[Question] Classes



  • Can someone explain to me the class system they’re implementing in Chivalry? I’ve played AoC and I was wondering if it would be like that or if there would be customization. And if there is more customization , what level of customization would it be? Would it be like editing your classes Call of Duty style? Or more like Battlefield 3? Or a different level that is unrelated to the first two? Thanks in advance. :D



  • There will be four main classes: Archer, Man-at-Arms, Vanguard and Knight. Each of these classes has its own stats (armour and movement speed). Once you’ve picked your class, you can choose your weapons. The weapons for each class are, afaik, unique. You can kind of see each weapon type as a class of itself: while a knight with a mace and shield and a knight with a twohanded sword will probably look the same and have some stats in common, their playstyle and tactical use are very different from one another. I believe there will be an unlock system with sidegrades.

    The Archer is, obviously, the only class that really focuses on ranged combat and will come with a variety of ranged weapons such as bows, crossbows and javelins (and each of these weapons comes in several flavours as well, you’ll have longbows and shortbows, for example). They’ll also get a short sword with a unique backstabbing bonus (according to a GamesCom trailer).

    The Man-at-Arms is a quick, lightly-armoured melee class. They’ll focus on evasion and use mainly fast, close-combat weapons. They’ll be useful for doing objectives and chasing archers, but, like everything in this game, with sufficient skill they can stand up to anyone.

    The Vanguard is the in-betweeny melee class. They’ll feature decent speed and decent armour, and from what I could see from this video (http://www.gametrailers.com/gamescom/vi … ough–cam-), all their primary weapons seem to be powerful twohanded weapons, suggesting that this will be the most direct offence oriented class.

    The Knight is a heavy melee class. They’re fairly slow and very hard to kill. They seem to get a nice variety of onehanded and twohanded weapons.

    I don’t have anything to do with the game’s development or testing; everything I said comes from forum posts, announcements and media, so obviously it’s possible that some of the information is incorrect or outdated.



  • You pick not only a primary weapon but also secondary and tertiary/accessory items independently, making for a whole lot of possible combinations. Different shields will also have different strengths and weaknesses, or you can opt to go shieldless and get some ranged weaponry instead (I.E. fire pots, throwing knives/axes as in AoC, plus some new goodies). Archers will be able to select different arrow types as their tertiary weapon and also have a decent variety of secondary weapons.

    I’d like to correct your view of the man-at-arms, Narrator. The developers felt one of the lamer feeling things about AoC was playing as a slower moving class and being totally incapable of stopping a runner with the man-at-arms from grabbing and carrying off an objective, so they’ve decided to drop the concept of different sprint speeds entirely. While different classes have different mobility in combat, forward speeds and top speeds are the same for every class. The number of objectives that are grab-and-run has also been greatly reduced. This is all to make the objectives a more team focused goal and orient the game around it.

    There’s been some debate about this solution but personally I think it fits perfectly. AoC had a lot of clumsy things to try and alleviate the issue, like the objective carrier being slowed - which actually just made it feel even more necessary to have a man-at-arms to run the objectives, because the slower classes moved like molasses when carrying it - and still pub matches at the very least usually ended up being the majority of the server just running into eachother and fighting while one or two people tried to defend against a man-at-arms grabbing all the objectives alone. With the team focus in Chivalry I think we’ll see a lot more epic team clashes over important objectives rather than the objectives feeling secondary - but of course, ditching everything for the objectives won’t be possible because you’ll still have to fight the enemy team off to do them, so being good at combat and being good at working together as a team to win games feels equally important, which I think is a huge thing that people underestimate the value of.

    Anyway that got a little off topic but the point is, all classes are essentially combat classes. You’re fighting for the objectives, and that’s all there is to it - there will be no one man map rushes in Chivalry, unless you’re good enough to fight your way through the enemy team rather than just sprinting around them. This also makes it much harder to simply run away from fights; although it’s still possible to disengage - one mobility advantage the man-at-arms has is he reaches top sprinting speed faster. His biggest attribute though is his ability to dodge in combat by quickly leaping to the side, back or even forward, and the ability to attack while doing so, meaning you can avoid a blow and strike back at once without leaving yourself open, or do a mini lunge attack forward. But he also comes with several shield options, meaning he can fight a more traditional back-and-forth block and counter style as well depending on the situation.

    The Vanguard is definitely meant to charge into battle headfirst, and in fact he even has a unique charge/lunge attack you can use while in full sprint. The attack is easy to avoid if you see it coming, but if it hits it does severe damage to any class, and in some cases can kill in a single hit depending on the weapon and your opponent (and of course if you stab them in the face). That’s not all he’s about though, of course. He has on average the biggest damage per hit and a good range, so he’s all about keeping opponents back. With his mostly slow attacks he can make use of feints to great effect to mess up the timing of enemy blocks/parries, and when you land a blow that you know will leave the enemy near death he has some strong options to fall back on with his secondary weapons. His biggest downside is being the only class with no shield available (even the archer can use a shield with javelins) leaving him vulnerable to archers and certain melee tactics that shields are good at combating, and he can be easily overwhelmed by an enemy that manages to get in close too. It’s not all polearms with the Vanguard though, he does also have access to the biggest swords, which are much more capable of fighting up close with their powerful swings but don’t have the same ability to keep enemies back as the pole options.

    Archer is of course ranged specialist and there’s not much to say about that, other than you can still go the skirmisher route with the javelin+shield combo and have strong melee and ranged capabilities, but you’ll still be the lightest armored class in melee so taking a single hit can be fatal. I really liked the javelineer in AoC and still like them in Chivalry - it feels very high risk high reward, and you have to judge every enemy by looking at their weapon and deciding if you want to engage in melee or just keep tossing javelins at him. Crossbows are still for the most part all-in on one shot and hope to kill in one hit, but with the new weapon classes you can use a light crossbow for attacks that are still stronger than most bows but reload at a decent speed too. Similarly, the longbow from AoC returns with companions for weaker, faster shots and also a much slower, much more powerful war bow that is comparable to a crossbow but with different tactics.

    Knight is straightforward. They don’t have any noteworthy mechanic like dodging or charge attacks, they’re just all around powerful melee fighters with access to the heaviest and largest shields and some of the highest damage weapons. You’ll still have the option to go with a sword and board with new hammer and board/axe and board fun thrown in, but their arsenal of two handed weapons is even more diverse and scary. The maul and great axe from AoC return as two different weapons rather than a single model swap with the same stats, and my new favorite is the grand mace, which is exactly what it sounds like - a huge two-handed mace. Knights also get a wide variety of powerful secondary weapons that are weaker, shorter and faster, which makes them perfect for finishing enemies - and, also, unlike in AoC where shieldless knights were permanently shieldless, in Chivalry even if you select a two-handed primary weapon, you can still take a shield to use with your secondary, which coupled with having the strongest secondary weapons really makes them the most versatile class in melee despite their inability to charge or dodge. Oh, and of course, they can take a lot of damage, even without their massive shields in the way; but they’re by no means invulnerable as it does still only take a couple well aimed pokes from a heavy polearm or cleaves from a two handed axe to take them down.



  • @SlyGoat:

    I’d like to correct your view of the man-at-arms, Narrator. The developers felt one of the lamer feeling things about AoC was playing as a slower moving class and being totally incapable of stopping a runner with the man-at-arms from grabbing and carrying off an objective, so they’ve decided to drop the concept of different sprint speeds entirely. While different classes have different mobility in combat, forward speeds and top speeds are the same for every class. The number of objectives that are grab-and-run has also been greatly reduced. This is all to make the objectives a more team focused goal and orient the game around it.

    I really like that! Much better to just have all classes be equally viable in combat and in doing objectives, with the main difference being in combat style. Also, thank you, that post was very informative :)



  • Yes, thank you SlyGoat.

    The vanguard is, as always, appealing^^

    :P



  • Thank you SlyGoat for the informative wall of text.
    I now proudly annouce I like you for that !



  • Everyone likes me ;)



  • Hate you SlyGoat. :x

    Sorry but it’s nothing personal. Just needed to bring some balance to the force.



  • Even my haters like me, because they know haters make me famous.



  • Well I am still anxious to see how the shield system is going to be deployed and am hopeful that the amount of protection and speed is equivalent to the visual size. Are they bringing back smoke pots? please say yes!



  • @Retsnom:

    Well I am still anxious to see how the shield system is going to be deployed and am hopeful that the amount of protection and speed is equivalent to the visual size. Are they bringing back smoke pots? please say yes!

    Yes and yes.



  • What about look of the classes? With be a knight look the same as other knight from the same fraction? What are the differences between Mason Order and Agathia Knights?



  • The classes all look distinct from eachother and the teams obviously look very distinct so you can easily tell who’s an enemy. I don’t know what the devs have planned for cosmetic variations within the classes themselves though.



  • Slygoat, what is the javelineer’s melee weapon? I understand that he, as I used him in AOC, has a javelin but what was it he used or uses now as a melee weapon. It has been so long since I played and I am once more very curious about the class. So, would you explain his application further?



  • He uses the same spears/javelins in melee as those that he throws depending on what weapon loadout you use, and also has a back-up melee weapon selection ranging from daggers to short swords to a cudgel. If you throw your last spear/javelin you have to use your back-up weapon, but you can still use it with the shield and remain formidable with your bonus damage from behind until you find more ammo.



  • That just might be my class



  • @SlyGoat:

    You pick not only a primary weapon but also secondary and tertiary/accessory items independently, making for a whole lot of possible combinations. Different shields will also have different strengths and weaknesses, or you can opt to go shieldless and get some ranged weaponry instead (I.E. fire pots, throwing knives/axes as in AoC, plus some new goodies). Archers will be able to select different arrow types as their tertiary weapon and also have a decent variety of secondary weapons.

    I’d like to correct your view of the man-at-arms, Narrator. The developers felt one of the lamer feeling things about AoC was playing as a slower moving class and being totally incapable of stopping a runner with the man-at-arms from grabbing and carrying off an objective, so they’ve decided to drop the concept of different sprint speeds entirely. While different classes have different mobility in combat, forward speeds and top speeds are the same for every class. The number of objectives that are grab-and-run has also been greatly reduced. This is all to make the objectives a more team focused goal and orient the game around it.

    There’s been some debate about this solution but personally I think it fits perfectly. AoC had a lot of clumsy things to try and alleviate the issue, like the objective carrier being slowed - which actually just made it feel even more necessary to have a man-at-arms to run the objectives, because the slower classes moved like molasses when carrying it - and still pub matches at the very least usually ended up being the majority of the server just running into eachother and fighting while one or two people tried to defend against a man-at-arms grabbing all the objectives alone. With the team focus in Chivalry I think we’ll see a lot more epic team clashes over important objectives rather than the objectives feeling secondary - but of course, ditching everything for the objectives won’t be possible because you’ll still have to fight the enemy team off to do them, so being good at combat and being good at working together as a team to win games feels equally important, which I think is a huge thing that people underestimate the value of.

    Anyway that got a little off topic but the point is, all classes are essentially combat classes. You’re fighting for the objectives, and that’s all there is to it - there will be no one man map rushes in Chivalry, unless you’re good enough to fight your way through the enemy team rather than just sprinting around them. This also makes it much harder to simply run away from fights; although it’s still possible to disengage - one mobility advantage the man-at-arms has is he reaches top sprinting speed faster. His biggest attribute though is his ability to dodge in combat by quickly leaping to the side, back or even forward, and the ability to attack while doing so, meaning you can avoid a blow and strike back at once without leaving yourself open, or do a mini lunge attack forward. But he also comes with several shield options, meaning he can fight a more traditional back-and-forth block and counter style as well depending on the situation.

    The Vanguard is definitely meant to charge into battle headfirst, and in fact he even has a unique charge/lunge attack you can use while in full sprint. The attack is easy to avoid if you see it coming, but if it hits it does severe damage to any class, and in some cases can kill in a single hit depending on the weapon and your opponent (and of course if you stab them in the face). That’s not all he’s about though, of course. He has on average the biggest damage per hit and a good range, so he’s all about keeping opponents back. With his mostly slow attacks he can make use of feints to great effect to mess up the timing of enemy blocks/parries, and when you land a blow that you know will leave the enemy near death he has some strong options to fall back on with his secondary weapons. His biggest downside is being the only class with no shield available (even the archer can use a shield with javelins) leaving him vulnerable to archers and certain melee tactics that shields are good at combating, and he can be easily overwhelmed by an enemy that manages to get in close too. It’s not all polearms with the Vanguard though, he does also have access to the biggest swords, which are much more capable of fighting up close with their powerful swings but don’t have the same ability to keep enemies back as the pole options.

    Archer is of course ranged specialist and there’s not much to say about that, other than you can still go the skirmisher route with the javelin+shield combo and have strong melee and ranged capabilities, but you’ll still be the lightest armored class in melee so taking a single hit can be fatal. I really liked the javelineer in AoC and still like them in Chivalry - it feels very high risk high reward, and you have to judge every enemy by looking at their weapon and deciding if you want to engage in melee or just keep tossing javelins at him. Crossbows are still for the most part all-in on one shot and hope to kill in one hit, but with the new weapon classes you can use a light crossbow for attacks that are still stronger than most bows but reload at a decent speed too. Similarly, the longbow from AoC returns with companions for weaker, faster shots and also a much slower, much more powerful war bow that is comparable to a crossbow but with different tactics.

    Knight is straightforward. They don’t have any noteworthy mechanic like dodging or charge attacks, they’re just all around powerful melee fighters with access to the heaviest and largest shields and some of the highest damage weapons. You’ll still have the option to go with a sword and board with new hammer and board/axe and board fun thrown in, but their arsenal of two handed weapons is even more diverse and scary. The maul and great axe from AoC return as two different weapons rather than a single model swap with the same stats, and my new favorite is the grand mace, which is exactly what it sounds like - a huge two-handed mace. Knights also get a wide variety of powerful secondary weapons that are weaker, shorter and faster, which makes them perfect for finishing enemies - and, also, unlike in AoC where shieldless knights were permanently shieldless, in Chivalry even if you select a two-handed primary weapon, you can still take a shield to use with your secondary, which coupled with having the strongest secondary weapons really makes them the most versatile class in melee despite their inability to charge or dodge. Oh, and of course, they can take a lot of damage, even without their massive shields in the way; but they’re by no means invulnerable as it does still only take a couple well aimed pokes from a heavy polearm or cleaves from a two handed axe to take them down.

    i think that the sprint speed should be equal, but the heavy units should lose stamina faster
    don’t you think



  • Sprinting does not currently consume stamina (feeling of getting to the battlefield after sprinting from spawn only to find you don’t have enough stamina to fight = awful), but heavy classes will require more stamina for certain actions (like repeatedly swinging and missing with their heavy two-handed weapons) and less for others (like blocking with their heavier shields against light weapons).


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