Posts made by snoe
RE: BETA - Chivalry: Medieval Warfare Patch 26
It looks like the bugs Spook et al. have discovered are because at no point do the blade tracers contact the enemy–is that what others are seeing?
If that’s the case, what if handle hits flinched and caused a small amount of damage like a kick? I think this would make facehugging more of a tactical decision. Lookdowns and such could still be useful, just in a different way.
RE: BETA - Chivalry: Medieval Warfare Patch 23
I just got dinged $8 for getting the new weapon skins in beta. Got a receipt from steam to my email. What happened to just testing the transaction process?
Steam will go through the entire process, including the confirmation e-mail, but it’ll never charge your steam wallet.
RE: 3H Introduces… LMB-ONLY MOD!!!
Wait, you didn’t actually make it? Aww, was really looking forward to trying it out. Seriously, it would just be lols.
Sadly no, I suck at UDK and it would have taken too long. We barely got the post in before 4/1 was over on the east coast. Though we were going to post a video demonstrating the excellent tactical combat encouraged by the LMB-only mod and it was actually hilariously fun. For the first 15 minutes, at least :P
RE: BETA - Chivalry: Medieval Warfare Patch 23
So some actual beta feedback:
I spent some time customizing my FFA knight after booting up for the first time. When I joined an FFA server, my customizations basically randomized. After that I couldn’t customize my FFA knight anymore, armor and weapons alike.
I can’t get the grandmace to work at all. I only tried FFA and Mason knight though, so perhaps it only works on Agatha.
3H Introduces… LMB-ONLY MOD!!!
Update: Sorry if you got your hopes up, this was a joke for April Fools Day!
“I bow, you bow back
‘Yes m’lord’, I say, and then
You stare at me - Aye,
Yes m’lord, you say, and jump
and wiggle around
I stare a moment
‘No m’lord,’ I say, sadly.
knees bent, we part ways.”
³H| snoe & ³H| Dr.Nick present…
[Steam Workshop link coming soon]
Encouraged by the mature and productive discussions on balance inspired by ³H’s acclaimed No-Feint Mod, we’ve been hard at work tackling the issues that have prevented Chivalry from becoming the best competitive slasher of all time.
Here’s a list of changes you’ll enjoy in this mod (on top of those found in the No-Feint Mod, of course), along with their balance rationalization:
No more archers! Archery has long been a detriment to the visceral and up-close nature of Chivalry’s combat system, so the class is being removed. On a related note, keep an eye out for ³H’s upcoming Chivalry: Archer Warfare Mod!
No more mouse dragging/acceleration. Tired of instant overheads and ridiculous Zweihander drags, we’ve removed this capability altogether! Your mouse will now be completely locked after windup.
Stab attacks have been removed. With range greater than the other two swings combined with much harder to read windups, we believe the game will be more tactical and less arcadey without them.
Overheads are removed. Frustrating instant-overheads? Gone. Ridiculous reverse-overheads? Gone. You’re welcome.
The 3 melee classes have been condensed into a single new class called the “Warrior”. Using Torn Banner’s excellent barbarian models seen in the last beta, the single class removes the imbalances caused by OP MaA dodges, Vanguard knockback and stam drain, and Knight health, and ensures an even playing field for maximum balance and fun.
We look forward to the competitive, tactical play this mod fosters, and hope you continue to support ³H in our quest to make the most fun and balanced Chivalry experience ever!
RE: [RELEASED]AOCTO-Coldfront Team Objective
This map definitely has potential. Very fresh objectives, I dig it a lot. Some feedback:
- I’d like to see the bunkers feel more defensive. One more balista each, some elevation increases, and slit windows instead of wide-open windows would do it for me.
- Siege tower should be higher risk, higher reward. Make it move a hell of a lot slower (perhaps increasing in speed with more people on it, up to 4?), and only be able to be pushed from outside of it. As a reward, getting it to the wall could move the Mason spawn forward.
- When I played as the king, the path I took felt very unnatural to me. I didn’t like having to go back into the courtyard of the castle. Making it feel more like a sneaky side exit, like the broken down wall on the side of the castle in Shore, would fit well here. Some sort of path markers would be nice too, like perhaps fires lighting the way. Would give both the king a reference of where to go, and his team a reference of what needs to be cleared out.
- The AI at the beginning is a super, super cool addition. Would like to see more!
Great work Ghost/TBS. Can’t wait to get this in the official rotations.
RE: [WIP] Fortification Map Contest - On The Edge (Tentative Title)
Very very nice looking. I hope that the objectives allow a nice view, cause I think beautiful expansive views like this are really missing in Chiv right now. Looking forward to seeing updates.
RE: [WIP] Fortification Contest - Sacking of Serenis
Looking really cool so far. I’m loving the idea of fighting between the boats. Can’t wait to see more.