That actually brought a tear to my eye.
Inb4 “L2p. 4im wiTh tr4c3r not with m0del, n0ob!”
That actually brought a tear to my eye.
Inb4 “L2p. 4im wiTh tr4c3r not with m0del, n0ob!”
Dat Bilhook stab.
Heater + warhammer would be great. (I’m not sure if that’s what was meant by 1 handed Maul?)
I think gndo just misunderstood the OP and thought he wanted the heater to be able to be used with every weapon, in a sense that you could use the maul and have the shield out. And he is right, that this would be a tad weird.
Now perhaps this is what the OP wanted and I misunderstood, but I suspect OP just ment the heater as a regular shield choice for knight besides Kite and Tower. I might have also misunderstood and he means another weapon with “one handed maul”, but I seriously wouldn’t know which one that would be and I don’t know how a weapon would be much more broken with the heater than with the kite.
Never heard of you problem either, but it sounds like it might have to do with mouse acceleration. Make sure to disable “mouse smoothing” in the menu. And disable “enhance pointer precision” in the mouse options of your control panel as well, for good measure. This should make mouse-movement consistent.
I have not experienced a lock-on in this game, but I’m pretty daft, so I might have just been oblivious to it. But some games activate a slight lockon if you play with controller and since Chivalry has controller support it might do that too. I’m not sure though. If you have a controller plugged in while playing try unplugging it. Perhaps that solves your issue.
Because heater shield + 1 handed maul would be crazy.
You know, even crazier thsn 1handed maul and kite.
Seriously though: I think he just asks why the heater as a shield option is restricted to the flails as weapon choice. And I agree that there is no real reason. There isn’t much reason either to pick the heater over the kite, except for its iconic look. But why shouldn’t you have the option to carry a poleaxe, broad and heater loadout or stuff like that. That doesn’t make twohanded weapons onehanded. It’s just another shield choice.
I don’t like the idea of metallic paints. Normal paint finishes would be fine.
Well the “metallic paints” were a poor choice of word. I mean that it should be the colours of the helmets you get for leveling (as in lvl 30: silver lvl 40: weird shiny-black, lvl 50: gold, lvl 60: shiny pink). This way the helmets you get for leveling aren’t locked to one model per class but are also applicable for the DLC helmets. You have those “metallic paints” now anyway.
That way they might be just used a bit more creativly. For example: I think the shiny faction coloured black the lvl 40 helmets have going on at the moment doesn’t look to god. But it might create a nice effect as accent on a paintet helmet.
I’d personally only use flat colours anyway. But why shouldn’t we give lvl 50s the option to have their gold helmet be another model than what he currently has or perhaps pep it up with some silver. I personally think it’s better than the current model of helmet unlocks, and it wouldn’t lead to more silly helmets than there currently are anyway.
And with the “standart metal” I talked about in “unlocked at lvl 20” section basicly mean “unpeinted”. As in how that spot on the hemlet looks right now anyways.
This would be a great unlockable, you could integrate it into DLC helmets so that they could be painted too. Not even a super high unlock level, maybe 20? Not so far that it seems vastly out of reach for newbies, but far enough that you can take a bit of pride in it.
I though about your idea of unlocking and I think I’ve come up with a pretty nice system.
We get rid of the colored helmet variants for levels as they are and replace it with the following system:
You unlock helmet coloration with flat colours and the standard metal. Every helmet has 3 colours: Two faction locked main colours (basicly like the main colours for the tabard), which form the paintjob and a seperate colour for the “decorations” wich can be coloured like the trim the tabard customization.
The “decorations” are in this case the stuff that is brass in most of the regular helmet models. Like the cross on the great helmets or part of the rivets. Stuff like that. The “paintjob” is specific for each helmet. Like half-half on the great helmet or brim and jar in different colours on the kettlehats. Bonus points if you have a few paintjobs to chose from.
For each colour you can chose the standart metal, wich is for each part as it is now. This means mostly brass for the decorations and steal for the main colours. This keeps you from using brass on everything for a makeshift lvl 50 helmet.
On level 30, 40, 50 and 60 you unlock the metalic colours of the current level-tiered helmets. This allows you to either just perfectly recreate the curent level models or use the colours for accents and stuff like that. The main draw of this idea is that the level-tiered helmets aren’t restricted to one model anymore. This means you can wear a level 60 pink DLC-helmet or a golden peasant cap, provided you have unlocked everything.
The main benefits of this would be:
I think that would be an awesome way of doing it.
I’d rather have them different shades of metal instead of team colours. Worse than the fictional helmets if you ask me as at least the fictional helmets were possible.
Because painting helmets was way beyond medieval technology.
OT: all for it. But as payed content would be silly.
HEXEN: If they ever release those barbarian skins they need to do so with new voiceset where you voice the Mason Knight with your Arnie impression. I would totaly buy that.
OT: The tutorial is in dire need for some form of update. But a complete rework would cost more resources than I think TBS would be willing/capable to spare atm. Integrating videos from the community might be a good idea for that, but it should be at least visible in the launcher and ideally prominently featured in the menue that people are actually really encouraged to watch them.
And whatever you do with the tutorial: DO NOT FIX THE ABILITY TO KILL THE PYRE-GUY AND THE RAM-GUY WITH TORCHES. This is the best part of the tutorial.
You don’t need good reflexes. You can’t react after a feint except for ducking and hope for the best. Its just a waiting game. You just gotta time I right so you don’t wait too long to get hit by an accelerated attack.
I think you misunderstood me, because you argue like you need to convince me of something. Let me say it this way: I’m basicly of the same opinion as you. “Reading feints” means waiting to that point the enemy can’t feint. All I say is that I think that the feint lockout gives you an opportunity to react to the threat of feints. If you need to react to a feint itself you blocked to early. What I mean is that the timeframe makes it possible to protect yourself from feints. Perhaps “reflexes” was the wrong word for that. Precise timing might be better. To protect yourself from feints in the current system you need to have the precise timing to parry during that .2s feint lockout frame. And even then a drag might get you on some weapons. So you need the skill to see wether the strike might hit you really early in release and requires you to parry during late windup or wether blocking in early release is fine.
Without the window there is effectively no time between the opportunity to feint and a possible hit if it isn’t a feint, because release time can be negated.
This is why I think the feint lockout window is a good idea and should stay, because it gives those with really precise timing on their blocks another way of protecting themselves from feints other then simple guessing. But it requires a good knowledge of the windup times and animation of each weapon to get that point right. And it still needs the skill to predict how the strike will go if it isn’t a feint. It still keeps feints viable since the feinter can still get a skilled opponent if he uses his feints wise and tries other stuff like using torso-movement to make windup animations less clear and stuff like that.
I didn’t say feints can’t be read, I said a feint shouldn’t be 100% readable, otherwise they are useless for deception.
Think of it that way: If you want to decieve someone whos gullible you might just say something to him that isn’t true. Analogue to that against some opponents “press Q for free hit” works. Against others you might have to think of some more background to convince them of you lie. Or in case of the feint: Press Q as late as possible. And for some people you might even have to fake research, to get them to believe you lie. The feint analogue to that would be putting in the extra effort of unregullary feint patterns, deceptive movement etc. That is how it should be. It still works as a deception, you just need to put in extra effort against those who aren’t easily deceived.
I also hereby beg this allegory and all its relatives for forgiveness for the excessive torture.
Oh, and sorry for the Wall of text :/