Balance issues.

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Kiwisdofly

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This game is great. Except there are horrible balance issues. Well, maybe not horrible, but they are there.

For example:



Lance

Now, I never weilded a real life lance but from my knowledge of physics and common sense, I think it pretty heavy, no? Again, its best used on a horse where you can compensate, for the weight and the unbalanced centre of gravity, by motion. I mean basically, it's for whacking people as you go past them really fast.

In M&B, I reckon it's the perfect weapon. It shouldn't be.

I think the speed of attack and the actual damage (without Warrider Damage) is too high. I can just stand infront of a person and "poke" him with my lance repeatedly until he dies, without giving him a chance of striking back. A lance is good also because I can use it on foot instead of a sword. Why bother with swords when you can keep your distance from the enemy and "poke" him to death?

I may be wrong, but I think the lance should be made a horse-only weapon, ie slow rate of poke but high damage when it comes to Warrider Damage.


I was going to add more weapons but I actually can't think of any. I'll post more later.
 
It's already the slowest weapon in the game, save possibly the sniper crossbow, and the speed of lances has already been lowered in a previous patch.

That said...

Lances do still seem to be a bit overpowered on foot. I can consistently get in a swings faster than whoever I'm fighting. I posted a possible reason for this a while ago, but I'll say it again here.

My theory is that a missed lance attack takes far longer than a hit. The closer an enemy is, the less time the "poke" takes. I think this is because, when you hit someone, the attack animation is interrupted. So, if you attack and miss, the lance actually uses its full animation, taking the amount of time that it should. However, if you attack and hit, the attack takes only a small fraction of the time it would otherwise, especially if the enemy is right in your face. I'd go so far as to call this a bug.

A possible solution could be to reduce damage the closer you are to the enemy, because there would be less force behind your attack.
 
Very good analysis...

Tiedye said:
A possible solution could be to reduce damage the closer you are to the enemy, because there would be less force behind your attack.
That's already the case with the last version (early hits do less damage than later hits) Maybe I need to tweak the numbers a little bit more.
 
Ah, ok. Sorry, I haven't really had much time to play the latest version. Intense game of end-of-semester catch up in progress :cry:
 
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