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    Torrenz

    @Torrenz

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    Posts made by Torrenz

    • RE: Archer discussion - Damage reduction except to other archers

      @lemonater47:

      If you lower the damage archers won’t be able to one shot each other. To do so they will use heavier weapons. Or they will just shoot into melee.

      not sure I understand this line of thought

      it sounds simple enough to nerf projectiles but make archers more vulnerable to them, so you should actually be more inclined to take out enemy archers than before since they’re more fragile and a greater threat at the same time
      the bigger weapons would obviously get the same damage nerf, so I don’t see why they’d be more popular relatively unless the new damage numbers significantly unbalance HTK across weapons

      even if you’re right and the only thing a nerf achieves is archers focusing their shots even more on melees, they’d be worse at it and that is desirable

      posted in Balance and Game Mechanics
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      Torrenz
    • RE: Archer discussion - Damage reduction except to other archers

      I agree that a damage nerf should leave archer vs archer untouched and introduce more precise “chest” hits do to full torso damage, -50% across the board would be paradise for me but seems extremely unlikely. A lesser nerf for headshots sounds good but I’ll leave that discussion to the guys who actually get headshots

      Keeping accuracy consistent would be nice, but jumps should interrupt all ranged windups. That shit looks mad stupid and is too annoying with javelin sprinters and even pebblers

      Javelin stab damage seems harsh, could be toned down a little though I think keeping the htk is fine since they’re pretty predictable
      Javelin throws need drastic increase in stamina cost as the tradeoff for being able to block and melee at will. Missing throws on someone closing the distance should put the archer at a bigger stamina disadvantage for melee
      Not sure about release flinch on javelins, I guess it could stay as a feature but it also encourages the 90% shotgun hits that noone liked even on real archers

      light crossbow should not be able to fire, instead becoming a prestige primary for pure melee archers

      posted in Balance and Game Mechanics
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      Torrenz
    • RE: Archer damage not nerfed

      @lemonater47:

      If you nerfed archer damage then archers would no longer shoot at each other at all and only shoot into melee. Or they will pick more damaging bows to use. TB aren’t stupid.

      they already don’t shoot eachother very much unless warbow or heavy xbow are involved, and why would they when the other classes are much closer, move more predictably and die just as fast

      I suggested a long time ago to make archers very suspectible to projectiles, but in the end having the only counter to a class be the same class is not balance either
      you could argue for a speed nerf or armor reduction but what matters the most is the damage they can do from a safe distance, so although I gladly accept this patch it kinda feels like TB missed the point

      posted in Balance and Game Mechanics
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      Torrenz
    • Archer damage not nerfed

      what’s up with that

      posted in Balance and Game Mechanics
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      Torrenz
    • RE: Was the handlehit "fix" what everyone wanted?

      I haven’t played in a while so I’m late, but this is pretty annoying on grand mace and billhook. I’m assuming this change was 90% because of the old bardiche and polehammer overheads, they should’ve specifically fixed polearms instead of potentially crippling other weapons. seems currently any non-sword knight primary can be described as “like messer, only worse”

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz
    • RE: Game is dying

      Dota 2 has five times more players right now than Chivalry had the last year combined
      If every person still playing Chivalry could convince five friends to buy and play the game, we’d have as many players as League of Legends has stream viewers
      on a positive note, Chivalry has over 50% more players than the korean localization of Football Manager 2012

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz
    • RE: Are there anyone like me?

      actually, a substantial part of the playerbase is handicapped
      strange how so many colorblind people are drawn to Chivalry

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz
    • RE: Show your reaction time!

      308 average on my first 10 clicks, 271 on the next
      I had a few sub-200 and some close to 400, seems I’m really inconsistent

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz
    • RE: Your approval rating for Torn Banner Studios [POLL]

      @ArchimedesWithASword:

      TF2 is not a brainless funtime shooter.


      an active competitive scene isn’t enough to shake that impression, and tryhard settings in balanced maps with team-oriented gamemodes is certainly not what most of the millions of players have been busy with the past 6 years

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz
    • RE: Your approval rating for Torn Banner Studios [POLL]

      not terribly disappointed
      I don’t regret getting the game and I’d still recommend it as a timesink, I’ve spent money on worse games by bigger companies

      If this were a brainless funtime shooter like TF2 we could go a year or five without fixing exploits, bugs and balance, but many players have taken Chivalry seriously enough that the things interfering with gameplay have driven them off over time

      I’ll applaud TB for their achievement of making a first-person multiplayer game that is different and addictive with limited resources, but they haven’t delivered the maintenance and polish necessary to sustain interest in Chivalry for long-term players

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      Torrenz