I think the bomb cart pushing, battering ram, and king slaying slightly skewed in favor of the defense because, regardless of skill level, the defense will instinctively gather near the objective point, or near it, from my experience. However, more tact is required for the offense as you’re essentially attacking a fortified position, so coordination beyond charging rambo-style into a shower of arrows is needed.
Posts made by fixedelement
RE: Team Objective Unbalance
RE: Why did u nerf shield so much, game is just about luck now?
Shields had to be nerfed; they were way too efficient, and certain weapons just had such little chance of penetrating their defense. Plus, they slowed down fights way too much.
Also, if you’re standing there trying to block every single feint, chances are you’ll eventually get hit. That’s just how the system is. You know what a good counter to feinting is? Doing an attack of your own early. If you get a read on someone that tells you they’re going to try and feint, and they’re close to you, just go for a thrust and walk forward. You’ll probably hit them or force them to block, putting them at a stamina deficit.
I think a lot of people were using shields to compensate for actually learning how to play the game. Thankfully, that time is over. Taking the time to learn the battle system and learning how to make reads is worth it, trust me. And if anyone thinks the game is all luck now, then why aren’t low-leveled people going even with high-leveled players?
Additional Training/Practice Mode
I know there’s already a training mode, which is just the tutorial, but I feel the combat in this game is complex enough to warrant something more.
I was thinking of something similar to current training/practice modes in fighting games. These modes encompass things like health/damage information for characters/attacks, a switch for infinite/regenerating health, and a practice dummy in which you can record a series of actions and play them back to your liking.
I think a mode including some or all of these features would be great in Chivalry, as it could provide a more calm environment for new players to learn the basics of the game outside of the CPU fights in the tutorial. Recording certain attacks and actions on a CPU can help veteran players dissect and understand setups they’ve lost to in the past, or even optimize some of their own.
RE: Maul Buff
I love using the maul, since I find killing people 1v1 with it pretty difficult. I’d venture to say I’m an above average-good player, so I find great success with the weapon, both in 1v1 and team fights.
Sadly, the weapon is almost unusable against even mediocre players halberds and brandistocks, due to the constant pushback from thrusts of the former and overheads of the latter. Even using the secondary mace can prove difficult against them; you really do need to get lucky and somehow get a thrust or overhead to whiff, which can prove rather difficult due to how active the brandistock overhead is.
All that said, I don’t think the maul needs a buff, but the pushback from the aforementioned weapons is questionable at best.
RE: Some ideas to fix feints and shields.
I think the feinting is fine right now; sure, 1v1 fights do boil down to a guessing game, but I think that’s where true skill comes in. Anyone can learn the mechanics of the game and adjust their attacks to increase their chances of scoring a hit, but not everyone can actually analyze a player’s habits, utilize spacing, and make accurate reads based on player’s habits.
As for shields, I agree they’re a bit too strong. Instead of changing the nature of shields, I think they should be made less viable as an option in combat, probably just by increasing the amount of stamina taken away from blocking an attack with a shield. Actually, it would be pretty cool if the stamina taken away on a block was directly proportional to how long you were actively holding your shield out; this way people would be punished for just holding their shield out indefinitely in the face of adversaries.
Although I haven’t tried the beta, I thought switching your attack starting point with alt would be a good counter to shields, as attacks originating from the left side of the attacker can more easily get past a shield’s guard.