Barabas, Moecker; you two have made such wonderful additions, fixes and tweaks to Vikingr. Both Rath0s and I are pleased to hell and back that we put you two in the care of Vikingr. I thank you, sincerely. The new patch is excellent, for the most part. I absolutely love Barabas' work on the shaders, the new armour textures and the other niggly little changes! Well-****in'-done chaps.
Now to the horribly gribbly part...
Swords are really frustrating now. I applaud and love the new script for weapon reach and damage. It works perfectly for axes, dane-axes and spears. Perfectly. The combat in Vikingr has never reached such a peak, in my humble opinion. However, the relative 'nerf'* applied to these weapons has given swords a damnable large boost. They suffer from very little whiff and seem to still apply full damage from cross-guard to tip. This is a great frustration when the player now has to fully consider weapon range and relative distance to the enemy when in melee; the sword does not take this into consideration at all. I realise (ergo hope!) that this was unintentional and an oversight. As far as I am concerned, it is the only flaw in an otherwise near-perfect melee system** As I said with ye' before Moecker, if you're not careful swords will become far too prevalent amongst the players at the detriment of mod enjoyment and historical accuracy. Why take chances with an axe, irregardless of how fun it is, when one may take a sword and not risk that whiffing gamble? Prices need to go up across the board for swords vastly or they need to become limited literally across the player teams.
The edited siege mode feels OK. Although I cannot begin to express the frustration that may occur from having to sit idly for anything over x minutes as the map progresses. Defenders gain one life and one life only - that is OK, I'm coo' with that. However I am not, and I am sure others would not either, be cool with taking a throwing spear to the face in the first minute of siege, only having to sit there for a further ten minutes AFK. It's brutal...
Also; someone needs to fix the damnable wall on the interior of the second gate on that new siege map. Currently, once the first door has been broken, the enemy can hop over the walls and open the gate from behind.
* I say 'nerf' for lack of a better term. I don't think it's a 'nerf' at all, simply that against the sword it becomes evident where the flaw in the system is.
** Well, as far as Warband will ever go.
Now to the horribly gribbly part...
Swords are really frustrating now. I applaud and love the new script for weapon reach and damage. It works perfectly for axes, dane-axes and spears. Perfectly. The combat in Vikingr has never reached such a peak, in my humble opinion. However, the relative 'nerf'* applied to these weapons has given swords a damnable large boost. They suffer from very little whiff and seem to still apply full damage from cross-guard to tip. This is a great frustration when the player now has to fully consider weapon range and relative distance to the enemy when in melee; the sword does not take this into consideration at all. I realise (ergo hope!) that this was unintentional and an oversight. As far as I am concerned, it is the only flaw in an otherwise near-perfect melee system** As I said with ye' before Moecker, if you're not careful swords will become far too prevalent amongst the players at the detriment of mod enjoyment and historical accuracy. Why take chances with an axe, irregardless of how fun it is, when one may take a sword and not risk that whiffing gamble? Prices need to go up across the board for swords vastly or they need to become limited literally across the player teams.
The edited siege mode feels OK. Although I cannot begin to express the frustration that may occur from having to sit idly for anything over x minutes as the map progresses. Defenders gain one life and one life only - that is OK, I'm coo' with that. However I am not, and I am sure others would not either, be cool with taking a throwing spear to the face in the first minute of siege, only having to sit there for a further ten minutes AFK. It's brutal...
Also; someone needs to fix the damnable wall on the interior of the second gate on that new siege map. Currently, once the first door has been broken, the enemy can hop over the walls and open the gate from behind.
* I say 'nerf' for lack of a better term. I don't think it's a 'nerf' at all, simply that against the sword it becomes evident where the flaw in the system is.
** Well, as far as Warband will ever go.