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    SHH_

    @SHH_

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    Posts made by SHH_

    • RE: Shield Viability Video for a Developer

      @gref:

      The lack of riposte and shield up/down time is already very punishing. The stamina drain is a brutal handicap.

      There’s nothing you can do in a 1Vx with shield because of no riposte and shield block timings. YOU’RE JUST TOO SLOW! I can’t believe the complaining people have done over the swing animations for shields because in practice, actual fights, shields are incredibly slow.

      I’ve won a few 1Vx with shield but only because my opponents were not being careful or were noobs and because I was using really good footwork.

      Against two decent players, you have to block, retreat as best you can and hope that a teammate comes to save you. With no riposte, you have very few answers against two aggressive, smart opponents except to be stammed out without being able to even land a hit.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      SHH_
    • RE: Knight is the most broken and OP class in the game [TB Please fix]

      @Xylvion:

      That’s the fun part of the halberd, otherwise I’d use billhook or bardouche :L

      It also has some of the most broken animations/tracers in the game. To be fair though, still incredibly fun.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Fix Firepots

      @lemonater47:

      Deal with it.

      You guys have strange definitions of the word broken.

      You haven’t provided a single rationale for why unblockable damage is acceptable. Don’t say kicks, because every class has that capability and I don’t believe they should do damage either.

      Give me one reason why it is balanced. Because MAA are underpowered in team fights? That is an issue with the class, not their special slot. Buff MAA then, and make firepots not be guaranteed grenades in a supposedly skill-based melee game.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Knight is the most broken and OP class in the game [TB Please fix]

      @entire:

      You only have to look at the number of knights in any public server compared to other classes to realize this is true. Last night my team has 10/12 knights against a team of 9/12 knights. They usually make up at least half of the team (12+ in a 24p server).

      The arguments you gave are all pretty shitty though. Knights are OP simply because of their ability to absorb hits, plus a huge arsenal of weapons that will give them the edge in any scenario. And yes, they have convinced TB to nerf every other class to the point where there is almost no use playing any of them outside of competitive.

      Dont pretend like it was some knight conspiracy to nerf archers. Every melee class wanted that because they were and still are too powerful for how easy it is to hit people.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Fix Firepots

      @lemonater47:

      Nerf everything till its not a problem to you. Isn’t that what scrubs want?

      So you think unblockable, free damage on multiple targets is fair? It doesnt even take skill to aim and throw them. They cant be blocked by shields and they are incredibly difficult to dodge.

      Get real. This isn’t about nerfing firepots, it is about fixing something that is patently broken.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Fix Firepots

      @wyrda78:

      They’re not overpowered, shields and throwing knives are more practical, firebombs are much more situational. They could be changed, but they don’t need a nerf.

      They are guaranteed unblockable damage. That’s a problem.

      As well, it is rare to see a competitive MAA take a shield, and most certainly not throwing knives.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Fix Firepots

      @SOC:

      1. I really like this idea, but not increasing the duration, as that wouldn’t really do much outside make the game more waiting for it to disappear and just more annoying as it’s controlling crucial obj space like rams. It’s not like you can put out the fire so there’s no real counter play to it while it’s burning a ram. But it shouldn’t be unavoidable damage.

      2. This sounds funny but I’m not sure how much value it would add to the game. People just wouldn’t hold it out as long.

      For #2, I think the idea was mostly to prevent MAA from simply running around with firepots out all the time, and to provide some drawback to aiming for too long.

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Perhaps some glaring issues with this game to post about… do what you will.

      I agree with everything you said, Clay.

      posted in Balance and Game Mechanics
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      SHH_
    • Fix Firepots

      Before anyone tries to start anything, this has nothing to do with MAA balance, so don’t make this thread about that please.

      Firepots are spammable, unblockable, incredibly easy to use AoE damage. There is no denying that, and there is no excuse for how they currently function.

      Here are my proposed changes:

      1. Add in a small delay when it explodes before you take damage and raise the damage per second thereafter. Maybe also increase the duration as well.

      2. Add in a timer so if you hold it too long, it explodes on the user. And note, because of the delay in damage, that doesn’t mean they would take damage, they would just lose that firepot. I believe this was DokB’s idea and I really liked the idea.

      Thoughts?

      posted in Balance and Game Mechanics
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      SHH_
    • RE: Longsword

      @50ShadesofClay:

      i thought this before, and then I though about how hard the community would bash me for saying it.

      RoH are stupid, and should be remedied.

      posted in Balance and Game Mechanics
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      SHH_