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    Pan

    @Pan

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    Posts made by Pan

    • RE: CU1 Patch 3 Beta 3

      @Sidewinder:

      So then the question is why? Why is it that certain people can, at a glance and in the heat of combat, be able to register whether someone is the adversary and certain others can’t? What is keeping them from ever learning? Again, is it color-blindness?

      The fact remains that it is possible and I’m testifying that I personally was able to tell immediately without so much as 15 minutes of playing the beta. Others have claimed the same. So then why is it that I can be immediately aware and others can’t. All I know is that I find it extremely easy, natural, and intuitive given the colors TBS has designated to either team.

      If someone comes out and says that they are unable to react to a weapon that has a .8 second windup do you change it? What they’re saying could be 100% true, maybe they can’t react. But then you have others that say they can easily react. They say just practice a bit more and get used to it, you’ll learn it soon enough. Do you think TBS given feedback on both sides should change the windup? I kind of feel like this is a similar situation where it is proven humanly possible to easily distinguish a few basic color schemes from one another but there are some that say they can’t.

      I couldn’t tell you why some people have more trouble than others. I won’t speak for them.

      Like I said in my previous post, I don’t really have trouble with it. Nonetheless I would rather eliminate any possibility of error given the choice. I feel that disabling customisation would reduce the possibility of mistaking friend/foe whilst with customisation the possibility of mistaking is marginally increased. It’s marginal, but there you go.

      (I’m not saying you do but…) If you want to argue that being able to determine friend/foe at a glance through the ‘adversity’ of customisation is a particular skill that should be rewarded then that’s another argument. I don’t think TB wants that to be the case, and I can’t say I would find it particularly fun either.

      @NabsterHax:

      Why do you care why people want the option if you don’t mind?! You saying “I don’t mind anyway but… you’re wrong!” is the only reason this topic isn’t finished with.

      Lol yes.

      posted in Official News
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      Pan
    • RE: [WEP] Spear or Brandistock?

      @kywild:

      Spears are easier to control in team fights (not hiting team mates etc) imo. BUt brandistock is way better at least in 1v1 situations. In fact in current live version I’d dare say it’s completely overpowered lol. It has insane speed, it’s one of the few weapons you can still feintfuck people with, it has awesome range and the knockback is riddiculous.

      Brandistock is my weapon of choice at 4 am when I’m tired and want to rape without trying :P

      Yep, prettymuch!

      Pre-patch I would say the brandistock was fine. Maybe the tiniest, tiniest bit underpowered. Post-patch brandistock is imo maybe the most powerful OP weapon in the game. Maybe.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Pan
    • RE: Bring back CftP and keep panic parry

      @HEXEN:

      The only reason people REFLEXIVELY combo’d, is because that’s what the game taught you to do. It was the learning curve and norm for a full 9-10 months after the games release.

      The full extent of this point has only just hit me. I remember in your video on the patch you talk about the idea that it was shitty from a consumer perspective. Another way to think of it is like this: 'Would you have played this game for so many hundreds of hours if you had known from the start that about a year from release the fundamental mechanics would change so drastically?

      For me, I probably would have put a lot less time into it had I known.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Pan
    • RE: The long lost class, shunned and forgotten

      @Shard:

      Ah,well you should have watched the TPL EU 6v6 tournament.
      http://www.twitch.tv/heightofabsurdity/b/433777084
      Indeed,this setup is rare(even more so in the competitive scene),but there was one guy who did an amazing job both as an archer and a melee troop with that setup.
      [TEMPLAR]27,just check out any matches “TEMPLAR” was in or watch the finals [TEMPLAR] vs RK. http://www.twitch.tv/heightofabsurdity/b/434328120
      I tell ya,that guy is a monster with a javelin,he doesn’t miss…ever… :D .
      I had the pleasure of fighting with him,and he is very precise and accurate.
      This just proves that this setup is still very viable and strong,but hard to use,which is why people don’t put much time into it i presume.

      He’s already unstoppable. If they buff javelins he’ll be GOD-TIER! :o

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Pan
    • RE: CU1 Patch 3 Beta 3

      @Sidewinder:

      The problem differentiating friend from foe has been widely debunked. I personally, along with many others that have posted here on the forums that have tested the beta extensively, have not had any problem being able to differentiate.

      The colors are not hard to figure out, the silhouettes are clear. I don’t understand how people can have no problem figuring it out but others do? That fact that even one person is able to not mistake friend from foe tells you it is possible. The people that are having trouble have either not taken the 15 minutes it takes to familiarize themselves with the new color layouts of the factions, blindly attack anything that moves without looking directly at their monitor, or suffer from a particular color-blindness. If they have color-blindness then they should provide feedback to TBS because there are color-blind options that could be implemented in the game.

      The main reason people are against customization is because of their personal preference regarding aesthetics. This is a perfectly fine opinion to have and the main reason why people want a way to toggle off customization.

      Sorry but that’s a little bit smug. Just because you find it easy to differentiate friend from foe with customisation on doesn’t mean others do. Even if they’ve given it an extensive chance to adjust.

      I’ve played on the beta quite a bit and whilst I do find it a lot easier to differentiate now than I did at first, I would still rather turn it off (especially in a scrim) just so there’s as little chance as possible that I will make the wrong call on that friendly/enemy. The possibility of which, I would argue, is increased in the setting with a broader range of colours to differentiate teams, as opposed to the setting where team colours are homogeneous. Is that not reasonable?

      posted in Official News
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      Pan
    • RE: Dark Forest is unfairly tough to defend

      @dpunk:

      The maps don’t have to be balanced between offence and defence for comp play. And as long as one doesn’t heavily favor kills/deaths one way or another, it shouldn’t matter much for pubs either.

      A bit annoying for pubs though if you always get lumped on the losing team because the map heavily favours one side.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Pan
    • RE: [CANCELED] Chivalry: ProMod

      Any possibility of ProMod venturing into (map) optimisation?

      posted in Chivalry Mods
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      Pan
    • RE: CU1 Patch 3 Beta 3

      @Kimiko:

      Let me just say something regarding Chivalry and ProMod.

      ProMod is just that - a MOD for Chivalry: Medieval Warfare. What I’d like to do from now on is keep ALL ProMod discussions in their own lovely thread here: viewtopic.php?f=51&t=14902

      This is the patch for the beta version of Chivalry, not for ProMod. What we do here is update things for Chivalry.

      So guys, please do not argue. Yes, there will be people who don’t like certain decisions we make and some of them are quite valid. We cannot please everyone. Even if this patch is released to live now, this doesn’t mean no other changes will occur.

      I personally wouldn’t mind an option for disabling customization either, just so the option is there - either for the server operators or individual. Either would work for me but this is just MY personal opinion and not that of Torn Banner. I find it hilarious seeing the new customizations and seeing what people come up with. I am not a fan of the pink at all though and think that should go.

      We do know that it’s easy to add the option but do to certain reasons we’re not going to be able to at this time. Perhaps in the future, but definitely not right now. Just because ProMod or any other mod can add something in and it works fine, there are other issues involved on our end, so please remember this for the future.

      That’s it for now. So keep the Promod discussions/hate/love/whatever out of here.

      Thanks.

      You’re right that this discussion doesn’t really belong here but I’m glad that you’ve acknowledged that at least having the option to disable customisation might be of benefit, so that’s nice.

      But before getting this straight back on-topic it would be great to know what these undisclosed reasons for not implementing it actually are. Your post seemed a little vague as to the actual reasons.

      posted in Official News
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      Pan
    • RE: Feinting post-patch

      @NabsterHax:

      @Jstorm:

      The removal of CFtP for the “both offensive and defensive” reason doesn’t make much sense, honestly. By that logic we should remove FtP as well.

      Also, there’s no reason being able to be “both offensive and defensive” is inherently bad. You still have to choose one, and it’s better than being forced to guess which one well before you have enough information to intelligently decide.

      Also, when BOTH players can “be aggressive and defensive” at the same time, it sort of evens things out somewhat.

      When both players are equally powerful with a high level of control you get tense, skill based gameplay. This doesn’t cause any sort of inherent imbalance because everyone has an equally high offensive and defensive potential (see every competitive game ever).

      When both players are equally weak with a low level of control the balance is still there but you have a boring-ass, uncompetitive game. (Live).

      posted in Balance and Game Mechanics
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      Pan
    • RE: [FINISHED] EU - 6vs6 TO Tournament by TPL

      Thanks to TPL for hosting and gratz to templar for being super pimpy ballers :D

      posted in Tournaments
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      Pan