Chase effect class difference



  • Most people by now have noticed the chase ability to out-run any enemies, but we know also that we need to be in a certain distance to gain the chase-speed. So I thought that there should perhaps be a distance difference between each class, say for example that a Man-Ar Arms can start their chase speed at longer distance away than a Knight for example. Would make Man-At Arms class perfect for out-running other classes.

    Please state your opinion about it here.



  • I would rather MaA get an increase to his chase speed, rather than his chase distance. Actually I think it would be interesting if archers moved at the same speed as a vanguard (5% slower than they do now) but had the fastest chase speed, as a way of encouraging archers to skirmish more instead of run away when they’re forced into a melee.



  • Giving each and every class a different chase speed, or a different distance lenght for when that class would get into a chase speed could really change the difference in the game, would also make Man-At Arms much better, as they serve as the quickest class in the game, although I really really love your idea about making Archers have this fast chase speed, might encourage archers to try sneaking into enemies from behind and use their sneaky ability to both catch the enemy off-guard, and deal 50% more damage. Could also make them chase fellow enemy archers.

    I seriously hope this would be something the developers would take to their interests.



  • BUMP) Not letting this idea die off so easily !



  • Agree, not a bad idea. One annoying thing though about the chase system is that most dont know about it. Adding different ranges, will people start thinking the running speed is completely random. People hate that kind of stuff, so a mention is needed if this is changed. Imho.

    Really like how this would promote more attacking with archers, more gorilla style hunting down. Combined with the backstab damage bonus, would make them quite scary if they ambush. I would likely make better use of the secondary weapon to kill alone eneimes. Rather than firing of the crossbow, then assault him if he spots me. I could get in close range much easier.



  • Imagine an archer cutting down a group of enemies, using the chase speed and their ability to cause more damage from behind, I really think that this chase speed / distance / windup should be different for each classes, especially for archers.

    Yes, they need to mention it, cause it catches so many enemies off-guard, although I had someone telling me a while ago, so when I suddenly see two knights approaching me, I know there’s no escape, thus I’m forced to fight them off, where some new commers would attempt to run for their lives.



  • I must be missing something here. I often have archers run away from me as a knight or vice versa. I guess im outside of the range for the chase ability to kick in?



  • That’s exactly what I want to be changed, so that some classes wouldn’t have to be that close in order to activate the chase speed, thus some class are do-able for chasing enemies like Man-At Arms Or Archers.

    And yeah, you’ve probably not been in the distance to activate the chase speed, you have to be really close to them in order to do so.



  • @sudobee:

    I must be missing something here. I often have archers run away from me as a knight or vice versa. I guess im outside of the range for the chase ability to kick in?

    Most likely, yes. You’ll know it’s active if your crosshair dot turns red when you’re aiming it at them.



  • I might be wrong about this, but I think each player leaves an invisible trail behind them. If you can sort of follow the path they ran, and touch that trail, I believe that’s when you get the speed buff. Simply sprinting at them from an angle, or from the side, won’t work.



  • @Martin:

    I might be wrong about this, but I think each player leaves an invisible trail behind them. If you can sort of follow the path they ran, and touch that trail, I believe that’s when you get the speed buff. Simply sprinting at them from an angle, or from the side, won’t work.

    That is a strange and misleading mechanic.



  • It doesn’t work that way, chase speed kicks in when you are in range of your opponent and you are aiming at him with the crosshair, basically this chase speed can be used when you even attack him upfront :-p



  • @Martin:

    I might be wrong about this, but I think each player leaves an invisible trail behind them. If you can sort of follow the path they ran, and touch that trail, I believe that’s when you get the speed buff. Simply sprinting at them from an angle, or from the side, won’t work.

    Not what I’ve seen - just have an enemy (any enemy) in your cross-hair and you’ll run faster (so long as they’re close enough).

    You can do interesting things with it too:

    If you have a dozen players on each team all using the same class, form a circle of alternating color (red/blue/red/blue/etc) - turn to face the person to your left, and all start running at the same time. (strafing outwards a little to maintain the circle’s shape)
    Everyone will get the speed boost so nobody will catch anyone else! :D



  • @wildwulfy:

    It doesn’t work that way, chase speed kicks in when you are in range of your opponent and you are aiming at him with the crosshair, basically this chase speed can be used when you even attack him upfront :-p

    I like that. Allows further alteration of in-combat speeds without affecting ability to rush objectives or run away.

    I’m liking the idea of chase modifiers being changed up per class more and more.



  • Hopefullu the developers will take this feature to their table, we honestly need to buff the archer class atleast somehow, so give them chase speed that won’t have more advantage then when Engaged in combat.



  • Would be great if rest of the community would contribute with their thoughts about this.



  • I actually posted a few times already on other threads about this. My opinion is that knighs should lose this ability, since they already got very strong weapons, shields and a sh*tload of health, and on top of that when they sprint they very fast just like the other classes and can overtake anyone with the speed bonus.

    So my opinion is:

    • To lose the chase effect for Knights
    • Keep it as it is for MaA
    • Make the distance needed for the chase effect to kick in a bit higher for the poor Vanguard who is perfect for chasing runners with his long weapons, he has no shield so speed and range is what he needs
    • And make the archer the fastest class off them all when sprinting, so archers are more suited for skirmishing and make it harder to get a chase effect on them in the first place.

    If I think about that it would make me feel as if knighs are the real tanks, but are actually slow, like their class description sais, they’re perfect for close combat fights but with the armor they’re unable to run at top speed when pursuing. Men at Arms would be average against knights with a one-handed weapon and shield, but strong against the slower weapons of the Knighs but mostly the Vanguard, and also good at fighting archers. This would make the MaA a powerfull melee class that relies on agility instead of brute force.
    It would make the Vanguard an acual Vanguard soldier, fast and shock-troop like attacks, good stamina needed to overtake routing soldiers, however they have slow weapon so they need to keep people out of range by using their weapons correctly, and they must also rely on their high speed to avoid arrows since they have no shield.
    And last of all the archer, he would be almost useless in melee (like he is now unless played by a skilled archer), but his low health and armor are compensated by his high speed that he can use to stay out of melee contact with other classes, he can do this by skirmishing with a bow or javelin (crossbow wouldn’t work very well) by outrunning someone, stopping, turning around and aiming, and win (Knight has a huge shield and a sh*tload of health to counter this, and MaA has dodge and a shied, while Vanguard has no special advantage so that’s why he gets the chase bonus to compensate for that).

    I can probarly already brace myself for the sh*tstorm headed at me for this but I honestly feel that these slight changes could provide for more interesting and specialised gameplay for all classes. Without leaving someone severly disadvantaged, but actually balancing the classes more. I have played every class now and this is my opinion on them.



  • I noticed if you break line of sight, the speeds normalise. This is very handy On Hillside and StoneHill during the Urban-sections, where you can easily run around houses, or walls to break line of sight… and make a hasty retreat, in order to regenerate thy health. 8-)



  • bump



  • @Winterspawn:

    I actually posted a few times already on other threads about this. My opinion is that knighs should lose this ability, since they already got very strong weapons, shields and a sh*tload of health, and on top of that when they sprint they very fast just like the other classes and can overtake anyone with the speed bonus.

    So my opinion is:

    • To lose the chase effect for Knights
    • Keep it as it is for MaA
    • Make the distance needed for the chase effect to kick in a bit higher for the poor Vanguard who is perfect for chasing runners with his long weapons, he has no shield so speed and range is what he needs
    • And make the archer the fastest class off them all when sprinting, so archers are more suited for skirmishing and make it harder to get a chase effect on them in the first place.

    If I think about that it would make me feel as if knighs are the real tanks, but are actually slow, like their class description sais, they’re perfect for close combat fights but with the armor they’re unable to run at top speed when pursuing. Men at Arms would be average against knights with a one-handed weapon and shield, but strong against the slower weapons of the Knighs but mostly the Vanguard, and also good at fighting archers. This would make the MaA a powerfull melee class that relies on agility instead of brute force.
    It would make the Vanguard an acual Vanguard soldier, fast and shock-troop like attacks, good stamina needed to overtake routing soldiers, however they have slow weapon so they need to keep people out of range by using their weapons correctly, and they must also rely on their high speed to avoid arrows since they have no shield.
    And last of all the archer, he would be almost useless in melee (like he is now unless played by a skilled archer), but his low health and armor are compensated by his high speed that he can use to stay out of melee contact with other classes, he can do this by skirmishing with a bow or javelin (crossbow wouldn’t work very well) by outrunning someone, stopping, turning around and aiming, and win (Knight has a huge shield and a sh*tload of health to counter this, and MaA has dodge and a shied, while Vanguard has no special advantage so that’s why he gets the chase bonus to compensate for that).

    I can probarly already brace myself for the sh*tstorm headed at me for this but I honestly feel that these slight changes could provide for more interesting and specialised gameplay for all classes. Without leaving someone severly disadvantaged, but actually balancing the classes more. I have played every class now and this is my opinion on them.

    Mmmh, I have to bite my lips and say that I’m 50% for and against the idea about making Knights unable to chase an archer, Because that would make things unfair, the archer could just keep running and firing at you from distance. BUT, its not impossible for a knight to catch an archers. There are multiply ways to do so, either by throwing your projectile weapon at them ( IF you have one ), or you can try to catch him up when he turns around and fires at you. But, then again I feel like its necessary to give every classes a way to out run someone who attempts to make a cowardish escape for their lives, my best suggestion would be that knights could have slower winding up on the chase speed, while others will have much faster.

    I still support Sly’s idea about making archers have fast chase speed !


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