Battle mode has been released?

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How about you add spawn points to the single player maps? Is that not in the budget? The single player maps more closely resemble WB scale maps and would be better suited to battle mode.
Guess that would only matter if we had a big pool of maps to choose from on the fly ala custom servers from WB.
 
Hey!

The servers you can see going up are part of us testing server files with a couple of community members. They chose to host Battle mode (which they are allowed to), but it's still very much work in progress.

There will be a couple of updates to Battle Mode with 1.7.2. With adjustments to all the 3 maps it comes with, flag timings, gold gain system and also special troop costs just for Battle Mode. The class system will 100% stay for Battle mode though.

So please keep that in mind. And have fun testing :smile:
Will we be able to select battle mode in "Team Matches" after its official release?
 
I'll be perfectly honest, the gold system does not lend itself well to Battle mode. Some problems I have noticed so far
  • Late joiners join the game with only 110 gold, vs the 200 gold that people who make it to the warmup period. This is especially problematic if you're playing Empire or Sturgia, since their respective peasant units are actually pretty bad.
  • Even when you're playing a high-tier faction, there isn't much incentive to play as a heavy cavalry, non-Vlandian heavy archer, or, heavy infantry since gold seems to cap off at 240. I don't think that's nearly enough to give players some insurance in case they die as a heavy unit without getting a kill.
  • If one team loses their gold or has more late joiners than the other, it'll quickly become a steamroll
  • Game is still a shooter with a medieval skin, and I'm convinced that this is an intentional design decision on TaleWorlds' end. Battke Mode more or less makes the "shooter with a medieval skin" problem even worse.
 
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I'll be perfectly honest, the gold system does not lend itself well to Battle mode. Some problems I have noticed so far
  • Late joiners join the game with only 110 gold, vs the 200 gold that people who make it to the warmup period. This is especially problematic if you're playing Empire or Sturgia, since their respective peasant units are actually pretty bad.
  • Even when you're playing a high-tier faction, there isn't much incentive to play as a heavy cavalry, non-Vlandian heavy archer, or, heavy infantry since gold seems to cap off at 240. I don't think that's nearly enough to give players some insurance in case they die as a heavy unit without getting a kill.
  • If one team loses their gold or has more late joiners than the other, it'll quickly become a steamroll
  • Game is still a shooter with a medieval skin, and I'm convinced that this is an intentional design decision on TaleWorlds' end. Battke Mode more or less makes the "shooter with a medieval skin" problem even worse.


I am hoping that they look at these battle servers and see all the imbalances that are in the game

it is crystal clear in battle mode bc when the entire team left alive are archer/cav, you designed them poorly

Heavy infantry's armor needs to function properly for them to be useful, that means being able to be better protected against arrows

and cavalry needs to have less hit-points (at least the un-armored ones) horses simply sit in the middle of mosh pits completely fine ignoring hits to their mount while they swing and hit their opponent uninterrupted (heavy armor cav should ignore small swords/ etc but not 2 handers/maces the horse should flinch and interrupt the rider's attack similar to when you rear the horse with a spear)
 
Heavy infantry's armor needs to function properly for them to be useful, that means being able to be better protected against arrows

Resistance to arrows will not change anything here at least on battle.
The biggest problem is reluctance to play infantry. Team compositions on factions other than Sturgia are sometimes 40% cavs, 40% archers, 20% infs sometimes even less. On sturgia players take infantry 70/80% and cavs 30/20%. very often sturgia wins to zero (better team comp + snowballing later). I pay attention to this because sturgia at the competition level of division A in BEAST tournament have 20% winratio. in the lower divisions it is as much or a bit better. This faction is just total trash right now but if the team composition is balanced the infantry can do their job.
It would be different if the faction opposite to Sturgia had taken the same amount of infantry then it's gg.
 
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