all perks should be.

To answer your "Helmet or Flesh Wound???" question:

  • Helmet for heavy armor builds
  • Flesh Wound for light armor builds

Flesh Wound doesn't slow you down and since half the weapons normally one-shot you at very light armor you effectively doubled your HTK with just 3 points.