New archer limit for clan matches



  • lol no, the devs definitely aren’t designing the game for competitive players. They don’t listen to the competitive players at all.

    And rules are there for a reason. Some might seem silly, but they’re needed to actually have a decent match.



  • @JCash:

    I think since its a best out of 7 in lts, and since other game modes occur continuously, you have time to adapt to cheese tactics like all one of a certain class. It adds an interesting aspect to the meta game. But I understand my opinion is in the minority, and i dont give a damn at all about tf2 ITEM restrictions. Those might be silly too. Your comparison is failure, it doesnt prove your silly rules are more valid,you’re just giving me an example of possibly silly rules. Its just tossing in irrelevant information. Its a different game, why would certain rules being used in that…. you know what? Just trust me, fail.

    Isn’t this dev team designing the game for competitive players? If they’re shooting for a casual market they’re failing hard they need to lower the skill ceiling quite a bit.

    You have some… interesting ideas about game design, I must say.

    My point with TF2 was that many competitions ban items because they aren’t balanced, or don’t fit with what the tournament is about. It is a highly competitive game and works just fine with community imposed limits, just like Chivalry, and loads of other games. Perhaps a better example would be their class limits.

    Devs are definitely NOT designing this game solely for competitive players, at all. If that was the case we would have seen proper spectating and less changes based around the pub community’s current whine topic. I think TBS are trying their best to accommodate both but the best thing they can do is make sure that they add as many options as possible to let competitive players decide exactly what they need.

    Also, there are more groups of gamer than “competitive” and “casual.” There are many gamers who enjoy playing competitive games, just not competitively in leagues and cups. (See counter-strike pub community) And you don’t need a low skill ceiling to keep it fun for casuals at all. That’s just crazy.



  • Having two archers may prove a big disadvantage unless they really really can make their shots perfect whilst the melee group that keeps the archers away from close-quarter combat lives, once they are dead, the archer then has to rely on a few shots till the enemy melee group have reached them, then they would have to use melee…something archer is already having a high disadvantage in.

    So, having a basic 50% rule works out great, if a teams wants two archers, they may aswell do that, they lose melee fighters in the attack group.

    Say we got a team of two Archers, one Man-at arms and two Knights, versus a team for Two Knights, Two Vanguards and One Man-at arms. The opposing attacking team will completely over run the three other melee fighters.



  • Having 2 archers normally puts pressure on the single archer in the oposing team, however the loss of melee has to be balanced out and kill atleast 1 melee before the engage. If the archers fail to remove one melee before the clash, they normally end up costing the team the game rather then being “awesome”

    “Archers gets kills, kills that the melee gave opportunity too kill”
    What I mean with that is that as archers might look flashy and all when they killed 3 players and die to the last, having that one extra knight or whatever might have given everybody 1 kill each. It is a interesting choice of action taking 2 archers, and it brings both advantages and disadvantages, so I do not think limiting this would serve any purpose at all.

    It would only limit strategic options, and for people who hates archers from the bottom of their heart and honestly believe they are that strong, do realise there is several tactics to anti-archer, for example do not fucking idle 24/7 on each side of the moor, but take fast regroups and push archer back etc



  • dead on



  • The top tier archers have proven that archer IS the most powerful class at high skill play, simply because the best archers don’t miss, so by the time team A gets to team B (assuming they have two really good archers) they’re either badly wounded or have lost one or two guys.



  • I agree with limiting to 1 archer… 5v5’s right now are 70% about how good each team’s archers are and 30% how good the melee is…



  • To be honest with how the current melee is right now I think people should be free to run double archer mainly because there are ways to kill melee quickly with a coordinated attack. However if the offensive capabilities of the melee (feint window nerf, etc) get tampered with I can see a reason to ban double archer if defense can stall overly effectively- they can stall really well already and nerfing offensive capabilities in a team setting for the duelers out there is something I hope they don’t do.



  • I dont think the feint changes are going to have much that effect on the current team meta.



  • @Del:

    The top tier archers have proven that archer IS the most powerful class at high skill play, simply because the best archers don’t miss, so by the time team A gets to team B (assuming they have two really good archers) they’re either badly wounded or have lost one or two guys.

    Ugh, Dead wrong. You can make it extremly hard for the best of archers to hit, as long as you guys know what you are doing.



  • @RK:

    @Del:

    The top tier archers have proven that archer IS the most powerful class at high skill play, simply because the best archers don’t miss, so by the time team A gets to team B (assuming they have two really good archers) they’re either badly wounded or have lost one or two guys.

    Ugh, Dead wrong. You can make it extremly hard for the best of archers to hit, as long as you guys know what you are doing.

    I can confirm from experience that running in a straight line is not the correct tactic. Screaming over teamspeak for your archer to do something sometimes works though.



  • keep the 50/50, double archer combo is easier to counter than a single archer combo.



  • @RK:

    @Del:

    The top tier archers have proven that archer IS the most powerful class at high skill play, simply because the best archers don’t miss, so by the time team A gets to team B (assuming they have two really good archers) they’re either badly wounded or have lost one or two guys.

    Ugh, Dead wrong. You can make it extremly hard for the best of archers to hit, as long as you guys know what you are doing.

    No.

    All of the tactics that are supposed to counter archers no longer work once they are being used against the best. Zig-zags/evasive movements often prove to be useless, smoke pots only last for a second or two before outlines can be seen through, and shields while they can help, can still be bypassed by shooting legs and such. You don’t know any of the best archers if you think my statement is wrong.



  • @RK:

    Ugh, Dead wrong. You can make it extremly hard for the best of archers to hit, as long as you guys know what you are doing.

    QFT. Depends how much effort you’re willing to put in to it.



  • Double archer promotes passive play, not really fun to fight against, and ruins decent maps.



  • @NoVaLombardia:

    @RK:

    Ugh, Dead wrong. You can make it extremly hard for the best of archers to hit, as long as you guys know what you are doing.

    QFT. Depends how much effort you’re willing to put in to it.

    Well I suppose if you have everyone take a shield, and make sure your own archer(s) are amazing, then it could be balanced. But eventually shields won’t be able to help you.

    You’ll see.

    You’ll ALL see.

    THE ARCHPOCALYPSE IS COMING



  • For many archers that put a decent amount of time shooting people, getting around shields isn’t very hard. Short of holding a kite shield and jumping up and down all the way to me, it doesn’t take much effort.


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