Author Topic: NW < MM  (Read 4661 times)

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Tikov

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Re: NW < MM
« Reply #75 on: July 09, 2012, 10:01:50 PM »
"New Artillery system is too noob friendly"
I agree, though we had to, you can't release a game without a proper user interface. what I done though is decreased the accuracy of artillery by half of what it was in the mod. This is not enough? any other suggestions without removing the usability of the artillery?
What about add manual and graphic high elevation instead of aim with mouse? (Like in flash games (angry birds) but which stay in same position after shot) At least for mortars it will be better.
It looks newcomersfriendly, harder for cannons to snipe (take time and target can change position) but easier for mortars (especially) and howitzers.
And add possiblity of skip aim part (maybe add some random small side elevation change).
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WDMeaun

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Re: NW < MM
« Reply #76 on: July 17, 2012, 03:52:44 PM »
"New Artillery system is too noob friendly"
I agree, though we had to, you can't release a game without a proper user interface. what I done though is decreased the accuracy of artillery by half of what it was in the mod. This is not enough? any other suggestions without removing the usability of the artillery?
What about add manual and graphic high elevation instead of aim with mouse? (Like in flash games (angry birds) but which stay in same position after shot) At least for mortars it will be better.
It looks newcomersfriendly, harder for cannons to snipe (take time and target can change position) but easier for mortars (especially) and howitzers.
And add possiblity of skip aim part (maybe add some random small side elevation change).

The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

The mortar aim really has to be fixed, as it is too easy to use. (even I myself joined the guys with the impossible kill-death-ratio when I'm using the mortar)
I would remove the easy point-and-shoot interface. Introduce a classic method, where you have to aim on the horizontal plane (ie. left/right) and adjust the shot distance with a reticule like:


(It's a very ugly basic sketch, but I think my point is clear)

DarkOmega

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Re: NW < MM
« Reply #77 on: July 17, 2012, 04:45:45 PM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.

Angelus Lapsus Revan

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Re: NW < MM
« Reply #78 on: July 18, 2012, 09:25:46 AM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.
How are the cannons over powered?
Napoleonic Wars was not made just for use of the Infantry Class...So please shut the **** up about people using Cavalry.


"Ah, yes, mere infantry — poor beggars…"
~ Plautus

WDMeaun

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Re: NW < MM
« Reply #79 on: July 18, 2012, 11:43:31 AM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.
How are the cannons over powered?

I think they imply mortars and not just cannons

Talii

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Re: NW < MM
« Reply #80 on: July 18, 2012, 07:34:23 PM »
"New Artillery system is too noob friendly"
I agree, though we had to, you can't release a game without a proper user interface. what I done though is decreased the accuracy of artillery by half of what it was in the mod. This is not enough? any other suggestions without removing the usability of the artillery?
What about add manual and graphic high elevation instead of aim with mouse? (Like in flash games (angry birds) but which stay in same position after shot) At least for mortars it will be better.
It looks newcomersfriendly, harder for cannons to snipe (take time and target can change position) but easier for mortars (especially) and howitzers.
And add possiblity of skip aim part (maybe add some random small side elevation change).

The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

The mortar aim really has to be fixed, as it is too easy to use. (even I myself joined the guys with the impossible kill-death-ratio when I'm using the mortar)
I would remove the easy point-and-shoot interface. Introduce a classic method, where you have to aim on the horizontal plane (ie. left/right) and adjust the shot distance with a reticule like:


(It's a very ugly basic sketch, but I think my point is clear)

This would actually let Mortars lob shots above cover, as they were intended to.

Ferago

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Re: NW < MM
« Reply #81 on: July 18, 2012, 09:46:58 PM »
I think the idea of bayonets not causing the horse to rear up is worth considering. It feels a bit odd when you're riding a heavy horse but are afraid to charge head on because one guy can step in front of your horse and stop you with a poke. I mean a bayonet is just a knife on the end of a musket, it shouldn't be as effective as a pike. 

DarkOmega

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Re: NW < MM
« Reply #82 on: July 18, 2012, 09:55:37 PM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.
How are the cannons over powered?

Thread sums it up

Kator Viridian

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Re: NW < MM
« Reply #83 on: July 18, 2012, 10:10:01 PM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.
How are the cannons over powered?

Thread sums it up

You mean in NA lbs where he omitted line battles were rather static and no-one charged cannons with a regiment guarding it? ... kinda makes sense really under those circumstances ... but come on an EU server and cannons get battered.

DarkOmega

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Re: NW < MM
« Reply #84 on: July 18, 2012, 10:28:33 PM »
Quote
The normal cannons feels about right.. It takes a bit of skill shooting from distance (being able to shoot from close range is more a map issue).

I feel it does not take to much skill to use a cannon successfully but in all honesty it doesn't seem exceedingly over powered.
How are the cannons over powered?

Thread sums it up

You mean in NA lbs where he omitted line battles were rather static and no-one charged cannons with a regiment guarding it? ... kinda makes sense really under those circumstances ... but come on an EU server and cannons get battered.


Yea definitely which is why i don't think they are exceedingly overpowered, just depends the events and the regiments.

Kator Viridian

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Re: NW < MM
« Reply #85 on: July 18, 2012, 10:35:50 PM »
(click to show/hide)

Indeedy

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Re: NW < MM
« Reply #86 on: July 18, 2012, 11:23:44 PM »
I think the idea of bayonets not causing the horse to rear up is worth considering. It feels a bit odd when you're riding a heavy horse but are afraid to charge head on because one guy can step in front of your horse and stop you with a poke. I mean a bayonet is just a knife on the end of a musket, it shouldn't be as effective as a pike.
I think Vince is turning to this solution. Hoply in next patch we will see it is. Giving a try to this idea.

Das Knecht

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Re: NW < MM
« Reply #87 on: July 19, 2012, 12:18:23 AM »
Spinning shouldn't be brought back, it was hell fighting skilled spinner (like Ward) when you had sword - he would just spin out of my swings and strike back, although it wasn't so dangerous, I find it ridiculous that he could get in 3 strikes on my 1.

Bayo combat could use some revamp - currently it's very dull. Both attacks have almost the same range (overhead stab is a bit longer) and about the same speed (also, it feels like overhead is a bit faster) which removes any finesse when it comes to choosing attacks. With chambers being easily blocked (I have around 70 ping and I still haven't seen a chamber I couldn't block) only tactics to break thru someones block (except for holding attacks) is either spinning (which isn't really effective) or animation glitching. Kicking is rarely an option since people usually keep the distance to maximize their damage.
It pretty much leads bayo duels to end up with who will get bored first.
Also, I've noticed that feinted overhead at 0 range will give you 0.1 second to react if my ping is around 70, while when I have a ping of 30-40 it's piss easy to block them, which put a bit higher ping players at unfair disadvantage.

I agree on everything else but the spinning. IMO the spinning was(and should be) a source of amusement, rage and epic melee. Nowadays, you conduct dolphining(waggling your mouse up and down until your opponent's confused enough) in order to get kills. I prefer spinning to this; mainly, because it was not as easy AND it actually created some very, very epic last stands.

bdd458

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Re: NW < MM
« Reply #88 on: July 19, 2012, 04:51:21 AM »
In response to the cannon Debacle.

I led the 8th on a random Siege event, and we were assigned to artillery. It was a custom map with only mortars. Now, I'll fool around with the mortars and stuff in my downtime, but I didn't have too much experience.

Now there were these trenches, and there were about 3 enemy regiments in them. I carefully aimed my shot with the mortar, hoping it would hit inside the trench. Now remember, this was about 4-5 shots after my first. It took a while to gauge this distance. I fired, and a few seconds later, a giant wall of death courtesy of me. 9 kills in all with that one shot. Now it had taken a while to get that shot PERFECTLY. And there was only about a 2 man width to the Trenches too.

Now, I was on the 8th server one day, and we had a few pubs on. I went Arty and switched the map to a Battlegrounds 2 one, the farm one. So I took up position on my cannon, loaded it. All that Jazz. So then I fire, and hit the other cannoner from across the map. That took one too few aimings to hit.

So in my opinion

Mortars - Pretty good as of now. Kinda difficult to aim, but rewarding when a direct hit is made.
Cannons - A little TOO noob friendly, not that having it friendly for the newer people is a bad thing, but when it gets too bad, then it's an issue.
Howitzers - Same boat as mortars for me, at least from my experience.
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Munro

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Re: NW < MM
« Reply #89 on: July 19, 2012, 06:55:39 AM »
Honestly, I don't think cannons or artillery in general should be easy in the first place. It should not be friendly to noobs or anything. Artillery is a powerful ******** machine which can easily remove whole lines from the field in seconds, and it should be much more difficult to be able to do that then it currently is. Not trying to exclude anyone, but I think it would be both more efficient, more historically accurate, and much more rewarding/entertaining if it were not designed to be noob friendly. I mean, if anyone truly wishes to become a great cannoneer, they should have to put in the extra effort to do so. That is how it was in mm, and the artillery in mm was truly something to be feared in the right hands. Now, any random person can go ahead and point and click and kill 12 people.

Artillerymen believe the world consist of two people; other artillerymen and targets.