Im pretty sure you guys didnt intend this to be possible but I found this archer that shoots with a heavy crossbow and then reloads instantly by placing his pavise shield down?? come on this has to be a bug or a hacker. His IGN is “GET FUCKED”.
Posts made by Ruku
Video of a Hacker I found today
The hackers name is Sedge.
My stream is a little laggy for some reason but on my screen its flawless no lag whatsoever full graphics.
Hes using the messer which is a pretty slow weapon yet hes hitting me at the speed of a one hander??
If you look closely His attacks hit before the weapon even comes close to me.
Some might say this guys is just lagging really bad but he has control over it and hes not skipping around the map like most laggers I see. I dueled him before where his attacks were normal and I beat him but then he magically started doing it again. Suspicious don’t you think?
The best examples of it are at :35 seconds and 2:45
Bring back parry damage with 1 handers
For those of you who don’t know, Age of Chivalry, the original, had a mechanic that would give you partial damage if you tried to parry a weapon bigger than yours without a shield. This worked for all 2 handers including the knight sword that could be used as a 1 hander. This was a great mechanic because it helped slower weapons a lot against faster classes. Being able to parry a 2 hander with a 1 hander is silly in my opinion considering the huge advantages they already have over 2 handers. Typically, classes using 1 handers without a shield are Archers and MAA which both have the option of wielding them. Light armor classes should be forced to use their move and attack speed advantages to overcome more powerful but slower opponents. Allowing them to parry large weapons with a dinner knife only gives them a bigger advantage. Besides MAA already has a dodge that should be necessary in fighting. But in the current meta all they have to do is facehug and they win because their weapons also go through most blocks. I’ve honestly never felt dirtier than playing a MAA out of any game. Anyways, There are many things this game could use to improve but this would surely help.
RE: The Truth about non feinters
Feinting is a broken mechanic. The fact that you can feint countless times in a row and attack immediately after a feint are good examples. Feinting with 1 handers is the worst because it’s impossible to tell if they will feint or attack since the weapon speed is so high. These changes would help:
1. You can no longer feint consecutively (2 times in a row or more)
2. Add a recovery period after you feint that slowly returns you to the neutral pose instead of immediately.
RE: Discussion: How to reduce "Face Hugging?"/"Face Hugging"
I agree that speed should be the MAA’s strength, but it already is so I don’t see your points. Facehugging isn’t just a MAA issue. EVERY CLASS CAN ABUSE IT and everyone does because its nearly unstoppable. Don’t you want this game to be more than just facehugging? obviously not. I think all you guys missed the title it’s “How to reduce facehugging” not “Don’t reduce facehugging its fine we facehug all day”. It’s not fine that’s why so many people complain about it. You all want it to remain because you don’t have enough skill to get around blocks without exploiting. If you were any good you would want this fixed immediately because you know how ridiculous it is. But noobs will do anything to keep they’re power. “Don’t nerf me, I can’t win without my Facehugging attacks that go through blocks QQ” Is all i’m reading. These are the same kids that would defend the falchion if it 1 shot every class. Same kids that would defend the hatchet I’m sure too. Facehugging would still be effective if you couldn’t ghost through people and hit them instantly with lookdown attacks that still somehow do damage.
Does it make sense for an attack to hit for full damage when there is visually no swing?? Would a axe hit me for full damage if someone tapped it lightly on my armored shoulder? Obviously there’s a limit to the game’s realism, but this should definitely be considered. And ghost swinging through people’s bodies to hit them from the other side as if nothing is there?? Or what about that attack that goes right through your sword to hit you only because you didn’t put it at the center of your screen?? These are things everyone sees when they play this game which is probably why this game has half the popularity it should. If more realistic elements were added to this game in the right areas, I would play it a ton more and I’m sure others would too.
RE: Face Hugging (and close Tracer Manipulation) Balance Debate
This is a perfect example of how inaccurate the animations can be in comparison to the tracers. Obviously, something is wrong when the game tells you to put the tip of their weapon at the middle of your screen to perfectly block, and that’s clearly not the case with certain weapons. Not everyone has learned how to block these certain weapons and that doesn’t mean they are noobs. Realistically, blocking should happen when your weapon clashes with another, not just at the tip. That’s the problem. People play this game and expect the blocking to be designed properly but are disappointed when their blocks do nothing and stop playing. Even I have stopped playing as much due to this facehug meta. Chivalry should be much more than that.
RE: Discussion: How to reduce "Face Hugging?"/"Face Hugging"
Face hugging is pretty annoying right now with how weapon swings work since it can really fuck with the direction of swings and make it so you need to turn almost 180 degrees to block an attack like from what was shown in that How to block a falchion video.
The problem with it right now is that in Chivalry, your characters arms have no collisions. They’re basically ghost arms that phase through everything while swinging. This really messes with attacks at extreme close range and can create the illusion that your arms are almost wrapping around your opponent and attacking from behind from their perspective. And I have a few ideas on how to help counter this effect:
My first idea is to slightly increase the collision hitboxes between characters on opposing teams to simulate the effects of not being able to swing your weapon effectively while right up against another person. This way you won’t be able to get as close to enemies and your weapon won’t appear to be ghosting through them to attack from the sides or, in the case of weapons like spears, stabbing them from the inside. The collision hitboxes between teammates would be kept the same to prevent congestion when trying to navigate through tight spaces as a group.
Second could be the possibility of actually making arms act like physical objects and if you try and swing at someone when you are too close to them your attack will recoil due to your arms not having enough space to swing properly and connect with your opponent. This would make the combat similar to the Mount and Blade games, where it is important to maintain a minimum range away from your opponent while dueling in order for attacks to be completed properly. Although I’m not sure if this can be implemented properly with the engine without making combat feel awkward with attacks constantly appearing to just bounce off mid-air.
My final idea involves changing around the speed of all classes, which would change the way combat works quite drastically and not be just related to face hugging. Right now there are only two speeds for your characters in Chivalry: walking and sprinting. And since sprinting doesn’t take stamina and you can attack multiple times without breaking your sprint, a lot of players try to get themselves into a constant sprint so they can easily close the distance between themselves and their opponents and stay in their face constantly. This results in a lot of face hugging since it is almost impossible to back away from someone when they can stay sprinting indefinitely, even when they’re playing a slow class like the knight. So what I propose is that sprinting is changed so that it actually costs stamina to use and attacking while sprinting causes the sprint to be interrupted. And to still allow fast-paced footwork in combat I suggest that the base speed of all classes be increased slightly so it feels more like a jog or a slow run instead of a walk when you aren’t sprinting and it leaves sprinting as a more situational ability instead of something that everyone relies on to keep right in their opponent’s face.
What he said. I would also reduce the damage on attacks that have no windup so that way facehugging attacks that hit instantly do little to no damage and just bounce off like hitting a wall. Also, kick does need to be buffed for certain classes. As long as you don’t buff MAA kick and Archer because they are already borderline OP. Vanguard and Knight could use it though. I think a faster kick that dazes you for a smaller duration would be better than the current kicking. This way you could still get get a free hit off but only while using proper movement. A 1-2 second cooldown could always be added if stunlocking with kicks becomes an issue
RE: I say remove ammo for archers and javelins…
This is just a QQ thread. Its a typical thing for new players to complain about something instead of looking for some way to counter it. Aren’t there shields in the game that can block every projectile shot at you? Aren’t there smoke pots that block vision? I guess thats just beyond your thinking.
The chain on the flails should wrap around shields
So the buckler already makes the flail pretty bad since you get knocked back by nearly every attack. But the worst part about it is that it doesn’t do what it was designed to do and is basically just a mace with a flail model. The entire purpose of the flail in my opinion was to counter shield users because the chain would just wrap around one if used right. You might as well just make another mace if the chain doesn’t even serve a purpose. Besides, shields are way too effective as they are now. The hitbox on most shields are catered towards the user and are inaccurate.
RE: Archer Melee
Its not overpowered. If you are killed by an archer in melee you were just outplayed. Archers are the weakest class in the game. 2 hits with almost any weapon kills us, we have the lowest damage and the shortest reach. I play archer more than any other class. I get more kills with my sword than I do with my bow most games… Thats because im better at melee combat than most people. I usually have the top kills on my team too. But anyways, people make these kind of posts in every game. They get beat by something so it must be OP. Thats the noob way of looking at things. Stop thinking something is op, and start looking for a way to counter it. You don’t have a secondary weapon for no reason, maybe you should use it for once. Ever heard the saying fight fire with fire?