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    Arnold S.

    @Arnold S.

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    Posts made by Arnold S.

    • You want me to buy this again?

      Dear TBS,

      When I try to launch the full release version of Deadliest Warrior it asks me to purchase the game.

      Only I have already paid for it via the early access and have been playing the beta since the first day.

      Is this an error that you are currently rectifying or do you seriously expect us to pay for it again?

      Regards,

      Arnold

      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • RE: Pirates UP?

      Hi,

      No offence but i think pirates have been changed for the better. Pirates are quite good in melee. A good pirate will get a few shots in and then finish the opponent with melee.

      Guns should not be a one shot kill in a melee game.

      If a player can harness the pirates full potential melee skills with decent ranged skills you can beat anyone.

      • Arnold S
      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • RE: Scrap Pirate add Aztec.

      Hi Guys,

      There isnt too many people defending pirates and i’m not going to be one of them. I doubt tbs will remove any class however. They have put in too much work. So the only thing we can do is offer constructive criticism and suggestions and hope the listen.

      There are a few things that really need to be fixed.
      1. The blunderbuss can kill multiple enemies at once due to its spread. No ranged weapon in this type of game should be able to get multiple kills with one shot.

      Possible Solution: Make it a one projectile weapon with moderate dmg. vs pistol which is a one projectile weapon with low dmg. Make the main difference reload speed - the reload speeds are not practically evident at this stage.

      2. There is not enough penalty for just spamming shots and hoping for a kill.

      Possible Solution: Increase reload times +/- less bullets. How about 3 bullets for blunderbuss. The smoke idea someone mentioned is good too.

      3. Penalise shots from a distance. Javelins and arrows arch creating skill for aiming. Currently the bullets go straight.

      Possible solution: Significantly decrease damage over a distance.

      Thats all i can be botheted with at the moment.

      -Arnold

      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • RE: DON'T NERF SPARTANS

      Hi Guys,

      Spartan is my favorite class. This is mainly because it seems the hardest to play.

      I just wanted to say that spartans seem at their weakest when it is one spartan vs 2, 3 etc. the spear only allows you to hit one enemy at a time and the sword is short. In groups they are fine and 1v1 they are fine.

      Spartans definetly dont need a nerf but i dont think they particularly need a butf either. I think there will be some class balance changes in the next patch ie to vikings that will even the playing field.

      Btw does everyclass have a special ability except knights and spartans?

      -Arnold

      posted in Chivalry: Deadliest Warrior
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      Arnold S.
    • RE: Spartan Vs Viking throw/pickup recovery time

      Hi Slygoat,

      Thats awsome thanks for clearing that up.

      Regards,

      Arnold

      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • Spartan Vs Viking throw/pickup recovery time

      Hi Guys,

      Ive tried these two classes a bit these last few days and I have noticed that the spartan takes longer after picking up his spear before he can attack/block again than the viking does with weapon/sheild throws.

      Is there actually a difference in “official” recovery times for the two classes?

      Is this just me or have any of you noticed this too?

      -Arnold

      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • Doesn't feel real…

      Hi guys,

      I’m not sure if this has been mentioned before and I apologise if it has but there was one point about Deadliest Warrior that I have to mention.

      In Chivalry:Medieval Warfare when you get hit you can feel/hear the crunch. If almost makes you flinch for real. You know you have been hit and you panic.

      In Deadliest Warrior the hits do not feel as impactful. It detracts from the immersion. This is particularly evident when you hit trade. I am often not sure whether I hit the enemy, they hit me or we traded blows.

      Although perhaps viewed by some as I minor point it makes a difference to how I feel about the gameplay.

      What do you guys think?

      -Arnold

      posted in Chivalry: Deadliest Warrior
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      Arnold S.
    • Spawn Points

      @Kimiko:

      There was an update to Chivalry: Deadliest Warrior Beta today. Patch notes listed below:

      • Smaller versions of Bamboo, Acropolis, and Valley

      • Hint popup (can be disabled in Input settings)

      • Training enabled

      • Spawn point adjustments
        _**

      • Updated UI

      • Updated config screen

      • Collision fixes

      • Fixes to tracers

      • Improved spread on Blunderbuss

      • Kill feed improvements

      • Spectators now shown as spectators rather than blue team

      • Viking feint fixed

      • Ragdoll improvements

      • Viking shield pickup now goes straight to back

      • Pirate rum bottle/fire effect now deals 50% damage to himself

      • Able to throw both 2-handed axes if equipped in both weapon slots

      • Pirate rum is now healing properly

      • Can now pick up spears from dead bodies

      • Improved character light settings

      • Old 2 “throw” key, changed to G

      • Autobalance improvements and enabled by default

      Temporary fix for one-button dodge.

      Please note, there were a lot of changes today, so there may be things not listed in these patch notes. Also remember, this is in BETA, so we’ll add more changes/fixes/additions as we go. Thanks!

      Hi Guys,

      I have noticed that although in the patch notes above it says that the spawn points are fixed I feel that there still remain at least one issue.

      This especially occurs in FFA maps. What happens is after killing somebody they spawn very close to you, even behind you sometimes. This sometimes can result in them spawning in front of you with their back to you giving you an easy kill and them frustration. Other times you get killed from behind while walking away from a fight.

      This is a bit silly. Is it possible to fix this so that when a person is killed by another person they do not spawn in spawn points that are in close proximity?

      Is there any other spawn issues you guys have noticed?

      Thanks torn banner.

      -Arnold**_

      posted in Chivalry: Deadliest Warrior
      A
      Arnold S.
    • RE: Fix Gun Designs: Pistol Spam / Meatshotting Shotgun Blunder

      @SlyGoat:

      Blunderbuss has been changed significantly this patch.

      Prior Blunderbuss was doing 25 damage at 8 pellets with a relatively tight spread. It was marginally possible to gib people at mid range with the thing. I brought up what awful design this was for a melee focused game and we changed it; now it’s more of an area damage focused weapon.

      Its initial damage is actually relatively high now at 50 damage, and it fires 10 pellets - the spread is also considerably wider. However, multiple pellets hitting the same player now have significantly diminished damage beyond the first, dealing only 10 damage each for a maximum of 140 single target damage at absolute point blank range. So the Blunderbuss is capable of doing up to 500 damage, but only if you hit 10 players with it by some miracle.

      Think of it like a fire pot/flaming rum - those aren’t exactly difficult to aim either, and they’re extremely effective against groups of enemies (perhaps moreso than the blunderbuss because it does a set amount of damage even against the heavily armored classes). Against pirates with blunderbusses you want to spread out. The Pistole can fire much faster than the Blunderbuss and deals 105 damage with far greater accuracy. Blunderbuss only out-damages the Pistole when it’s used correctly.

      I just wanted to say that post patch I have seen the blunderbuss kill 3, albeit moderately injured players, in a single shot at medium range. This is kind of silly for a ranged weapons though.

      Does the damage decrease based on range? Or is it just that the pellets are less likely to hit you? If this is not the case maybe tbs should decrease the damage based on range.

      Maybe less ammo too - maybe 3.

      What do you guys think.

      posted in Chivalry: Deadliest Warrior
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      Arnold S.
    • RE: DW: Beta Patch 1

      Thanks Torn Banner. Keep the patches coming - we know that you want this game to be great as much as we do.

      posted in Chivalry: Deadliest Warrior
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      Arnold S.