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    DokB

    @DokB

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    Posts made by DokB

    • RE: Chivalry: Medieval Warfare Patch 40

      @gregcau:

      So come hither can be spammed every 500 milliseconds constantly huh.

      Yea should be faster tbh

      posted in Official News
      DokB
      DokB
    • RE: Chivalry: Medieval Warfare Patch 40 BETA

      Eugh those Stoneshill changes, it’s like TB hates fun!

      posted in Official News
      DokB
      DokB
    • RE: Community Brabble #4 - plus Vanguard model revamp!

      So completely new vanilla Vanguard models (new face/outfit/etc)?

      Or sort of like a high quality (current) vanilla model?

      posted in Official News
      DokB
      DokB
    • RE: Torn Banner, if you have the time, would you please add more voices to Chivalry?

      I would pay real cash money just to hear the old voice actors from the original 4 playable classes fart through a microphone.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      DokB
      DokB
    • RE: Hillside rebalance

      The only thing that made old treb 3 bad was that there was no cover inside the point from the Masons who were leaving their spawn.

      TB added that wall in one patch and removed old treb 3 in the same patch, not even giving time to test anything. I’m telling you, that wall makes the world of difference when Masons can’t see/shoot into the point from their spawn.

      That objective was always the most contested and the most fun when you could successfully grab it off Masons. People are probably still just butt blasted over it so they don’t want it back.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      DokB
      DokB
    • RE: How is current MAA dodge in any way defensible as a gameplay mechanic?

      @kwazi:

      remove the ability to parry + dodge at the same time
      keep dodge out of flinch in but make it so that you can’t immediately queue up an attack

      I’d like to see this.

      When people know that the MaA can’t immediately throw out an attack after dodging, it evens out the playing field as well as allowing the opponent that slight bit of time needed to ready themselves. It would also pushes dodge more towards a defensive manoeuvre which some people seem to have a hard on for.

      I would still like to see dodge and being able to parry. Maybe increasing the stamina drain if you parry during the dodge state might work.

      posted in Balance and Game Mechanics
      DokB
      DokB
    • RE: Hillside rebalance

      Old treb 3 was only imbalanced because archers could snipe people who were fighting on the treb from their spawn ramp which being immune to melee.

      Once they added that large wall that blocked LOS into the point, that would have made it a lot better in terms of balance. It would mean that Masons would enter the point relatively blind and not know what was awaiting them.

      Masons being able to use the ballista would certainly help a lot in TO, but like others said it would make it imbalanced in smaller 6v6 etc. comp games. If it wasn’t too difficult, having two separate versions of the map, one which was balanced around comp. play and the other around pub play would be the best scenario.

      I really miss old treb 3 :<

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      DokB
      DokB
    • RE: Regarding the nerfs to archer class

      @lemonater47:

      Something killed me nerf it, nerf it dead.

      You know archer mains are sweating/crying over the nerfs when they start resorting to straw manning like this.

      posted in Balance and Game Mechanics
      DokB
      DokB
    • RE: BETA - Chivalry: Medieval Warfare Patch 30

      @ChuckingIt:

      • When dodging in flinch state Man-At-Arm can no longer attack until flinch timer has expired

      So does this put to rest whether or not the devs think MAA dodge out of flinch + attack is a feature?

      You would have to be delusional to think it’s a feature in the first place, all jokes aside.

      posted in Official News
      DokB
      DokB
    • RE: BETA - Chivalry: Medieval Warfare Patch 30
      • When dodging in flinch state Man-At-Arm can no longer attack until flinch timer has expired

      Shit just noticed this, if you really did fix this then I will be very happy. Will test when I get home.

      Also I like the broadsword changes, it doesn’t nerf it too much but it at least creates a distinct difference when choosing between Norse vs Broadsword. Before you would always go Broadsword just because the better range, better damage and the speed difference was negligible. Now there is quite some difference in speed, should be nice to see some more variety eventually in MaA primaries.

      Morning Star > Broadsword

      posted in Official News
      DokB
      DokB