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    Stouty

    @Stouty

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    Posts made by Stouty

    • RE: Suggestion: Speed up combat

      No it’s not, reverses made comp chiv very fast paced. I think their absence has left the game feeling slower, for better or worse

      posted in Feedback and Comments
      S
      Stouty
    • comp chiv champ's alpha 4 comments

      Issues:
      Vypress thrown teleport raises a parry as the ability is indistinguishable from shuriken; essentially guarantees a free hit if you use it to teleport on someone (is it parriable? Even so you could just aim it at their feet to the same effect)

      Hitting someone who is comboing and they occasionally don’t get flinched

      Projectiles dont flinch incoming melee attacks, they should imo

      Projectiles that you can throw through a team mate to hit an enemy

      Hitting a teammate should flinch the teamhitter so that it’s easier to 1v2 (you can position yourself using one enemy as a barrier from his ally) AND the teamhitter will be more careful in the future as it will be far more evident and punishing for teamhitting

      Alchemancer is a completely useless class and will most likely get panned in competitive play. I still can’t think of a way to redeem this class tbh. Having a class that’s emphasis is ranged will always be difficult to balance as getting hit by unparriable projectiles isn’t fun but slowing them down and making them blockable/reversable makes the class practically irrelevant. The sword choice is a nice touch but playing a melee alchemancer is essentially a weaker vypress. This isn’t a call to buff the alchemancer because again the focus should be on melee and not OP projectiles.
      Reithur let me know that you can stab and overhead with the ranged weapon loadout which actually makes this a pretty decent class, encourages close range fighting with ranged capabilities nicely.

      You can heal in stasis. I actually don’t mind getting stasis’d as it gives me a free regen. Is this for balance?

      Holding down the shield womans big long range projectile (stuns people and looks kind of like this =0= ) creates some interesting effects, I’m not sure if this is intended

      I still feel foot-speed could be slightly faster especially as the player count is low, and maybe fall damage should be nerfed to increase vertical movement around the maps

      Also why aren’t the voice commands matched up with chivs? I don’t want to have to relearn my keys just so that I can role-play effectively

      Really well done so far though, this is the first testing phase I’ve become somewhat addicted to playing. The maps are gorgeous, especially liking the illuminated caves with glowing mushrooms/water reflections. This game will suffer from the same issue chiv faced in that the pros will absolutely stomp so let’s hope there’s a wide enough player base to cope with matchmaking.

      posted in Feedback and Comments
      S
      Stouty
    • RE: Thoughts from a 2.5k hour comp chiv vet

      @Reithur bit of a misunderstanding there my mistake, I found myself pressing it occasionally but I wasn’t perma walking everywhere.

      posted in Feedback and Comments
      S
      Stouty
    • RE: Thoughts from a 2.5k hour comp chiv vet

      @wizardish I wasn’t aware about the CD on kill, that’s very nice and yeah I’m really unfamiliar with all the abilities so don’t take me too seriously on the calls for perma carpet

      Technically sprint is still here, it’s just on auto sprint

      Except that the “spring speed” is about the same as normal speed on Chivalry and seems to lack any kind of “rushing” feeling that chiv provided nicely. Maybe I’ll get used to it too but right now it’s painful, all the characters need to stop skipping cardio day.

      Weapon diversity is a must, though I must say I don’t really like the duel wielding as it’s confusing as to which weapon I’m actually going to hit with - though the “lmb dagger” effect means that it doesn’t really make a difference in regards to the accuracy.

      posted in Feedback and Comments
      S
      Stouty
    • Thoughts from a 2.5k hour comp chiv vet

      So far I’m enjoying the testing and see a good deal of competitive potential in Mirage, lot’s of welcome changes from chivalry including first hit flinch and health drops on kill which is great to see. Below are my early impressions; I wont really touch on the spells/abilities as I’ve nowhere near come to grips with them just yet, I agree with some of the other posters that certain abilities need a reduction on cooldown, 30 seconds seems too long for any ability that isn’t a highly damaging AOE spell (I want to spam magic carpet more, basically).

      Feints: I was reading a fair few of the scary minotaur overhead feints so it’s nice to know some of the chiv skill is transferring here, however the return from the cancelled attack animation to the non-attacking stance leading to the follow up attack is very janky. It’s very reminiscent of a chivalry desync and is bound to make people panic parry even if they read the first feint.

      LMB attacks: Right now there doesn’t seem to be any purpose in lmbing your opponent. This had partially been the case in chivalry in competitive duels due to the slow speed of the lmb attack though in team fights it gave you the opportunity to strike multiple opponents in a single swing, due to the long release time and large horizontal path. However in Mirage both the release time and arc of all the weapons are tiny in comparison to chiv’s lmbs. Right now the most effective strategy in team fights is to target switch with overheads or stabs as lmbs are not scary in terms of attack speed and don’t offer much more in terms of horizontal control. Longsword when?

      Footspeed: IMO a sprint button is essential for a melee game, it really adds impact and let’s you move with the urgency that certain timed objectives create. However I can see the reason for ditching this mechanic to lean towards a more thoughtful footwork approach that encourages awareness of surroundings similar to the original Halo games. If that’s the case then the footspeed is in dire need of an increase as all the classes right now feel sluggish and I find my pinky finger constantly trying to pick up the pace with shift.

      The mage class: The default attack isn’t as satisfying as hitting an enemy with an arrow feels in chiv. I wouldn’t actually know if I had landed my shot if it wasn’t for the hitmarker as the projectile just sort of slaps your opponent. I also feel that not giving this class a melee weapon is a mistake as it encourages ranged classes to just sit back and spam as they mostly did in Chiv as well with the shortbow/light cross bow. This doesn’t feel satisfying for me to play or to play against. A solution I’d suggest would be to give the class a low damage melee weapon and make the magic projectile spear a 5~ second cool down so that the class is still ranged focus. This would also solve the issue regarding the hit satisfaction as impaling feels good.

      Other stuff: The default feint to parry keybind and ability slot probably shouldn’t both share Q, I found myself accidentally parrying trying to spam an ability mid strike.

      Whilst it made me smile hearing the “rustling my jimmies” line, it felt a little bit forced. This might be just me but I think there’s a fine line with the silly voices that Chivalry toed perfectly, including meme lines like this could be off putting in the long run. The lines should be funny enough that they’re still quotable after years of playing on their own merit rather than relying on existing catch phrases.

      Regarding the TO objectives: Please don’t make them all cart pushes. I can’t think of any other comp title where casters are excitedly discussing the number of peasants killed in the first push and that’s part of what made Chivalry’s TO so amazing. It would be great to see similar diversity in Mirage.

      Overall; the game is shaping up great and I’m excited to see the finished product.

      posted in Feedback and Comments
      S
      Stouty