Posts made by RK Lucian
RE: Weapon Suggestion: Rapier posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
RE: Weapon Suggestion: Rapier
Haha. The knights in this game are a bit… manlier than Griffith. I don’t think a rapier suits them. Doesn’t he have more of a sabre type thing anyway?
I don’t think they are ;_;
I’ve told Griffith about what you said…and…he’s on his way to sacrifice your whole family and rape your girlfriend now unless you approve my brilliant sword idea.
RE: Weapon Suggestion: Rapier
That said, I don’t see it really fitting in well. I’m simply not opposed on principle. While we may have weapons that come from a later time period (saber, you can argue) we don’t have classes that come from those periods. The rapier doesn’t really fit in with any of the classes in this game.
I have to disagree. I think the man at arms would play with a rapier very appropriately.
Maybe even give him some interesting crab man animations to go with it…
Again I really must say I think the Rapier should be a knights fourth primary sword.
I want 2 be Griffith.
Man at arms looks gay and doesn’t server it.
RE: Weapon Suggestion: Rapier
Personally, I think the Rapier should be a fourth knight primary sword but that is just my opinion.
Weapon Suggestion: Rapier
I am Lucian,
Now I am aware of Torn Banners huge backlog of bug and exploit fixes and game balance adjustments. I’m aware of just how long it will most likely take them to fix and release this to us and so I’m sure Torn Banner will probably dismiss the concept of new content until the current content is fixed, as they should. But I just wanted to make this thread to share an idea I had for a new weapon;
This sword is a sharply pointed sword which was ideally used for thrusting attacks mainly in Early Modern Europe during the 16th and 17th centuries.
As Wikipedia’s description of the sword states;
“The word “rapier” generally refers to a relatively long-bladed sword characterized by a complex hilt which is constructed to provide protection for the hand wielding it. While the blade might be broad enough to cut to some degree (but nowhere near that of the wider swords in use around the Middle Ages), the long thin blade lends itself to thrusting”
Based from this description it’s clear that the Rapiers most powerful attack should be it’s stab which should be a thrust. This weapon would be usable 1 handed only with or without a shield. It’s attacks should be fast but weak and low damaging, taking 3-4 hits to kill knights, 2-3 hits to kill vanguards and about 2 hits for Man at arms and Archer, however this would obviously be dependent on which attack you use with the weapon and where on the enemy you hit using said attack. This weapons attacks would have a low cost in stamina because it’s a light, fast and agile weapon.
The sword should have quite a long but also thin blade. The hilt is where this particular sword gets it’s identity from so the design of this should get the most focus, it needs to look somewhat fancy but not too detailed. There are many concepts of this type of sword on Google images which will show you just what the Rapier looks like. I have included some pictures which best resemble the design of the sword that I think would look best if included in Chivalry: Medieval Warfare:
Links to Rapier sword pictures:
This picture featuring the Rapier resembles the loading screen diagrams we often see in Chivalry: Medieval Warfare and shows in a nice style how the rapier would be used:
And lastly, thank you for reading and sorry for any mistakes I have made in writing this post.
I hope you all would like to see this weapon in the game eventually as much as I would!
Let me know what you think!
RE: Knight is OP
The knight is not OP. It’s the mechanics of the game that need tweaking. Right now for an experienced man at arms it is a bit too hard to kill and experienced knight because of combos. The fact you can’t flinch the combo half the time means you can just combo through their attack and kill them. This is fixed in the patch and will make a good impact on balance in terms of those 2 classes. But also the other classes since you will often just combo through each other until one of you dies.
Some of the knight weapons do need to be tweaked and balanced. The grand mace makes the maul completely pointless because both weapons kill in 2 hits but the grand mace is much faster and it’s accelerated overheads can be abused much better. Other than that I would say that this class is fairly balanced. I often find myself getting killed by skilled vanguards just as much as I kill them. The same foes for man at arms mostly and even archers too.
The bearded axe is much too fast and needs it’s speed slowed down slightly although it should still be the fasted 2 handed axe available. Enough said.
The double axe is actually one of my favorite weapons in terms of its aesthetics. But in terms of performance it sucks. Let me point out that the double axe overhead does not even kill and archer in 1 hit even if the overhead lands on their head. That makes absolutely no sense. Even the longsword can kill an archer in 1 hit if the overhead hits their head. This should give some idea of just how under powered this weapon is. It’s overhead needs to do more damage I think.
Vanguards need more archer resistance. The smoke pots just don’t cut it. Arrows need to do slightly less damage to vanguards because currently, getting hit by 1 arrow means you have to go and regenerate the lost health whereas Man at Arms are much harder to hit and have access to a shield and knights can tank the damage. Other archers are usually hidden from afar taking cover and targeting the enemy archers which means that the vanguard is the most vulnerable to arrows. Smoke pots are temporary which means you have to know when to use them. But the smoke pots also create a disadvantage for your own team because they can often get in the way of your teams archers too. Slight arrow resistance for vanguards would make their job just a little easier.
Also a friend pointed out to me that the Zweihander charge attack only does 105 damage upon hit however the Greatsword charge attack does 115. If this is still the case then how does that make sense? The Zweihander is supposed to be the slow damage dealing sword. It should at least have equal charge attack damage output to the other swords, if not more.
The Bardiche needs some attention because of it’s instant overhead capability. It could be just the animation as some people say it is and I hope they are right, but if it was then it makes no sense why the other polearms accelerated overheads aren’t as effective as the Bardiche and that is why personally I think the issue lies within the weapon itself.
Man at arms I can’t really comment on. They seem fairly balanced to me. I’ve heard Alterbyme say that in his opinion the only real way to kill a man at arms is to use a shield and sword if you’re a knight. I used to think like that too until I joined the Royal Knights and they showed me just how much easier it can be to fight a man at arms with your primary weapon such as the Longsword. I think it’s balanced at the moment as a class. Some of the weapons such as the hatchet and war axe I find are more difficult to counter than they perhaps should be and these particular weapons often seem to go through my parry but for the most part it seems balanced. It does take a lot of skill and patience and tactics to play man at arms against an experienced player however so I have full respect for the Man at arms players out there!
Archer seems fairly balanced I think accept for the melee. The Shortsword kills a man at arms in 2 hits which I don’t think is balanced at all. It makes their job harder than it should be. If an archer gets caught in close combat he should suffer more than the other classes. The javalin is pretty imbalanced too. The buckler shield can’t block to save it’s life (literally) and the ammo count for the javalins kind of sucks too. Some testing should be done with this particular variation of the archer in the upcoming balance and game mechanics patch. I think the heart of the problem lies with the shield which is very ineffective against basically everything.
Ghost swings should be fixed in this up and coming soon to be released patch as Slygoat mentioned which will fix a ton of issues and make the game much more playable because these ghost swings occur way too much currently. Fists will now have tracers like weapons do, making them duckable which is great. Fists in this current game version are fun but somewhat spamable so the including of tracers should take fist combat in Chivalry to a whole new level which I am very excited for personally. Now whenever you can kill your opponent with firsts it really will shame them just like it did in Age of chivalry! Tons of other great changes in this soon to be released patch that will make the game much more playable and fun and balanced and changes to feinting are already being beta tested which the community should be happy about. Torn banner are clearly responding to the community here which is something most companies would not do. In fact the developers of most games wouldn’t even take the time out to even engage with the community on this level so we’re all really lucky that Torn Banner care this much! Big shout out to TB! Keep up the exceptional work!
RE: CU1 Patch 1.5 Now Live - April 29, 2013
I agree completely with Killbands on this one. Feints right now are not just a great way to fake out your opponent but also a great way to control your weapon. Using them effectively can mean you can freely move your weapon into a variety of different attacks. For example feinting an overhead into a slash and then canceling the attack because your opponent is now out of range. Feints right now are an issue simply because there is absolutely no way to determine if the attack is legit or not. Perhaps you could make it easier to determine a feint by slightly changing the animation when you feint. Remember when you feint you’ve got to bring that weapon back to its starting position and release it again. Perhaps making a feinted attack slightly slower so it punishes the attacker more or changing the animation to make it easier to determine a feint. Another solution as Killbands mentioned would be to include different mechanics for dealing with feints. Reverting kicks back to the way they were when the game first came out could help to solve this issue I agree. Or perhaps making them more effective against somebody feinting.
I think completely nerfing feints is not the way to go here and after playing the patch, it doesn’t feel as fun anymore. That’s just my opinion anyway.