I provided some scant instructions on doing this here:
Posts made by stabbingpeople
RE: Arrow velocity and bow mechanics
Just gonna add my opinion here, though my complaint is mostly not about balance:
Current ranged mechanics are seriously dull to use**, and this is probably the worst implementation of archery I’ve experienced in awhile. It’s no thief, or mount and blade… or even skyrim. This is of course, just my opinion, and that of my gaming circle.
Not only is accuracy completely binary, it does not feel like firing a high powered bolt or launching an arrow has any intensity or tension behind it. Everything lacks both kinetic punch and sound (strangely the opposite of melee, which is quite impactful).
Gameplay wise, ranged weapons are just too simple, even though it is a nightmare to aim. It really needs an additional mechanic or two.
Some random ideas to spruce it up:
Give bows a charge-up zoom (like the TF2 bow?) Maybe let us draw another arrow quicker by timing combos correctly.
Give throwing weapons an arc based on how long they are held, much lower velocity, but unchanging damage regardless of how long you hold it. Or look at how Rune deals with these; when you throw things in rune, you can really feel when it connects with someone.
Give crossbows the ability to reload quicker with some sort of fumbling system. You spend more time cranking this thing than shooting it, think about adding some variety to it.
Remove the particle effect trailing weapons. These look like a placeholder to me. Perhaps reducing the brightness would be enough. Or have a light-bending shader trail might be more exciting.
From a balance point of view, archery is not bad at all; when used proficiently. There is however, something strange about the ranged mechanics in Chivalry (small delay on firing before projectile release?), but once people adjust, I imagine they will end up dominating larger-player games. Personally with the current ranged mechanics, I hope that situation never becomes reality.
You don’t need to purchase anything.
You can run the server via “UDK.exe server AOCLTS-Arena3_p?lan?numplay=8”
Numplay dictates the number of starting bots.
It’s a bit of an effort to set things up correctly, but you can set this up for player vs bot, and it is surprisingly fun.
The main problem with playing players vs bots is the fact that you cannot uneven the teams. Meaning your friends must join one by one as you add another bot. Use admin addbots 1. You’ll also need to be able to log in using adminlogin PASSWORD, and have to set up said password in udkgame.ini.
You also cannot stack the enemy team with more bots because using AddRedBots/AddBlueBots results in an infinite loop and immediately crashes the server, bots were obviously not a terribly high priority.
There is also no way (that I am aware of) to adjust bot difficulty; they cannot aim with arrows which is silly, and they also seem to have a phobia about using block (they are good with using feint, but your own attempts to feint will just result in your death, because they block very very rarely). Otherwise they are quite fun to fight against.
Sadly I can’t imagine bots will get any improvement in the weeks to come. Hopefully we will get access to the ability to place bots on teams we want so we can introduce artificial difficulty at least.