the only magic at work here is how you managed to fit into that armor
Posts made by Stinker
RE: Write a new line for the Mason Man-at-Arms (to be featured in a future Mirage Community Diary)
RE: Kick update
Before, i thought kick was balanced, as it was possible to jump over kicks (slightly inconsistently) which added a degree of skill to the mechanic and predicting. The last two updates changing kick made it impossible to jump kicks, and now with sniper range kick is just completely unavoidable. This is a problem for several reasons;
1. Kick causes many bugs, such as getting you stuck where you have to press F yourself to unstick yourself, desync bugs, teleporting after being kick (disorientating) and the fact that you cant block after immediately being kicked (destroying the 1vX aspect of the game which luckily hasnt been exploited this early)
2. Duel meta, even among 2hs, is now just a kick fest because it’s a viable tactic and will leave you with a stamina advantage if you kick someone while they attack
3. Kick is completely unavoidable
I think removing the stam drain can alleviate how broken it is currently, but there are other ways im sure TB can come up with. I personally liked the jumping over kicks aspect, which grants you a free hit if you successfully predict a kick.
4.5k hours on cm:w
bump, honestly though i think reverting the changes will be fine balance wise
also retsnom i literally have no idea what you are talking about, i tried reading your comment like 4 times
RE: Raising the skill Ceiling
6v6 TO skill ceiling nowhere near reached
RE: 90% of rank 50+ play as archer in pubs
I do it, and I’m pretty sure most people do it, because I want to chill and pub without having to deal with the vanilla vs mercs differences
RE: Killing Floor 2 meets Chivalry! New game crossover items + gory screenshot contest
……k torn banner, whatever you say
TBS Lecture (in light of recent survey)
Chivalry, the concept behind its combat and the groundbreaking ways it was implemented has lent itself to an incredibly rich competitive environment both mechanically and in teamplay.
However, based on the decisions made by Torn Banner (and this is what I tell most people), you would think that Torn Banner made such an incredible and unique game purely by accident. From what we’ve seen from them in the way of recent marketing decisions, it seems that they intend the game to be a casual hack-em-up cash-n-dash indie game laced with microtransactions, which I guarantee is not why people play the game for any extended period of time. On the current path, the game will simply fade in nonexistence, a one and done cash grab that could even lead to the decline of TB itself (the only way to make consistent money with a marketing scheme like this is to create MANY one-and-done games of this nature and pray that people will buy them and their microtransactions, and, I’m not sure if it’s just me or not, but there seems to be an awful lot of these brand new indie companies starting up and then dropping off the face of the earth like fireflies). You guys have seen the way the playerbase works: ~1000-2000 ongoing players, spiking only when the game goes on sale and during free weekend before going back to its dormant state. And, instead of focusing on player retention and making smart executive decisions, they have in a sense decided to go down with the ship, turning to cash grabs and microtransactions as a source of income. You reap what you sow, and TBS knows that things aren’t looking good.
But I guarantee you, the first step to getting back on the right track is to create a healthy playerbase. You need to focus on what makes the game UNIQUE and what gives it REPLAY VALUE in order to have decent player retention. In the case of Chivalry, that would be its combat system and in-depth competitive nature. Focus on player retention by advertising the game based off of its competitive appeal, and work towards polishing the game as is. Begin communicating consistently with the few players you have, consulting them before and during gameplay changes or new projects. Cater to competitive play, sponsor tournaments and competitive streamers instead of second string youtube channels. Implement ways for players to access this information such as bringing back proper first person spectating, creating a rankings system (not necessarily a ladder inititally; we all know the issues with that), implementing competitive game modes such as 1v1, 2v2, 3v3, or 5v5 LTS and 6v6 TO, creating leaderboards (possibly for these competitive game modes, or even Official Duel Mode), allowing in-game team/clan creation and track team progress and stats in competitive matches. Take what you have created here, and properly transfer it into UE4.
Torn Banner, you’ve created something unique and amazing, you just don’t recognize it. The game would have died off long ago if it didn’t have a loyal, albeit small, set of players who can see it for what it really is, and what it is really worth. With the right decisions and support, Chivalry has the potential to stand alone as a unique and competitive game that (with the proper attention and time) could rival even the biggest e-sports giants. But as of now, I’m better off sticking with CS:GO.
RE: Don't you stand there help me!
people in counterstrike tournaments are banned for that fov
Shh, shh…… before he hears you.
RE: Chivalry: Medieval Warfare Patch 38 (Chivalry Community Fest)
More desyncing skins ftw!
Forget that, they actually took the time, oxygen, and calories, sacrificing any sort of productivity or fulfillment in their lives; time they could have spent baking a cake, building a birdhouse, spending time with their children or visiting a sickly relative in the hospital, to make sure that THIS thing actually sees the light of day:
RE: The warhammer- underrated and under appreciated
At least it’s more consistent than the gmace. I will never forgive TBS for what they did to that weapon.
Lack of communication? Not that big of a deal.
Cash grabs? Could care less.
Horrible balance decisions? Meh.
Terrible netcode and overall gameplay? I can look past it.
But NO ONE fucks with the grand mace and gets away with it.
RE: A good example why you can't balance only around numbers
Well the initial problem is that the return to idle followed by windup 2 is the same as active parry followed by parry recovery:
400+600=1000 (Player A)
500+500=1000 (Player B)
This is true regardless of the scenario because these timings don’t have to do with where in the windup the attack is cancelled. However, this is only true if Player B parries at the exact moment the Player A cancels the attack.
It’s possible that there are times when player B parries, say 200ms into windup, where player A still feints 600ms into windup.If player B parries exactly when the feint goes out (at both .1 and .6) then everything that follows will theoretically be the same, as the timings will coincide. Its possible for player B to think there is an attack coming and parry in response at any point in the windup, not just the exact moment in which the feint occurs, whereas player A will almost never be able to cut his feint shorter due to human reaction time, so most likely he will still feint as far into the windup as he can, resulting in a 400ms difference (if we go by my example above) that gives player B a better chance at double parrying.
In the case of flash feints (say 100ms), there are times when player B parries after the feint is performed (say 400ms after). This scenario is almost never seen in the case of the 600ms feint, because player B would most likely get hit anyways if he were to try and parry after (regardless of the 200ms lockout because human reaction time is ~200ms) and be in flinch. This scenario, only seen in the case of flash feints, allows player A to better time his second windup.
There’s also always the consideration of distance the tracer travels, latency, torso movement, etc, but these are things that affect both feinting scenarios.
RE: The Halberd is mightier than the Sword
Only those dime-a-dozen small clans composed of children call them waterfalls and rainbows. There’s some other weird move that I hear called a waterfall that involves hoping your opponent stays still while you completely lock up your turnspeed to perform a slightly less telegraphed drag, but its not viable against anyone with even a remote understanding of footwork, so I have never needed a term for the move.
RE: Should you be able to wield any weapon without a shield?
Bring back old flail tracers or riot
RE: Chivalry: Medieval Warfare Patch 33 (A Holiday Patch)
So are the servers really fucked up for anyone else after this patch hit? It might just be placebo though, considering we should expect the game to be broken after every patch :/
RE: Viability of a ranked matchmaking system/ladder?
This is the way to prevent your game from dying, Torn Banner.
RE: Nerf brandistock
From a competitive pov, I believe the spear is better. The spear has a longer model (although with the brandi’s release, its not much in practice) and is much faster with a shorter recovery. The only thing the brandi has going for it is its damage and release time. First off, no good player is going to fall for brandistock drags unless they are set up perfectly, and there are very few situations in a teamfight where that would even be allowed to happen without interference from a third player. The release time of the brandi can also contribute to teamkills as well, as it stays out there for so long that in a 2vx situation you have to pay unwanted attention making sure you don’t teamkill with it. The brandistock’s damage edge is only in the form of the one hit on maa and the two hit on knights. However in a teamfight you arent going to land that headshot and double headshot everytime. It’s similar to the broadsword- it can 3 shot knights and 2 shot vanguards with headshots. Gasp- why isnt this weapon removed? Because its incredibly hard to consistently land heashots on moving targets, let alone top tier players, let alone in a team fight. Every missed one hit on maa and every missed two hit on knights is making the spear a statistically better choice, and overall I don’t feel like the edge the brandi has over the spear is consistent enough to make up for its drawbacks. The only time I would ever choose the brandi over the spear is in a situation where I’m facing a double maa setup or if the maa is taking priority, and even then I am always aware that I’m running a risk.
RE: ****Rework the Stamina Mechanic****
FTP is usually a defensive play, when you know you’ll trade so you feint to parry out of an attack instead
CFTP is usually a 1vX kinda deal or using missed swings to gain initiative
now gaining initiative with CFTP is pretty lame, but takes a decent amount skill so its okay but in the current balance if you use CFTP to defend yourself against multiple players you’ll just stam out before you can kill any of them, scumbag feints against 1 hp players is like the only situations where you can win 1vX reliably vs good players
buffing CFTP stamina will mean less dying to running out of stamina in 1vX which allow bigger plays to be made and more trades to avoid
Fair enough; I overlooked some of the situations in which those mechanics can be used. May not be the worst idea; but, like everything else, it needs to be tested first. That’s what the beta is for: to experiment with possible changes put into practice with feedback from the community. It’s perhaps the reason most of the suggestions in this sub-forum get nowhere; until TB picks up with the community involvement, no headway will be made. Hopefully if it does start to happen, TB will recognize that a democracy in a situation like this isnt necessarily the best idea (we saw plenty of that a while back). Serious balance considerations need to be approved by the people who know what they’re doing.
RE: ****Rework the Stamina Mechanic****
remove stam drain from pip’s and its fine
and remove CFTP stam drain
youre already losing 15 from feinting, if you CFTP a maul thats like half your stamina gone
Perhaps. The counter-argument would be that misses should be punished, and you say you already lose enough from feinting. Hard to say in the scope of things which would be more balanced, considering how these values compare to other existing ones, as well as the multitude of ways cftps and ftps can be used (not solely for recovering after a miss). If this were to go into effect, Crushed’s proposed change would need to be implemented as well, since both of these changes affect the viability of defensive/aggressive play, respectfully. Implemented at the same time, however, and they work against each other to keep everything pertaining to playstyle relatively the same while increasing the freedom that a player has.
(However I think Crushed’s change could work fine as is, since it can be argued that the game currently has a tendency to lean slightly towards offensive play)