still no patch, when patch?
Duh says there is still likely significant testing to be done, at least for the SP side of things.still no patch, when patch?
I agree with Zarthas here, i think the "leash" will put the captain mode back in track to more what it should be, a fight between two armies not a skirmish game with more life.Sorry buddy, you're alone in this Aliaksandr.
Leash is a hard fix for several extant problems in Captain mode that would otherwise take another year to resolve. It is easy to implement and understand. It will improve the game mode because we no longer have to nerf Cavalry into the ground to prevent Solocav play. Missile troops will become important again. Formation and Engagement become primary concerns again more so than Kiting tactics.
Its just a good thing all around and there's nothing to be gained by leaving it out.
Warband captain servers had leashing, it was very enjoyable. Don't be afraid of the change!
I agree with Zarthas here, i think the "leash" will put the captain mode back in track to more what it should be, a fight between two armies not a skirmish game with more life.
I think right now a lot of captain player (myself included) are taking the bad habit of going alone against the enemy as infantry, because it is a low risk high reward action, expecially if you are more skilled than the enemy you can kill a lot with risking only your life while your troops are safe somewhere.
It would be also interesting to see a reductiong to heavy infantry shield hit points, it would make skirmisher and archer a little more usefull and also give some use to perks that give bonus to shield damage (never saw a shield breaking recently).
Another flaw of this mode i can see right now it is that most melee fight are over in a very short time frame, not giving you the possibility to do any type of maneuver (for example flanking the enemy).
Hard agree. TTK was longer at launch, small unit movements during a fight were much more possible and important (Sturgian Shield square to draw aggro was so damn cool). Engagement is so important now because an infantry fight will be over in seconds.Your last point is one of the most significant. TTK is very quick when two infantry blobs hit each other. If you do anything other than help in the immediate fight, your team will most likely lose. The value you get from flanks or having archers in a good angle doesn't really matter when infantry do so much damage to each other.
We've talked about this before, there's that multiplier in place.It would be also interesting to see a reductiong to heavy infantry shield hit points, it would make skirmisher and archer a little more usefull and also give some use to perks that give bonus to shield damage (never saw a shield breaking recently).
There’s an edit button.and a little note:
Do not forget that the introduction of a leash, affecting many elements of the gameplay, will require a lot of effort and time to optimize its functioning. As a result, this will significantly reduce the degree of pre-release readiness of the captain's mode and, as a result, the Game as a whole.
The release of the Game will give a new impetus to the influx of capital to developers, which, in the future, will be a boon for BL fans as well.
As of today, Captain Mode looks almost ready for release. Only detachments with throwing weapons require the necessary attention, everything else is not critical, IMHO.
Hard agree. TTK was longer at launch, small unit movements during a fight were much more possible and important (Sturgian Shield square to draw aggro was so damn cool). Engagement is so important now because an infantry fight will be over in seconds.
We've talked about this before, there's that multiplier in place.
Still think Captain Mode Shield Multiplier needs to be reduced.
The game is less interesting than it should be, less coherent, and has less decision space because of the multiplier.
I agree with you on both counts. I don't have anything to demonstrate it, but it seems we have had a steady baseline lethality creep overall in multiplayer since launch. (Aside from large nerfs on particular weapon categories, javs/bows/menavs/etc).I think if there were less troops, then infantry fights would be even faster. Their damage just needs to be toned down.
They do about the same damage as Shock, when shock don't have shields, armor, or spears/spear perks.
Exactly.Hard agree. TTK was longer at launch, small unit movements during a fight were much more possible and important (Sturgian Shield square to draw aggro was so damn cool). Engagement is so important now because an infantry fight will be over in seconds.
We've talked about this before, there's that multiplier in place.
Still think Captain Mode Shield Multiplier needs to be reduced.
The game is less interesting than it should be, less coherent, and has less decision space because of the multiplier.
However - near enough everyone is in total agreement that Rambo needs to go. It's not TW introducing an unasked for update - it's a much requested feature.Exactly.
The effectiveness of many tactical elements related to the use of formations and flanking was significantly reduced in patch 1.6.1 as a result of a decrease in unit survivability. And this despite the fact that shields were also strengthened there, which led to a bunch of other problems (related to playing as skirmishers and the uselessness of shield-destroying perks/weapons).
Shields remained intact, and their owners - dead .
Unfortunately, this example shows that the good intentions of the developers to optimize the complex mechanics of the game do not always work in its favor. Hence my concern about the impact on the game of leash for Rambo.
I'm abit late. Hi and welcomeHi everyone!
First of all, thank you all for the warm welcome! Also i want to thank @NIN3 for the hard work, and wishing all the luck for the future endeavors. I’ll be happy to see you around any time, thank you!
It's very nice to see so many people are really interested in multiplayer and how it develops, also very encouraged to give helpful feedbacks and basically try to help out. I’m also planning to stay in touch with the community and get as many comments as possible at all times.
About the upcoming patch 1.7.2, even though Paul did a great job explaining all the details in the changelog, if you have any questions/comments, feel free to communicate and i'll try my best to contact back with solutions/answers as much as i can.
Thank you all for the welcomes again!
You are only talking about the ultimate goal - the complete removal Rambo from the CM. You mean only Rambo-cav, and also do not focus on the stated method of achieving this goal. Well, I respect your opinion, but I have any remarks:However - near enough everyone is in total agreement that Rambo needs to go. It's not TW introducing an unasked for update - it's a much requested feature.
Again - i will reiterate this most important point.
Captains mode is a game mode where you lead units of bots into team battles. The entire point of the mode is to for players to be using their bots as troops; for their positioning and tactics to matter towards victory.
Any mechanic which allows you to circumvent the primary purpose of the mode needs to be removed. Rambo in captains is akin to Multiple-Spawns in Battle Mode. It is against the primary purpose of the game mode. I will also argue that Rambo does not require high-skill; any player can perform it adequately because it is low-risk. At worst you lose a single life (out of 10+). So any player that can kill 2-3 bots per life can rambo effectively (and hopefully 99% of M&B players are capable of that).
So let's not pretend it's a high-skill strategy that requires training and practice.
I agree with you on both counts. I don't have anything to demonstrate it, but it seems we have had a steady baseline lethality creep overall in multiplayer since launch. (Aside from large nerfs on particular weapon categories, javs/bows/menavs/etc).
Good for Skirmish and Battle, but makes Captain a bit less enjoyable.
Not sure where I suggested troop counts should be lower though!