I dont mind anything to maa speed, rlly this class is all about speed, but we should be able to “normal” block theirs attacks. This one thing would surelly bring back some balance in to this game.
Posts made by Jordi
RE: Blocking against Man at Arms
RE: Reflective Team Damage, idea from Sharantil
I thnik that 50% ff reduction is enough in this case. Reflecting dmg would surelly made some strange situations i.e. imagine heavly wounded guy running to help his friend whos been overhelmed by 3 enemies and when he gets there he accidentally hits his friend after witch he falls himself not even touched by those 3 guys from opposing team… That would be ridiculous… If i were one of those 3, i would surelly die right after but from laughing… ;)
We already have team dmg % shown while making a kickvote and thats good solution for me. Another thing someone mentioned here is that in that type of fighting friendly fire is something that make this game somehow more attractive :)
My vote goes for no.
RE: Combo, overhead and feint!
First of all, I think thats a kinda 2 topics in 1. I would split it, since they have almost nothing in common…
In case of lmb combos its a tricky one. One way it gives us, experienced players a lot of nerves sharpers while standing against it, but in the otherhand it allows fresh players to make some spectacular moves wich greatlly improves CMW 1st impressions. Still we all know how annoying facehugging is and lmb spamming for sure is not making it any harder to perform. If you,ve watched some interviews with Torn Banner, u’re surelly aware that CMW wasnt suppose to allow alternate swinging without a combo.
Now thats changed and in my oppinion if so, the devs should look up to new variations of making combos. Since we have new moves available its now possible to re-arrange those and make combo only when u combine different swings/overheads.
I would ofcourse love to see all those lmb spammers dissapear, but only if new combo system would not ruin game mechanics. Alternate swings are new thing here and Im sure not the only one who sees that they are simplly not working as they should. To often when I try to surprise my opponent with an alt swing after block or smthin, instead im doing ‘normal’ swing… If we’re talking here about new combo system, 1st alt swings and overchops should work perfectlly smoothlly. Then some test would be nice to make and see how it gows on various game aspects.
Personally i would love to see combo system working like that, since im already far away from lmb spamming, but only if that wouldnt slow fight dynamics and this is only for our allmight Devs to decide ;)
RE: Double Axe
I actually went 7-0 the other day with a Double Axe on LTS…it was quite rewarding, but as you’ve said it makes no sense to use it over the Messer, which is downright sad. Bumping so hopefully the devs see this.
I perform competently with the DA all the time. It has nothing to do with balance, though.
Yup, me too. Game speaks by itself and DA are used very rarelly by knights atm. This wep is just to beautifull to be treated like that! Please do something about it! :D
RE: The map Frigid is EXTREMELY resource heavy
Me and my 2 friends were playing Frigid map yestarday and today and all 3 of us noticed that’s something wrong with fps so its gotta be somehow more demanding for our PC’s than other maps… All 3 of us run CMW on ultra setings and we never had such problems on other maps, so we would like to make 3 signs under this topic :) TBS should really look up closelly to this.
RE: Double Axe
I personally do love axes most of all melee weapon arsenal. Been playing knight since i bought CMW, but recentlly i finally gaved up using DA. It looks great and all but im not so hardcore suicidal gamer to play with it all the time… I did managed to won some ffa rounds with it or had top score in TO mode, but most of the time its just to unbalanced. DA is so slow, that it SHOULD take down archers and maa with one head and torso shoot - otherwise its to difficult to use this wep. Best example of this i had few days ago was that I slashed archer in the back directlly and he survived this somehow. This and a fact that hitting a jumping maa with DA is extremely hard should make DA a one hit killer for those classes. Otherwise Bearded Axe wich im using right now is waaaaaay more effective.
Like others said here before:
Increase DA dmg
DONT increase DA speed or range
After such buff Id come back to using this beautifull beast without a doubt in a sec :D
Double Axe damage confusion
Like in a topic im a bit confused about that. At the http://www.chivalrythegame.com/blog/weapons#AXES it shows that DA have 80% dmg and in game i can see a 63% dmg. Wich value is true?
RE: Get rid of Kickvote
While this discussion is kinda pointless i guess, cuz in a game where friendly fire is allowed it is just ‘must have’, i have a one serious question tough….
Im a totally newbie and dont know how to start a vote to kick somebody :p To this very day it wasnt on my ‘top things to know’, but i meet this guy who completely ruind a game for both teams killings his teammates all the time so…
Could you be so kind and share that powerfull wisdom with me? ;)
[Weapon display] - Bearded Axe - visual bug
First of all I would like to greet and say hello all the Chivalry community since its my 1st post here :)
Now down to the thing…
Its not a ‘mechanic’ kind a bug, more a ‘cosmetic’ one.
I’ve recentlly noticed a some kind of visual bug while playing a knight class and using Bearded Axe. When i switch to my secondary wep, the axe should be puted on my back but somehow its not, it just disappear. When i switch back to my primary weapon, i got it normally back in my hand.
Ive tryed that with other 2-handers and everything seems to look normal (weapon lands on my back right after i grab my shield).
Its my favorite weapon so far so i found it kinda annoying not to see it on my back while slahing down my opponents ;p Do you have any ideas how to solve this? Is this my computers fault, or maybe everybody’s got that?