The game is set in a imaginative world (this means you are not bound to follow real history). If you think not adding a weapon because it was introduced only later in our own world history, then you are horribly mistaken. There already are weapons that were rarely or never used in medieval times (Double bladed axe) in the game. As long as a weapon has a medieval look and function, it potentially has a place in the game.
Posts made by Siegfried
RE: New Weapon Idea
RE: Fool me once
How many times have you gotten hit before the animation played?
0, unless I was lagging.
How many times have you been fooled by a ghost swing, that isn’t real and goes right through your parry, only to be hit by the real swing a half second later?
0. I have however encountered, in rare occasions that attacks go completely through players without doing any damage whatsoever. As if you were swinging in the air and not at an enemy’s body. I think in the 130 hours I’ve played, I encountered this ~4 times.
How many times have you gotten stuck on geometry?
This does happen from time to time. A single kick (or dodge with MaA) got me unstuck right away. This only is a real problem when it occurs right in the middle of a fight, which has never happened to me.
How long has flinching been confirmed to be broken or buggy at least? I’d say flinching not working times when it should breaks a lot of class mechanics.
In the heat of combat, when everything is turning into chaos and a red haze clouds your view, you’ll often get the perception that something appears to be buggy, especially a mechanic as flinch, of which the concept already has a somewhat glitchy animation.
Anyone remember when getting off hit off the ballista would often cause you to be stuck in “ballista mode”, unable to switch weapons?
And exactly how often do you encounter a ballista? Let alone use it. This remains however, indisputably, a true bug.
And god help you if your ping exceeds 150ms.
Haven’t had any ping-related issues (unless I was playing on high ping servers).
How many speed hackers have you come across?
I have played 130 hours of Chivalry up to date, so I think I should’ve gotten a fair chance to encounter all this.
After all, the company’s image is what’s at stake here, not if the game was worth it.
This is the first game of a indie company. When buying such a game one should always be mild when criticizing it. But even so, TB has done a remarkably good job. They were #1 for a while in the Steam Christmas sales. And even despite all the bugs, with which I disagree for the most part, you’ve described, Chivalry remains a unique experience, unlike any other game.
RE: Maul Buff
If I make 1 simple mistake with the maul, I’m dead
This also applies to the enemies facing you. Perhaps even somewhat more.
Maul is fine as it is. Extreme high-damage, but slow. Get caught out in the open, you’re most likely going to be dead. The Maul is a high risk, high reward weapon. If you think that it’s underpowered, then it clearly does not suit your current playstyle.
RE: Post your best score.
Got some pretty sweet catapult shots here. And for whatever reason the Mason team just kept lining up again after each massacre.
Easy-mode with the Halberd.
Admitted, the enemy team didn’t really give me a hard time.
My best scores, but most certainly not the best pics nor do they represent much of the fun I’ve had in Chivalry (apart from the first one perhaps).
One thing has always bugged me and I did not see on these boards either even with lots of kills:
I saw several examples of one player sticking out on the scoreboard with a huge score number like 1800-1900 points. How is this possible? Is it a bug or I don’t know about something that gives you lots of points?
Usually this only occurs on Hillside. It’s a bug (?) with the objective multiplier on the final ballista phase. Masons that manage to take down a ship get a huge amount of points.
RE: No votekicks in FFA
so there is no reason for people to have the option of kicking some1.
Foul-talking in chat (rude, impolite barbarians with no sense for morality, decency or honor) and hacking are two legal reasons as well to initiate a votekick.
RE: [SUMMARIZED-WIP] PLEASE fix weapon blocking abilities!
It just sounds to me like you expect archers to be completely worthless in melee. As soon as you close the gap, you expect a guaranteed kill. That’s not how it works. If you’re any decent then you will kill the archer. Might be the archer is pretty good in melee too, and it’ll be a real fight, but in the end, you do have a fair chance of winning.
Because, do you fully realize how squishy archers are? There are a ton of things that one-hit an archer. And all you need, is to land that single hit or two hits. You have superior health, superior damage and superior reach. Think you’ll manage to handle that little archer?
The issue you seem to have, and for the record a lot of people seem to have, is that they completely underestimate archer in melee. You think after you’ve ran a couple of meters, you you got yourself a guaranteed kill. You’re overconfident, drop your guard and paired with an archer that is adept in melee, then yeah, it is quite likely he’ll tear you to pieces.
RE: Arrows and their damage.
I am taking more damage from a single arrow/crossbow hit from 50m away than I do from taking a Zweihander to the face.
You know a Zweihander overhead headshot insta kills MaA and Archer, right?
Yes, arrows are supposed to deal that amount of damage, especially to Vanguards. Archers are a Vanguards’ weakness. If you hate being that susceptible to archers, I suggest playing another class and get a shield.
Not entirely sure what you are proposing to do else anyways… Do you suspect archers to turn you into a complete pincushion before you’d finally succumb?
(…) have some fun in a MELEE-oriented game.
And will people stop this BS? It’s called medieval warfare. Archery is just as important as any melee aspect. If you have issues with ranged combat, then this is not the game for you. In fact I don’t think you’ll find many games of today enjoyable.
RE: Increased draw time on the warbow has ruined it.
It’s not a guaranteed kill, 99 percent of the players in this game couldn’t land one hit let alone two.
Oh, that means the devs don’t have to spend any more time in tweaking the bows and can leave them as they are right? If only a negligible minority of the playerbase has proper aim, then they shouldn’t put any effort in archers right now and focus on other stuff.
Also the archer against any other class in melee combat will die easy. all they have to do is feint + attack. You are forced to block cuz you can’t take the hits and you die, simple as that. I’d say about 90 percent of chivalry is all vanguards because the warbow was nerfed and you can’t kill them fast enough anymore.
Here are some tips for you in melee as an archer:
Use your speed to your advantage to stay out of reach of their weapons, when they miss a strike (and they will because a ton of people are overconfident when fighting an archer in melee) fill the gap quickly and you’ll get a guaranteed hit. Continue stabbing (shortsword) or overhead-ing (cudgel) until they manage to block successfully. And that is a hard thing to do, because both the cudgel and the shortsword are good weapons to get past blocks.
When you’re facing someone who feints a lot you’ll have to be more aggressive. You can close the aforementioned gap immediately and start stabbing/overhead-ing,
RE: Mount & Blade vs. Chivalry
To put it short, Chivalry is more of a brutal hack-n-slash game with a touch of skill here and there. Mount&Blade is more tactical and realistic.
I’d say Mount&Blade is better, but that wouldn’t be entirely true. After playing for over 2 years it has lost its touch to me and I don’t see myself ever playing it again. I’ve simply seen and done everything there is to do. Chivalry is able to put down a more lengthy experience for me (or at least I think so at this point). It’s able to refresh itself each round and I feel like no matter the time, Chivalry will not become bland or boring.
RE: Remove MAA Fire
Removing it altogether is a bit too much. But, I do feel the Firepot requires some changes. It is supposed to be a CC item, yet it is used more for single target nuking.
Perhaps lowering the initial burst damage, while increasing the damage of the fire residue that remains on the ground, enlarging its effective radius and giving a slight movement reduction as long as you remain in the fire would make it somewhat more adept to its role and a more interesting item altogether.