[suggestion] Khergits need an infantry unit. Sorry if this has been mentioned.

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Teala

Sergeant at Arms
I have been testing and testing the Khergits because it seems they are the forgotten step child of this game and I really love playing them.    So what I have been doing is using the bot server to go in and play various scenarios to determine what the Khergits strengths and weaknesses are and the one thing that always seems to make a difference is the Khergit Lancers and they are by far the best troop of the Khergit faction.  However, once they are on the ground they are not as strong as the even the weakest Vaegir archer. 

Recommendations:

1) Khergits need an infantry unit.  Give them access to pike, mauls, a saber, spears, maybe some kind of two handed weapon similar to the Vaegir Bardiche or even a glaive and decent armor.  In close quarters Khergits get chewed up by all the other factions especially Nords and Swadians.  Those two factions decimate Khergits on maps like the Village and the Siege.  There is no contest.  So Khergits definitely need an infantry class to help balance them out.

2) Second, I recommend buffing the basic arrow in the game or buff Khergit bows.  Just a wee bit.  It can take up to 4 arrows to kill one bot with decent armor and the same of course applies to players in decent armor.  Give Khergs access to better arrows the way Vaegirs have and just buff the basic arrow a wee bit.  It takes more arrows from a Khergit bow to drop a medium armored bot or player than it takes a Vaegir or a Nord archer to kill a bot or player(from my own testing) and it isn't easy to hit consistently while at a full gallop with that bow to begin with and I consider myself a decent Horse Archer and I am constantly needing to pump 4 and 5 arrows into a target to drop them.  I we're shooting for a little realism here it shouldn't take that many arrows.

3) The basic Khergit sword is weak compared to most other factions swords when on foot.  I think this is because the Khergs mostly fight from horseback and the damage delt by a Kherg riding by is very good.  However, it is still not as good as say a Swadian or a Nords basic sword, because I have used Nord Swords from horse back and can easily one shot bots and players - however that is not the case with the basic swords used by Khergs.  The best sword the Khergs have is the Heavy Saber and it can one shot bots and players - if you hit right.  I think a little more balance in the other sabers is needed to bring them up to par with even the Vaegir Scimitar which is a wicked weapon by the way as are the Nord one handed battle axes, the battle axes are just awesome.  Using the sword from horseback needs tweaked a bit as well.  Many times I have seen my sword pass right through the head or body of a bot or player and no damage occurs.  I think the length is off a bit.

Anyway, if this stuff has been mentioned before I am sorry.  I just wish we could see the Khergs come up to par with the others when it requires them to enter a city or to siege, because as it stands right now, in close combat on foot Khergs are the weakest of the factions.

Feel free to add suggestions or to discuss how to fix Khergs all.

 
Teala 说:
I have been testing and testing the Khergits because it seems they are the forgotten step child of this game and I really love playing them.    So what I have been doing is using the bot server to go in and play various scenarios to determine what the Khergits strengths and weaknesses are and the one thing that always seems to make a difference is the Khergit Lancers and they are by far the best troop of the Khergit faction.  However, once they are on the ground they are not as strong as the even the weakest Vaegir archer. 

Recommendations:

1) Khergits need an infantry unit.  Give them access to pike, mauls, a saber, spears, maybe some kind of two handed weapon similar to the Vaegir Bardiche or even a glaive and decent armor.  In close quarters Khergits get chewed up by all the other factions especially Nords and Swadians.  Those two factions decimate Khergits on maps like the Village and the Siege.  There is no contest.  So Khergits definitely need an infantry class to help balance them out.

2) Second, I recommend buffing the basic arrow in the game or buff Khergit bows.  Just a wee bit.  It can take up to 4 arrows to kill one bot with decent armor and the same of course applies to players in decent armor.  Give Khergs access to better arrows the way Vaegirs have and just buff the basic arrow a wee bit.  It takes more arrows from a Khergit bow to drop a medium armored bot or player than it takes a Vaegir or a Nord archer to kill a bot or player(from my own testing) and it isn't easy to hit consistently while at a full gallop with that bow to begin with and I consider myself a decent Horse Archer and I am constantly needing to pump 4 and 5 arrows into a target to drop them.  I we're shooting for a little realism here it shouldn't take that many arrows.

3) The basic Khergit sword is weak compared to most other factions swords when on foot.  I think this is because the Khergs mostly fight from horseback and the damage delt by a Kherg riding by is very good.  However, it is still not as good as say a Swadian or a Nords basic sword, because I have used Nord Swords from horse back and can easily one shot bots and players - however that is not the case with the basic swords used by Khergs.  The best sword the Khergs have is the Heavy Saber and it can one shot bots and players - if you hit right.  I think a little more balance in the other sabers is needed to bring them up to par with even the Vaegir Scimitar which is a wicked weapon by the way as are the Nord one handed battle axes, the battle axes are just awesome.  Using the sword from horseback needs tweaked a bit as well.  Many times I have seen my sword pass right through the head or body of a bot or player and no damage occurs.  I think the length is off a bit.

Anyway, if this stuff has been mentioned before I am sorry.  I just wish we could see the Khergs come up to par with the others when it requires them to enter a city or to siege, because as it stands right now, in close combat on foot Khergs are the weakest of the factions.

Feel free to add suggestions or to discuss how to fix Khergs all.

We've seen quite few thread asking for it and I do agree with you. They are the only faction which has yet to be changed from the original SP game ( referring to the fact that Rhodok and Nord didn't have cavarly in the SP, thhey been given it, most likely for balance )

1 agree
2 disagree, you can buy better arrow. Got the feeling the damage might be related to their PD ability being less than other possibly.
3disagree again. is a sword like all other sword(without the very usefull stab attack) doing around 29+ for upgrade cutting damage.again i feel is related to the fact their PS ability is low compared to other.

At the moment it seems to me that Khergit are less than subpar in many compartmnet due to the fact that they have lots of point in riding ability, I for one , wouldn't mind losing few riding point skill to have it into skill like iron flesh, power strike and so on for example.
 
Cool, just anything to give them a fighting chance on the ground.  They are great from horseback, they just plain suck on foot.  Sieging a castle with them is a nightmare.
 
I'd like to see a skirmisher class for Khergs with focus on throwing weapons (jarid!), having access to a some kind of 1 1/2 hand saber and a halfway decent shield.
They shouldn't be able to buy a horse at start but still have some points in riding to steal the occational mount or two.
Furthermore they should have decent athleticism(running speed), making them a good choice in a siege.
 
For those who do not like Mounted combat, there should be an option for people when they are forced on Khergits faction
 
I was under the impression you can choose to go lancer and then not spawn with a horse, what do you become then?
 
Kevlar 说:
I was under the impression you can choose to go lancer and then not spawn with a horse, what do you become then?

A sitting duck.
 
If you buff the current units they will become overpowered in open field maps but if you don't they get mashed in any confined maps. Therefor the only option left is to give them an infantry.
Though I do think lancers need a buff. They are part of the culture that lived and breathed horse riding and yet there lancers have no advantage against the other cavalry.
 
Teala 说:
I have been testing and testing the Khergits because it seems they are the forgotten step child of this game and I really love playing them.    So what I have been doing is using the bot server to go in and play various scenarios to determine what the Khergits strengths and weaknesses are and the one thing that always seems to make a difference is the Khergit Lancers and they are by far the best troop of the Khergit faction.  However, once they are on the ground they are not as strong as the even the weakest Vaegir archer. 

Recommendations:

1) Khergits need an infantry unit.  Give them access to pike, mauls, a saber, spears, maybe some kind of two handed weapon similar to the Vaegir Bardiche or even a glaive and decent armor.  In close quarters Khergits get chewed up by all the other factions especially Nords and Swadians.  Those two factions decimate Khergits on maps like the Village and the Siege.  There is no contest.  So Khergits definitely need an infantry class to help balance them out.

2) Second, I recommend buffing the basic arrow in the game or buff Khergit bows.  Just a wee bit.  It can take up to 4 arrows to kill one bot with decent armor and the same of course applies to players in decent armor.  Give Khergs access to better arrows the way Vaegirs have and just buff the basic arrow a wee bit.  It takes more arrows from a Khergit bow to drop a medium armored bot or player than it takes a Vaegir or a Nord archer to kill a bot or player(from my own testing) and it isn't easy to hit consistently while at a full gallop with that bow to begin with and I consider myself a decent Horse Archer and I am constantly needing to pump 4 and 5 arrows into a target to drop them.  I we're shooting for a little realism here it shouldn't take that many arrows.

3) The basic Khergit sword is weak compared to most other factions swords when on foot.  I think this is because the Khergs mostly fight from horseback and the damage delt by a Kherg riding by is very good.  However, it is still not as good as say a Swadian or a Nords basic sword, because I have used Nord Swords from horse back and can easily one shot bots and players - however that is not the case with the basic swords used by Khergs.  The best sword the Khergs have is the Heavy Saber and it can one shot bots and players - if you hit right.  I think a little more balance in the other sabers is needed to bring them up to par with even the Vaegir Scimitar which is a wicked weapon by the way as are the Nord one handed battle axes, the battle axes are just awesome.  Using the sword from horseback needs tweaked a bit as well.  Many times I have seen my sword pass right through the head or body of a bot or player and no damage occurs.  I think the length is off a bit.

Anyway, if this stuff has been mentioned before I am sorry.  I just wish we could see the Khergs come up to par with the others when it requires them to enter a city or to siege, because as it stands right now, in close combat on foot Khergs are the weakest of the factions.

Feel free to add suggestions or to discuss how to fix Khergs all.

#1: No. They currently work fine. I would agree they need more unit types, but infantry should not be one of them.
#2: No. I play horse archer quiet often, and believe me, they are incredibly powerful. I believe they are currently the strongest ranged unit in the game.
#3: I think it could be a bit faster, but its not too big of a problem at the moment
 
I suggest adding a few points of athletics to the classes they have now. They should  be weaker than other factions in non-mounted combat - their horses are what makes them Khergit. But slap a few points of athletics on them so they can at least move around on foot at something faster than a walk, and that'd be enough to make unmounted Khergs viable, I think.
 
Kevlar 说:
I was under the impression you can choose to go lancer and then not spawn with a horse, what do you become then?

A lancer on foot.. Low hp, low athletics, low Power strike, low proficiency,  with a shield that don't cover you at all basically, now that shield force field have been fixed /tweaked, less than ever
 
Seawied86 说:
#1: No. They currently work fine.

On what server? Where can I observe Khergit war machine?

From what I saw in many games, everything the other side needs to do is go with tons of archers/xbowmen, and there you go. You lose. Good luck on shooting them with your horse archers. And good luck on lancing them on any map that isn't random plains.

Yes, HA are still powerful, but as long as you're not fighting dumb opponents you will lose as *khergit*. Not as HA, but as khergit.

Both lancers and HA's were nerfed a lot in last 1-2 patches. No other faction suffered so much.

Sure Khergits are ok on few maps like ruined fort or field by the river if they defend. Because they are good at running around and stalling. But class should not be designed so that it excels at ties and stalemates.
 
Urist 说:
I'd like to see a skirmisher class for Khergs with focus on throwing weapons (jarid!), having access to a some kind of 1 1/2 hand saber and a halfway decent shield.
They shouldn't be able to buy a horse at start but still have some points in riding to steal the occational mount or two.
Furthermore they should have decent athleticism(running speed), making them a good choice in a siege.
Why would anyone use a skirmisher class?  You can't carry as many projectiles, it's slower, and it's less accurate.  Lol.
 
I disagree.

Khergits already have Lancers plus Horse Archers. The two most powerful classes in the game. (IMO)

Do they really need an infantry unit? Sure they suck in sieges, but then that's their weakness is it not?
 
Yoshi Murasaki 说:
Seawied86 说:
#1: No. They currently work fine.

On what server? Where can I observe Khergit war machine?

From what I saw in many games, everything the other side needs to do is go with tons of archers/xbowmen, and there you go. You lose. Good luck on shooting them with your horse archers. And good luck on lancing them on any map that isn't random plains.

Yes, HA are still powerful, but as long as you're not fighting dumb opponents you will lose as *khergit*. Not as HA, but as khergit.

Both lancers and HA's were nerfed a lot in last 1-2 patches. No other faction suffered so much.

Sure Khergits are ok on few maps like ruined fort or field by the river if they defend. Because they are good at running around and stalling. But class should not be designed so that it excels at ties and stalemates.

It will be interesting when you get stuck against a bunch of khergit horse archers who can aim. You'll change your tune in a hurry.
 
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