Patch 1 Changelist [ETA: 11/22/2012]

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Re: Patch 1 Changelist [ETA: TBD]

Postby Tibberius » Fri Nov 16, 2012 2:59 am

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.
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Re: Patch 1 Changelist [ETA: TBD]

Postby ChJees » Fri Nov 16, 2012 3:02 am

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.

This is still a pretty hefty trade off for giving the Archer little better melee capabilities with a pointy stick and shield.
The main reason i used Javelins is to Counter Archers up close because the shield gave me added protection as i prepare to throw my pointy stick of death at them.
And about throw spam... That is a good way to die, because you might not have a pointy stick to defend yourself with.
Wish the devs will make their minds up about the "Skirmisher" subclass for Archers. Are we going to use them for counter enemy Archers or do mediocre melee?
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Re: Patch 1 Changelist [ETA: TBD]

Postby Planetus » Fri Nov 16, 2012 3:10 am

New helmets are hot, not sure on the Jav ammo reduction.
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Re: Patch 1 Changelist [ETA: TBD]

Postby keyert » Fri Nov 16, 2012 3:16 am

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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Re: Patch 1 Changelist [ETA: TBD]

Postby Escadin » Fri Nov 16, 2012 3:18 am

Dr.Nick wrote:
The bolt speed only helps to hit things at very long distances. The same problems that were there before are still there.


All bows reload significally slower, which is a buff to crossbows if you'd compare them. I want to see the new animations and crosshair aswell before judging this patch. More velocity based on bowpower is the best thing that could have happened, although I'm curious why the warbow has been skipped here.
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Re: Patch 1 Changelist [ETA: TBD]

Postby Kwal » Fri Nov 16, 2012 3:22 am

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.


Ah thanks for the info, I was seriously wondering why you would remove the coolest attack in the game :P
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Re: Patch 1 Changelist [ETA: TBD]

Postby TehJumpingJawa » Fri Nov 16, 2012 3:31 am

Do I need to backup my config\ini?

Got quite a lot of custom config in there and would be upset to lose it *again*, without warning.
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Re: Patch 1 Changelist [ETA: TBD]

Postby boomandvibe » Fri Nov 16, 2012 3:36 am

Wow this is actually longer list of patch notes than I expected!

2 questions

So am I reading this right? Using feint puts you into 0.4 of CD before you can make any swing? And this in turn fixes the stab combo?

Also, did you guys fix the shield bug where you can't attack with RMB held down, unless you release it?
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Re: Patch 1 Changelist [ETA: TBD]

Postby Retsnom » Fri Nov 16, 2012 3:36 am

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.

I am not sure what servers you are playing on or if you have not come across some good archers but I have seen far too many archers in servers and the good ones are always on top. I also believe that that is the exact same number of Jav you got in AOC where you could get many 1 hit kills with jav.

I feel that the Archer class should and always be a support ranged class with melee being a very weak point to the class with maybe the exception of Jav, as a good accurate archer can soften up many classes only to finish them off in melee. But currently Archer melee is way over powered in their ability to parry any weapon and take no damage. Please let me see how an archer with a butter knife can parry my baseball bat in real life without taking some damage!

In AOC, part of the intensity and thrill was zig zagging across an entire map dodging arrows when you could and if you actually got close to an archer you were rewarded with a semi easy kill. Now that is virtually impossible as they can block everything with little to no cost in stam or health. Hell I have seen an archer take on 3 enemies melee, he mostly parried all the heavy weapons allowing the enemy to team wound each other then kicked in spamming combo and took them out. Sorry, way to OP for a low armor support range class. Bring back the easy kill melee of archers and keep them in the rear with the gear doing their job at range where they belong. If they are skilled they will still do well. It is not like you ever see archers doing objectives or not killing their teammates from the rear.....
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Re: Patch 1 Changelist [ETA: TBD]

Postby burgzaza » Fri Nov 16, 2012 3:57 am

@Retsnom : i semi-agree with you. Yeah, an archer shouldnot be able to parry a heavy mace with a knife... ( btw, someone in this forum spoke about a new weapon's stat, the mass... interesting)

But, if you don't let an archer parry with his dagger, what can he do against someone with a shield ? And lots of players use one ! It would be so frustrating for most of people.

And don't forget there is ways to pass trough a parry...
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