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    KittyKitsune

    @KittyKitsune

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    Posts made by KittyKitsune

    • RE: Ranged Combat Suggestion

      Sol you don’t question it, nor most things, however there is a thread about the yumi up already, so clearly there are some people who things it isn’t perfect.

      @lemonater47:

      I have to agree these changes are mostly unnecessary. Especially all the movement related ones. Just making it less fun and less realistic. If they wanted it to be super realistic you should be able to reload both guns while sprinting just at a slower speed. Reload crossbows while walking and fire the yumi while sprinting. How it is now is good for gameplay. Even inaccuracy while firing is good right now. Any more inaccuracy and it would be like COD sniper or LMG bullets coming out of the barrel at 50 degree angles when you hip fire.

      And usually the yumi depending on the class kills in 2-5 chest hits. 2 for ninja 3 for pirate and spartan Viking is either 3 or 4 haven’t really tested samurai is 4 and knight might take 5 once again I haven’t tested. I’ve been shot lots. Only real way to test is to find an AFK knight.

      Okay so many claims lemon, but since you mention realism. Okay, a longbow cannot be fired on the while moving, not a european nor a japanese daikyu. When you fire a powerful bow, you usually use your bags and your legs to take a lot of the weights of the string so to speak. That’s very difficult if you are using them both.

      And the crossbow, I don’t know if you think that the metal bit on the front if a fancy metal flat thingy for decoration, but I will let you in on a secret: It’s not. It’s for stepping on, as in, with your foot. so that you can pull the string back with both hands. That is how you are suppose to reload the crossbow spesifically depicted ingame.

      I am not saying it has to be super realistic, but if you want to play “that’s not realistic” perhaps you should atleast look up what the components of the thing you claim to be realistic actually does.

      I did not ask for less spread on the yumi or crossbow, merely less drop, you can throw javelins as far as you can shoot a bow, i think that’s silly.

      Also you’re crazy if you think it will be like call of duty, with those entire 10 arrows or 5 bolts.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • Ranged Combat Suggestion

      I think the hordes of moving missile shooting people is a bit silly, I would like to suggest some really basic changes to how dedicated missile weapons work.

      Yumi

      Making the yumi unable to be fired while you move.
      Make the yumi unable to be held, so that you fire the arrow after the draw is complete
      +
      Yumi Arrows should fire straighter
      Arrows should do a bit more damage, I think it takes up to 4 good chest shots to kill someone currently.

      Crossbow

      Making the crossbow much less accurate when moving.
      Longer to reload, basically the speed of the heavy crossbow from MW
      +
      Let the crossbow missile drop be a bit less
      Let the crossbow be a bit faster to aim

      Pistol

      Making the pistol unable to reload while moving
      Making the pistol much more inaccurate while moving to fire
      Making the pistol slightly less accurate in general at long range
      Making it much more inaccurate in hip fire
      +
      Increase pistol damage
      Decrease amount blocked by shield

      Blunderbuss

      Making the blunderbuss unable to reload while moving
      Making the blunderbuss londer to reload
      +
      insted of having the first pellet do 45 base damage, let all the pellets do 15 damage, but let shields reduce it a lot.

      All throwing weapons

      If possible i think that thrown weapon damage should somewhat depend on how fast you are moving, so that throwing a javelin does more damage if you are sprinting than if you are standing still.

      What I think this will mean if this was done, would be that the different missile weapons would be useful in different circumstances all together.

      The blunderbuss would be a good weapon against ninjas and samurai, but not very effective against spartans knights and vikings. While the pistol would be good as against shield warriors but not as good against fast moving ninja.

      Firing the yumi would take a lot more skill, it would be a good weapon with increased damage and accuracy at range, but having to stand still means you can’t use it in close combat against charging people.

      While the crossbow would be an assault missile weapon quick to aim and fire, but slow to reload with fighting going on around you.

      Generally, missile troops would need to be screened as they can’t move any longer. Making the missile weapon a better support weapon, but a less annoying opener/universal herass weapon.

      I wish I could make a mutator to try this out, but I do think that this would make ranged combat a lot more fun and skillful.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: Torn Banner, are you aware of the demand for Team Objective?

      @Miriandandes:

      It’s obvious they’re not doing it because of the impending Workshop and easy custom server integration. In a few months tops we’ll have custom maps, modes, and servers everywhere, with no work on the dev’s end at this point.
      It’s for the best, really.

      It isn’t the community’s job to make games better, even if that is quite common in 2013.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: Should there be an unlock system at all?

      good idea, i did that.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • Should there be an unlock system at all?

      Do you think that the items should be unlockable, I personally don’t. I think it’s silly, it doesn’t work and it’s pointless. What do you think?

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: Pathetic Release.

      You are, if you don’t like it anyway, you can just turn it off, for me playing games is as much as social activety as a competitive one, and not having voice chat makes both harder.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: Pathetic Release.

      They are already fixing the animations, what really bothers me that they seem to not care at all about problems like how dumb half the game looks, and how the voice communication is still missing, I checked out the new beta and most of the feedback on pirates and VOIP has been ignored or well… not prioritised which i think is sad as not being able to talk really hurts teamwork.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: We have to do something about spears!

      @Sol:

      I dont believe comboing is a problem because it is easy to counter, but that is my opinion.

      And also spears is the only thing you use when you can.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune
    • RE: Chivalry: Deadliest Warrior Patch 1 Beta (deprecated)

      How hard can it be to add voice communication to this… Chivalry had it, and so did counter strike back in 1999.

      posted in Beta Build Feedback
      K
      KittyKitsune
    • RE: Pathetic Release.

      Knight Spartan and Viking classes are great, Ninja Pirate and Samurai sucks, if you look at the ingame statistics, Ninja has a horrible KD on a global scale. I know that the ninja attacks are fast, and I don’t have much trouble playing them, but they are hard to play none the less, compared to the cake walk it is to play a knight, I think a minor buff would be fine, the hardest thing about facing ninjas, is the shitty animations they have where you can’t see their attacks.

      posted in Chivalry: Deadliest Warrior
      K
      KittyKitsune