Search results for query: *

  1. Nerf cavalry in Multiplayer

    If the enemy team has a disproportionate number of archers, you are either an archer yourself in which case, click heads better or if insist on playing a melee unit, enjoy being a free kill. If you lose the ability to spawn as an archer if that unit type is being spammed, you're effectively removed from play due to your inability to do anything beyond "die to arrow spam"

    You seem to think that somehow makes for a balanced game.
    Let me refrace. I agree with you that there should be a class limit but the rest you have said does not work or is plan bs. PS i have never Been a free kill Even tho i insist on playing inf, being a free kill is a skill issue
  2. Nerf cavalry in Multiplayer

    I mean, the most optimal way to play the melee game is to play it like a cover shooter. Main reason I suggested class limits in the past is so that it can't.
    I agree with adding a class limit but no you dont know what your takling about
  3. Nerf cavalry in Multiplayer

    More often than not, there's more than one archer shooting at the horse. Try at least ten of them, and the need to aim will often dissipate since the sheer volume of arrows is such that not getting hit is impossible.
    Right so you want half your team to go archers what a brilliant counter to cav
  4. Nerf cavalry in Multiplayer

    Cav is rather easy to deal with: spam archers, fire at horse's general direction.
    Look… i dont Even bother explaining why that does not work 90% of the time
  5. matchmaking system is looks like dead

    Maybe if multiplayer brought them money they'd be more active developing it. I personally don't mind if they added soft monetization like ability to buy skins or animations for example, they already have in-game currency, if they had more cools skins that are hard to get they could allow player to either grind or just use real currency
    Thats no garante could just be a money grab. Sure if they just fix all the big bugs and fix skirmish, and maybe nerf cav then yeah sure add monetiztion then maybe we can Get new Maps and other stuff after. And another issue with it with monetizing mp in it’s curent state is the low player count, how manu active player do you think mp has? 1000? Maybe Even 5000?
    And how many do you think will bother paying tw for anything at this point? Lets be Nice and say 10% thats 100-500 ppl and how much Are you going charge them? In conlusion its not going to change anything
  6. matchmaking system is looks like dead

    yeah if they had a single guy working in a cellar and living off multiplayer monetization it would be maintained much more efficiently
    Still a no from me they have to prove that they have the skillset and the will to fix mp before they Get anything more from me at least.
  7. matchmaking system is looks like dead

    CANT PLAY THE GAME DUE TO SERIAL DODGERS TALEWORLDS PLEASE DO 1 HOUR OF WORK ON THIS THANK YOU

    ALSO TALEWORLDS PLEASE INTRODUCE SOME BASIC MONETIZATION INTO THE MULTIPLAYER SO THAT YOU CAN PAY YOUR DEVS AND SERVERS TO MAINTAIN THE GAME THANK YOU VERY MUCH :smile:)))))))))))))))))
    Dont give them a single penny with the blatant disrespect they have shown us over the last few years.
  8. matchmaking system is looks like dead

    I got a few matches in Europe, and they crashed 10 seconds into the game. When it worked there were massive lag spikes and most players left lmao.
    It works now its just that IF anyone leaves during warmup the server crashes and you dont Get punished for leaving, i think thats why most ppl dont bother anymore. Personaly i dont play skirmish due to the cav spam it ruins it for me
  9. Can we talk about gold in TDM/Siege?

    Recruit is still the worst light infantry in the game, having a dull butter knife for a base weapon and 10 armor.

    Your lack of survivability makes Rapid Throws and Shield Wall useless, and Mobility makes Shield Wall look useful in comparison, which makes the only real perk selections Spatha/Specialist or Spatha/Pila. Even then, the Spatha's comparable to the base weapons that other light infantry have when picking the Improved Armor perk. Basically, they're the absolute easiest unit to kill in the game and even if the way gold works in TDM gets changed, player behavior likely won't just cause recruit kills remain as easy as everyone insists that they should be.
    When compared to other peasant units yes you are the weakest in melee… but your also the only one with throwing weapons except for the throwing stones of the mongols. Yeah sure if you take throwing weapons away from them give them looter, more armour and even a better sword idc. I think empire is the hardest faction to fight for that very reason every single pleb is a skirmisher
  10. Can we talk about gold in TDM/Siege?

    I was wrong. Peasant hunting is still a valid tactic against Empire. That said, I still think gold rewards relative to unit costs is still a good way to tackle things, but the more productive way to deal with peasant hunting would be to ensure that there is a baseline that light infantry is balanced around, cuz they still need to be a strong enough pick that late joiners can do enough damage against units that actually have a gold cost assigned to them. If a light infantry unit were to underperform, players will still peasant hunt regardless of gold penalties since they'd still be a free kill barring a 5v1.
    I still don’t get how you come up with all the bs you post. The average player can get at least a kill and a assist or two so within 2-3 deaths you should be able to play whatever class you want.
  11. Please Re-enable Team Damage on Siege and TDM 🙏🏼

    FF enabled is great.

    But...
    With free team picking, trolls will rage cheat and change team to TK. I join the siege server when FF was on, I didnt knew it was on and 3-
    5seconds in, some random named team mate begang to just spam TD me, I was like both surprised that FF was enabled but also surprised how fast he was at focusing me. I ran away but he followed me to TK.

    The players that know how to swing will be on Discord against the solo players who doesnt know how to swing/accidently TD/TK.

    We have votes that we dont need and we dont have the votes we need, vote kick is a feat. that is needed in a FF enabled environment.
    Problem with vote kicks is that Discord crowd will all agree to vote kick good players just like they harrash them on a daily basis.
    Most of us clan players don’t team up all that often its Mainly before and after events when a fair number sticks around for a while and besides more often then not we still split up or else it’s just a stomp. Why would we vote kick anyone for being good? Personally I want them to stay so that I can beat them. Alltho I might be convinced to kick someone for playing cav or archer on low pop servers
  12. Statement Regarding Plans For MP Vol.5

    We already have WW3, does it means we get multiplayer fixes, would be awesome!

    Major issues in tdm is spawn place, you should spawn close to your friends far away from enemies, spawn logic dictate gameplay a lot. Also, decrease cavalry and ranged effectiveness by 10%.

    Major issue in siege is that far away flags are cappable, there should be only 2 (max 3) flags that are cappable in a given time, otherwise it's too much.
    Also, decrease effectiveness of throwing rocks/bombs, they are too good at the moment.
    Rocks and bombs are fine there are only so many of them. But balistas on the other hand…
  13. Nerf cavalry in Multiplayer

    Cav is absolutely the best class to own in TDM, and there are no real counters to it. You pick engagements, and if you pick them wrong it's your fault - even then against spear infantry cav is advantageous, so are against ranged. Good cav is #1 in KD ratio and points assuming equal skill, it's not even a contest.

    I've seen good cav usage in siege.
    Ye cav is a bit op on tdm but personally I don’t think it’s that big of a problem, il be #1 regardless :wink:. Tbh the best would be a class cap depending on how many players there are on the server, like if there are six and under on the server there can only be inf. then ten and under there can only be one archer per team. then eventually you get more archer and cav slots obviously the numbers can be tweaked this was just a example. Cav might be op on tdm but cav rly ruins skirmish.
  14. Maps

    Good to see Team deathmatch will be getting a new map - Imperial Villa at some point in the future. Hopefully not too distant. TD really needs a new map for better variety.
    Imperial villa has been in the game since release it’s just that the official servers don’t use it for some reason
  15. Servers empty ?

    I think you are over stating for dravatic effect it’s more like three days or so Its xmass only kids and no lifers like me will be playing much now. and besides the game usually doesn’t start to get populated until like 12-14 pm gmt+1
  16. Any plans to stop back capping?

    Right now defenders are at a huge disadvantage in siege. With some maps like Ayzar strong hold almost never seeing a defender win because of it. It's clearly not intended design as it makes siege incredibly frustrating as defenders.
    I recorded the winners of 28 sieges of the official siege server in EU.
    Below are results by map using A and D for short hand
    Fen Altai - 4A 1D
    Ayzar Stronghold - 8A
    Baravenos Encirclement - 6A 1D
    Domogtul Castle - 4A 2D
    Skala Landing 1A 1D

    I should say most of the defender wins were clumped together: during those matches it seemed very clear that the defender players were far better and attackers seemed to ignore flags. I do not know why Skala had so few results it just seems less popular.

    The maps where it's easiest to back cap like Ayzar stronghold or Baravenos(if you count F) rarely have a defender win. It's only Domogtul(Skala has too little data but I think it might be a little better) that defenders even have a chance on however this is largely because of A being very hard to take. If attackers take D they can easily win from that point.
    Another factor might be that Vlandia(seemingly the strongest faction) will usually be attacker. Another fix to this problem might be making it so that the voted for factions are randomly assigned sides not that the most voted for is always the attacker. Or that the winner of the last round cannot be voted for the next.
    Even vlandia loses most defence rounds it’s just not seen that much since vlandia attacks most of the time the maps are just bad
  17. Maps

    Ok here goes 1000+ hours in siege man

    Ayzar Stronghold - Battering ram, main gates and catapults are completely useless on this map, backcapping is way too easy for atackers

    Baravenos Encirclement - Trebuchets are useless on this map, not enough mangonels for both sides

    Domogtul Castle - Battering ram and main gates are useless, initial start of siege is way too hard for atackers
    A point is a meatgrinder for atacking forces due being easy to shoot at and flank from all angles
    D point is way too far from atackers spawns, hard to approach in open field and almost untakable due having only one ladder to get up there from ground

    Fen Altai and Skala landing feels alright right now

    P.S. Useless main gates and battering rams - means that they do not bear any usefullness for atackers because main gates are placed loosely and impractically, there are other ways of entering castle much easier and safer, therefore they bear no gameplay weight at all and just slow down some of atackers meatforce by them wasting time on pushing ram
    To be fair domogtuls d cap is relatively easy to take with 3-4 inf and 1-2 chows to shot the ladder pushers. Fen Altai would be fine if it didn’t have the hill climb bug to get to g
  18. Classes

    I mean, I could just as easily play Vlandia at every given opportunity and not worry about my opponent being a better player when I can pick units that invalidate their skill. That how I'm supposed to play the game?
    Sure go ahead alltho I’m quite positive that playing vlandia won’t change much for you
  19. Classes

    So "Be Vlandia when fighting Aserai and Sturgia" and "Play against Empire" are supposed to be valid substitutes to individual player skill?

    What exactly do you guys want with Empire? Cuz their average performing units have one fatal flaw in the form of having to spawn as the worst light infantry in the game if you die without getting a kill. Despite this, you all say no to Recruit buffs, along with buffs to other units to make up for the downside of "ragequit if you die as this unit"

    Vlandia is the best at everything, and you guys don't want to have it any other way.

    Sturgia and Aserai are terrible at fighting armored units and i've pointed out how they're overreliant on their only sources of blunt damage, and how said overreliance can be exploited by Vlandia and Battania. And yet you guys don't want those factions to be better at fighting against armor.

    I've said this multiple times now, but the impression I get with the Taleworlds community is that they want an unbalanced game where their wins can be guaranteed by picking the factions that have an unfair advantage over the other. Might as well give Vlandia AK-47s at this point if easy winnings is what you want.
    Well I guess for you the result would be the same wouldn’t matter if vlandian had ak’s or not you would be in class selection screen about the same amount of time
  20. Chambers should be re-evaluated

    Hello fellow tryhards and Taleworlds,
    This is Sarranid speaking.

    I would like to make this post to address a series of issues i have faced especially in dueling so that Combat Developpers can act upon it.
    As you all know, I am one of the few if not the only player who can chamber right and left swings consistently, But my post is not only about chambers today it's especially about the Overhead swing. The overhead swing is the killer of creativity and the source of all issues the Dueling scene is facing especially concerning one-handed weapons. Not only is the Overhead swing the best out-ranging tool in duels, It is also the best swing to double spam and to S-Key with without getting hit especially when you have high refresh rate and low ping. I myself have used this swing countless times and have gotten so many kills on very skilled players with little to no effort. By just holding up swing and S keying throughout the whole duel the opponent gets exhausted and eventually gets killed if he does not proceed to do the same goofy overhead spamming. The overhead swing coupled with mastered blocking skills makes the whole game of dueling a piece of cake and it puts no need on the player to do complex feints or any other swing if he is focused solely on winning a FT7 for example. Now there is no issue with spamming overheads all the time in Warband for what reason? Well you guessed it already (Warband Vets) The Up swing in Warband was nowhere near fast nor did it have the same range as it did but due to stances in Bannerlord it now has twice as much range especially with the long overhead stance. Now what i am asking from Combat Developpers before they release the next patch is to please nerf the Overhead Swing speed to give more meaning to using the other swings that is the only way to fix this issue of Up Swing Trauma. Please nerf the speed to the point where it is at least 30-40% slower than it is now. Regardless, Concerning Chambers, It is impossible to do them consistently due to the physics mechanics and the only way to pull them off is to Physically collide your sword with the opponent's sword and that takes a lot of effort to do so if there is anyway to increase the hitbox of it please do that so that players with lower refresh rates and higher pings can pull them off. If not then at least implement the mechanic of chambering stabs with overheads like in Warband.
    Good guy Sarranid thinking about us higher ping players
Back
Top Bottom