Retsnom wrote:ChJees wrote:The "balance" fixes for Javelins make no sense... Can any dev bring light on why these was made? For me they just look altered for being altereds sake.
I want at least one argument to why the ammo count are being drastically lowered.
I think part of the problem is that animation of the throw and never really knowing the timing of release so that as a defender, possibly knowing when to attempt a dodge. Lowering the ammo count also prevents the throw spam forcing the player to be more accurate and Javs being more precious and then forcing a reload or melee.
Tibberius wrote: we've adjusted a fair bit of how the archers work including completely new animations for the archer and many many fixes on javelins + adjustments to the crossbow.
The bolt speed only helps to hit things at very long distances. The same problems that were there before are still there.
Tibberius wrote:The listed balance changes are seriously misleading, sorry for this I didn't get a chance to check those before they were posted. But we've adjusted a fair bit of how the archers work including completely new animations for the archer and many many fixes on javelins + adjustments to the crossbow. Don't take what is posted in that list for ranged weapons at face value.
In addition, the "jumpkick" is still possible, only that you can no longer kickjump as that was leading to exploits in the levels. So you can jump first and then kick, but can't kick and jump in the middle of the kick anymore.
keyert wrote:Tibberius wrote: we've adjusted a fair bit of how the archers work including completely new animations for the archer and many many fixes on javelins + adjustments to the crossbow.
I sincerely hope this is the case. I played Javelin all throughout AoC and it was underpowered there despite it being significantly better than it is in Chivalry. Anyone playing more than five or six games of Chivalry can immediately observe the extreme lack of Archers near the top-end of the scoreboard. When I heard "Javelins needed a lot of work" stated when this patch was briefly alluded to before, I expected Javelins and the archer class in general to be made a legitimate class once again. As it is, that is most certainly not the case. There can be no doubt that archers are heavily underplayed and for good reason; they're killed instantly by every other class at close range and knights take 2-3 shots to kill depending on where they are hit. As was stated previously, give us one half-decent reason for the reduction of javelins and I will be more than satisfied, as I am obviously failing to realize your motives other than to completely and utterly remove archers from being an even remotely viable part of the game. Five Javelins? That's enough to kill maybe 1 and a half enemy players per life if the javelin-user is entirely accurate; something virtually impossible given javelins have a positive acceleration in the air for literally 5 feet before they dive bomb into the ground.
Good work so far, but real balancing needs to happen before this game will even begin to approach the equilibrium is so desperately needs.
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