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  1. Vattghern

    BRE Public siege

    Finally! Thank you guys!
  2. Vattghern

    Report: a player interfering with playing on the siegeEU

    A player with the nickname beerbustus during the siege prevented normal play by throwing allied players off the stairs. He did this more than once. TW, please take action. proofs At least he should get a temporary ban.
  3. Vattghern

    Beta Patch Notes e1.9.0

    Cavalry before 1.9:
    monty-python.gif


    Cavalry after 1.9:
    B434E2BF4D0479B69F38F58214DCE6A1298C02F5



    Seriously no joke, ran a few custom battles just to see how things are in 1.9. With 100 Cataphracts (not even Elites) I was able to crush 800 Recruits (most of my player character kills were from running over Recruits):
    h3wrxy7.png


    Now before anyone grabs their baby rattle and starts crying how "overpowered" Cavalry are now, no Cavalry are not OP, they just work the way they should. Basically very powerful on the Charge, but not so great when they get stuck in melee. With just 250 Vlandian Footman (initially formed in shieldwall, then ordered to standard formation and charge - after cavalry were stopped) I was able to defeat 100 Cataphracts, though it was definitely bloody.

    UZ3aPp7.png


    Wow what a game changer this patch is. Units maintain much formation cohesion much more intelligently, actually maintain some space between individuals, and gone are the Heroin Beehive Rave Party battles. Like you can make use of some actual freaking tactics now. Can you believe it? Now it's definitely not perfect (saw some cavalry idling a bit too much - recruits could have formed up a bit better in some situations), but this is undeniably an improvement. Dare I say battles are no longer F1+F3 chores anymore? And building up an elite force of troops, particularly of cavalry, actually provides a real benefit?


    Would have been nice if these issues had been addressed sooner, but late is definitely better than never. So I don't say this particularly often, but thank you TaleWorlds.
    Wow, did it finally happen? I am happy now.
  4. Vattghern

    Unacceptable multiplayer server performance

    Server crashes will have almost no effect on steam reviews. Just because people mostly come to the game to play single player. So for tw it's not critical. Unfortunately.
  5. Vattghern

    [Poll] Attack/Shooting while crouching available in Bannerlord

    Shooting yes. But melee attacks should deal reduced damage.
  6. Vattghern

    Siege Ayzar Stronghold

    I don't know if it's a bug or a cheat, but people can use the balista behind the wood wall and being protected from archers...
    It's not the first time I see it

    1oyyqRW.jpg
    It's still an issue
  7. Vattghern

    Cavalry Needs a Nerf

    Honestly, I think cav is in a balanced place right now. Most infantry just have no awareness and gets stabbed in the back, which is exactly what cav is meant to do. The fact is that top cav players will always score high simply because they are able to always be in the battle due to their speed. In casual game modes, this means that they simply engage with the enemy more and naturally scores more kills. Weak cav players are pretty much instantly killed.

    Cav already has a huge amount of counters and has been nerfed countless times already. If anything, archers are the true unbalanced troop type.
    I agree about cavalry, but why do you think archers are unbalanced?
  8. Vattghern

    When will you start actively dealing with cheaters in multiplayer?

    There are just no words - it's not just a stupid function, it's idiocy!!! Today I was playing as an archer with a fast running perk. I put my weapon away on purpose, but a knight caught up with me with a sword and a shield in his hands, ...!
    Well, this is local balancing of archers.
  9. Vattghern

    Archers need to be nerfed

    No no and one more time no. Archers should be a meaningful unit in the game, not just a useless unit for a change. They are already pretty heavily nerfed by the slowdown. If you want to play not in interesting complex battles, but in melee vs melee battles, you always have a duel mode, or wait for private servers with archers completely removed, and have fun there!
  10. Vattghern

    Playing against Cav is fun

    I agree about the sound of the approaching cavalry, something needs to be done about this because it's just stupid. The rider should not be able to silently reach you while galloping.
  11. Vattghern

    why do shooters run slower than other infantrymen ?

    It is already slow enough, making this slower is a massive nerf to archers because you make them way worse in close combat.
    Now an archer can fire shots from 8 metres or so while having enough time to switch weapons to defend itself, if you significantly increase this then this becomes 15 metres making archers almost useless in tight maps. You also reduce firing speed (sometimes you need to switch a lot) and give a massive buff to cav because archers become more immobile.
    It is even a nerf in melee because at the moment you need to keep archers closeby, otherwise they will just get their bow out and shoot.
    There is another option, leave the speed of switching from ranged to melee as it is now, decrease the speed of switching from melee to ranged, and while switching, make the character slow down very much or stop altogether. This decision will still allow you to quickly switch to a melee weapon and still not allow you to effectively kite the enemy. I mean that the current solution is clearly quite mediocre.
  12. Vattghern

    why do shooters run slower than other infantrymen ?

    We are still tweaking and adjusting game balance as the game progresses so it is possible that this could change at some point in the future, however, this is unlikely as the slower movement speeds for ranged classes are part of the solution to the ranged issue itself. Otherwise, ranged characters could just constantly kite their opponents and not have to engage until they had fully depleted their ammo, which may be fun for you as the archer, but not so much for everyone else.
    I propose to solve this problem in a different way. What if the speed of the shooters will be less only when running with a ranged weapon in their hands, and significantly reduce the speed of switching from melee to ranged weapons and back. This way we will get archers able to run at normal speed and be quite mobile in close combat, while kiting the infantry will no longer work. Since switching between weapons will slow down. I think this solution is more realistic, and will not be annoying.
  13. Vattghern

    Skins - Should the current ones really cost ingame currency?

    Yes, should. These skins bring at least some variety to multiplayer. It gives you
    system of progress. Perhaps the current prices and the amount of loot received are not balanced, but making all items immediately available is somehow not very good.
  14. Vattghern

    Ways to counter Rambo Cav?

    Can you link something that comes from the devs? I would really like to know what exactly is planned.
    I can imagine something like a respawn time that prevents players from treating their troops just as respawns.

    For Spear infantry I've had good experiences with circle formation(no unprotected ends) and charge command short before the connect. This messes up the attackers spacing a bit and most importantly allows npc's to surround and punish the enemy.

    For archers on the other hand circle leads to a lot of team kills. Best I've found is anti cav arrows, and fix direction to prevent unnecessary movement when the cav circles.
    Nothing concrete yet, but I'm already happy that they tackled this problem. Before that there was only silence.
    NIN3 said here
    While these changes are very Skirmish focused, there will be a more dedicated Captain mode balance + content update, but that is pending a little bit until we address the Rambo issue with game mechanics.
  15. Vattghern

    Ways to counter Rambo Cav?

    all that remains is to wait for the developers to do something with Rambo. Fortunately, it looks like it will be relatively soon, and I can finally return to my favorite mode.
  16. Vattghern

    Bannerlord online more toxic than chernobyl

    rank matchmaking will correct it
  17. Vattghern

    Siege Skala Landings

    Please add catapults to the defending side that will be able to destroy the enemy's catapults to prevent them from making a break in the wall. Because now the defending side has only one catapult at point C and it is not capable of hitting those catapults from which the attacking side breaks the wall. In general, I think that on all maps the defense should be able to destroy the siege weapons of the attacking side with the help of a catapult. Believe me, catapult shootouts add a lot of fun, it's like playing within a game. The most ideal example is the Castle of fen Altai map, where the defending side is able to destroy enemy catapults with their own and destroy the tower, the use of siege weapons on this map brings a huge amount of fun. The catapult balance on the Domogstul castle map is also well organized, where the defending side is able to destroy 3 of 4 enemy catapults. It is necessary to move the catapult that is under the point C forward so that it can reach the far right catapult. It would also be nice to add a catapult to point D to fire at the tower.
  18. Vattghern

    For those who still think, that the skins wouldn't be monetized

    an ideal option would be a skins system like in Mordhau, where you buy skins for in-game currency and this currency can only be earned by playing the game. Also, all skins are suitable for the setting. Even if TW gives the opportunity to buy this currency for real money, I don't see anything wrong with that. The main thing is that all the skins fit the setting, and there are no fiery swords and other crap.
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