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    DrDiamond6

    @DrDiamond6

    Alpha Tester

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    Posts made by DrDiamond6

    • RE: Weapons were changed, thanks!

      @Peter:

      Nerf vanguard? Lol why? Yeah, the vanguard has some ridiculous weapons like the claymore, but please don’t nerf the class… the vanguard doesn’t take more hits from most weapons than a maa. And since one of the last patches, I don’t see ANY difference in running speed between knight and vanguard anymore. every knight is as fast as me. and when chasing even faster (chase-boost, legit).

      About the bearded axe. Well it was a little too fast in my opinion. but I hope they didn’t make it MUCH slower… I never found the bearded axe a hard weapon to fight against. it’s low range made it easy for me to take the advantage of range.

      I don’t know what mod you’ve been playing, but knights are still noticeably slower in Vanilla. Also, the knight chase mechanic has been a bit dodgy as of late. Sometimes it works, sometimes and doesn’t; when it does work, I still have to chase my enemy a fair amount of distance to close the gap.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      DrDiamond6
      DrDiamond6
    • RE: State of CMW with focus on the clannie

      What warrior really purposefully misses and wastes energy?

      Feint:A deceptive or pretend blow, thrust, or other movement, esp. in boxing or fencing.

      Not that the perpetual combos were fair or intended, but real warriors did, and still do, purposefully miss to draw reactions from opponents. Incidentally, if cFtP were brought back with current stamina drain, I believe that you would only really be able to use it once without recharging stam due to stamina restrictions–and even then, you would have to cFtP fairly early…say four, maybe five swings in at the latest? If I recall correctly, the stamina drain on cFtP was relatively large to begin with.

      The map competition thing is a great idea though: I’d pay money to see that.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      DrDiamond6
      DrDiamond6
    • RE: Very Slow performance in 64bit! Need support!

      It looks like you are using a laptop with switchable graphics. Generally, you can disable switchable graphics and just use one chipset or the other; switch to using the GTX only, and try to run the game. If you are still having issues after that, I would suggest updating your GPU drivers.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: Sprint strafing problem

      @Flippy:

      Ahhhh I see, you were referring to my Mark Twain quote.

      Very well. I think I’ve done enough to make you look like a whiny little noob who cries about getting spammed to death by players that are better than you.

      So I take it you don’t want to duel me? I want to duel you. I want to go archer and spam you to death rofl.

      I accept your challenge on his behalf. Both MW and DW, first to ten. Frankly, I think you’re being more than a bit abusive to a player whose opinion, while I don’t agree with it, was at least well thought out and nicely stated.

      Also, shout out to Dr. Nick for his response to the OP. That’s how it is done, sir.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: Seriously, why are lobbies not implemented?

      While the server browser is indeed perpetually broken, the ‘friends’ tab currently works. Use this to join servers with friends.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: To anyone having crash issues since the last patch

      I will try to compile both my log files and my clanmates’ log files in the next day or so.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: Change recovery and windup time?

      There is no need for the video: CMW has already altered the numbers we are talking about a multitude of times. Hit trades are still present. cftp was the biggest deterrent to players going for hit trades before. Plus, as I already mentioned, a fair amout of hit trades in DW are due to players spamming attacks. That is player error which can not justly be blamed on the mechanics. Reducing recovery will have a minimal impact on hit trades, as recovery doesn’t happen on hit trades. Increasing windup across the board initially appears to help, but all it does is slow down combat (as seen in ‘that one patch’). The issue arrises with the time it takes for an attack to hit. Once the weapon hits release, it still must travel some distance to hit an enemy. Being the first to hit release doesn’t guarantee a flich, as the enemy will likely complete his windup before you hit, unless you are at facehug range for stabs/overhead, or use swing acceleration on a slash. The new draw tracers make these tactics less rewarding by reducing the damage caused by such attacks. Thus, logically, assuming equal speed on the weapons, the best way to reduce hit trades without drastically altering the mechanics is to reduce the time it takes for an attack to hit an opponent once it is active–that is, by reducing the release time. The flaw with this action, however, is that the timing window for parries becomes increasingly smaller, which runs the risk of making fast attacks unlockable. Incidentally, with the release of the SDK, it should be possible to put both ideas to a practical test.

      In regards to 5 above, I think you mean that missing with the first swing and then combing to attack is not safe. I have noticed this as well, although I think that, if you manage to make your enemy parry, you will still have a safe attack.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: Change recovery and windup time?

      @fvonb:

      @DrDiamond6:

      First, your change actually decreases the speed of the attack.

      Yeah you’re right.

      @DrDiamond6:

      Second, reducing recovery would increase hit trades, as there are only two situations where your attack is 100% safe: First is when you attack your enemy while he is not aware of you, and second is when you attack during an enemy’s recovery.

      That is not correct.

      You can attack safely in these situations:
      1. Enemy is not aware of you.
      2. Enemy missed his attack and is in recovery.
      3. You have the faster weapon (windup) and enemy is idle in the moment you start your attack.
      4. You parried his attack and start a riposte.
      5. You hit an attack (enemy flinches) and start a combo.

      Now to:
      1. Is obviously working in CMW and CDW. My suggestion wouldn’t change this.
      2. Parry in recovery (aka panic parry) in CMW let’s you bypass this. In CDW you can punish misses right now, with my suggestion you still could but it would be harder. Still better than CMW though.
      3. Works in both games, my suggestion would not change this but the one with the slower windup has more time to feint-to-parry when he sees that he started his attack too late.
      4. Works in both games, my suggestion doesn’t change that.
      5. Works in CMW, maybe the Holy Water Sprinkler can stop a delayed combo but not much else. In CDW my combos are often interrupted by the enemy, my suggestion would heavily improve this.

      Perhaps I should have made it clear that I was referring to a neutral position, before any attacks have been made. In regards to 3, assuming the enemy is aware of you, he can counter-attack by moving away from your strike and winding up an attack, setting up the hit trade. You see this in CMW with knights using a ducking lookdown overhead on counterattack. In DW, this won’t be as effective due to the damage tracers, but by no means is your attack safe, unless you are at facehug range. Then you are safe. 4 is not an attack; it is a counter attack. Technical detail, maybe, yet a distinction that must be made. 5 is also a continuation of the initial attack, which while safe, implies we’ve gotten a hit in.

      But back to your idea that this will reduce hit trades: it will not. Longer attacks increase the chance for hit trades: You can see it in the current build of CMW, with many high level knights, using very slow weapons, abuse drags to hide their windup animations while baiting a quick attack, thus setting up the hit trade. Most hit trades occur due to two players attacking and hitting at close to (but not quite) the same time. The ability to parry from the windup of an attack (like cftp allowed) helps people react to this situation–which bypassed the recovery anyway, removing it from the equation. Assuming that cftp is off the table, there are two realistic options to reduce hit trades. The first is to reduce release time: the less time a weapon is active, the less room for error there is, and the closer two attacks need to be for a hit trade to occur. The second option is to have all hits flinch at any stage of an attack–an option that gives faster weapons a huge advantage once they are in range, but could easily be balanced with a range decrease and/or a damage decrease.

      The problem with reduced release time, however, is that the parry timings become smaller, and coupled with lag, it could make attacks practically unblockable.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: Change recovery and windup time?

      First, your change actually decreases the speed of the attack. Second, reducing recovery would increase hit trades, as there are only two situations where your attack is 100% safe: First is when you attack your enemy while he is not aware of you, and second is when you attack during an enemy’s recovery. Hit trades exist in DW due to over-aggresion. Once players adapt to the new weapon ranges and speed, I suspect hit trades will drop off.

      posted in Chivalry: Deadliest Warrior
      DrDiamond6
      DrDiamond6
    • RE: [FINISHED] 1v1 Duel Tournament [NA]

      I’m in.

      Steam name: RB | DrDiamond

      SteamID: STEAM_0:0:43547578

      posted in Tournaments
      DrDiamond6
      DrDiamond6