yeah You just look more like a medieval knight, other than the 2 handed sword sucks. The only thing better about the sword is the charge that is more like a swing while the Barbiche is just a trust.
Barbiche 8/10 2h sword 5/10.
johndebeaulieu
@johndebeaulieu
Posts made by johndebeaulieu
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RE: Vanguard Two handed Sword Underpowered?
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RE: Men at Arm dodge Mecanism
I like to play as the man at arms. It is not overpowered. One overhead from a 2handed weapon 1hitkills me ande it takes me at least thee swings or two overheads to kill someone. AT LEAST. Overheads require pointblank range and perfect aim. If the class were truely op everyone would play it. But maa is really hard. About the dodging system why not just combine it with the sprint button? So every time you press shift to sprint it starts with a dodge. This would be intuitive since I sprint in fights all the time.
Your face picture is priceless
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RE: Massive archer hate
Well not 2/3 But because you have to walk quite a bit as the attacker there are usually more defender in general as the attacker get killed as they come.
It’s just that in-game people seemed to care more about killing everything rather than doing the objective. Like protecting a guy who will push. Maybe it’s just my experience but in most of my games the attacker wins because he has so much time, not because he is really organized. -
RE: Men at Arm dodge Mecanism
You have to be immobile to trigger a dodge as a men at arm. You can’T quickly dodge to the left when you are moving forward for example.
That makes dodge rather difficult to pull out, especially considering that you often don’t have the time to stop moving in a fightThis is the kind of stuff that makes the man at arm underpowered right now (just look at how underused they are in any game). Dodging should be triggered on the move.
That plus the overall speed : knight and vanguard shouldn’t be able to catch up to you when you are ruining from them. Even if they get a bonus speed for chasing someone, they shouldn’t be able to catch up to a man at arm.
And they overall don’t seem faster than the heavier classes.More then that the charge of the Man at arm is pathetic compared to other class Charge attack. You can’t really afford to do a little damage while taking a close-to-mortal wound. I died many times doing that. I almost prefer to wait on the opponent to come to dodge him or simply block the blow, and then duel him. Of course it’s different when the knight is distracted, that’s the perfect moment to charge him.
The thing is that the Maa weapon speed is so good that it your opponent has much problem blocking your swing and trust and you can still move around quite effectively.
So I’m not sure how OP the Maa would be with an even better dodge…probably too good as people get better at the game. -
RE: Unrealism mode / gore and damage modelling
That’s a mix of the health system that you find in most game and the body part system that you see in a few games like dwarf fortress or Kenshi. It’s not a bad idea, I even find the body part idea more fun in a way, but I think we can have something way more simple: A health bar with more damage inflicted depending where you strike. We already have this for the head…maybe we could have that for weak points in the armor, but I’m mostly satisfied with the current way of doing killing people :)
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RE: Realism mode / stamina management
we already have this for health regeneration I think It doesn’t really change much except that you have to hide longer before coming back to a fight (Considering you’re a coward who goes hiding when he looses HP hehehe).
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RE: Massive archer hate
On the same line of thought during objective missions the attackers should not take the archer. The goal after all is to push a ram. This means that too many archers will leave the regular footmen in a permanent weak position of 3vs1. This doesn’t work.
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RE: Initial Impressions - Post here!
Hi hi hi!
What’s awesome about the game is the tiring mechanic which makes your block useless after a while. So it allows for longer fights but not endless (compared to the block mechanic of warband which is really too hard and frustrating).
Jumping on your opponent To decapitate him is also great, no matter if doesn’t really happen that way in reality, it makes the game fun.
I also liked the effort to make maps more interactive. Of course it’s a work in progress but it goes in the right direction. I wish we had more traps to activate and more varied ways to die. -
RE: What we are working on!
Haha, first post on the Beta Forum, it’s fun to see names of people I see in game :d
Thanks for the fast updates.