Okay, I'll be the devils advocate of this new version and share my views on 660's new weapons.
Lets start off with the new awlpike. The general complaint is that it's quite a bit too strong. I'd say a good solution would be to disable shields for it.
Next off, the new Rhodok cleavers. Okay, sure, I can appreciate them as real medieval weapons, but truth be told - hardly anyone else can, or will. Its only people that know a little about medieval weapons that will know they have existed etc. but truth be told 99.9% of Warband players will think they are some kind of Lord of the Rings orc spin-off fantasy weapon.
Generally, they look odd, come across as VERY fantasy. (Rhodoks have now been named "Rhodokhai" as a ref to Uruk hai from Lord of the Rings) Not sure if its a good thing overall, I'd say leave fantasy stuff to mods.
The long clubs have a a similar problem - they look odd. I'm not sure if everyone feels the way I do about these, but I feel they look totally weird. Maybe I'm not used to them yet, but I reckon they're more okay than the other weapons I'm tackling here.
Last but not least, the Great Long Axe. edit: also the Bardiche. Forgot about that one initially. To be honest, I don't really know where to begin to list the problems with this one'. The general complaint was that the Long Axe was ridiculous -- now we have an even longer one. I'm afraid Nord-lovers are all just out to improve their faction and have ever longer axes without thinking of the actual game, but I migth def be wrong. The general problem is that they're overpowered, absolutely insane, and also absolutely unrealistic.
I recently came to own a spiked mace, almost exactly like the one in-game. Its similar size. I decided to do a little test on animations and how M&B should be improved as far as animations go; but what striked me how incredibly heavy this one mace is. It's just a one hander, insignificant in M&B, but damn, that thing is heavier than I ever thought. This made me realise just how ridiculous weapon speeds are in warband at the moment -- but this is okay since it's still an multiplayer game and it needs to remain fun. Nonetheless, there's a line between sacrifices for the sake of gaming, and absurdity. Since I almost lose this insignificant 1 handed club when swinging it at half the speed M&B portrays soldiers to swing, I am 200% sure that anyone swinging a great long axe or long axe (or great swords and bastard swords) the way they do in-game would lose their weapon from momentum right away.
That's just the prob with the realism part of it; there's still the even more important part; balance. People wielding such items generally do nothing else than click the attack button over and over wildly, and they get top score. Unfortunately. Spamming attack in this version is more encouraged than any other, despite the environment collision. Maybe people need to get used to environment collision and learn to use it strategically, though. I tried to hide in buildings and similar when I saw great long axes coming at me, but I still got brutally murdered most of the time even inside places.
And because my words would be useless without some pictures:
http://i1021.photobucket.com/albums/af334/LakierosJordy/1-48.jpg
^ My first game on this version: the entire round was just 5 or so unarmored players doing nothing but swinging the great long axe and absolutely destroying everything, thus beating top score. Something is wrong with that. The other factions even pick up the nord weapons to have /any/ chance at all.
And another one for fun:
http://i1021.photobucket.com/albums/af334/LakierosJordy/2-11.jpg
Thanks for reading; please share thoughts as long as they are objective.
Cheers,
Lets start off with the new awlpike. The general complaint is that it's quite a bit too strong. I'd say a good solution would be to disable shields for it.
Next off, the new Rhodok cleavers. Okay, sure, I can appreciate them as real medieval weapons, but truth be told - hardly anyone else can, or will. Its only people that know a little about medieval weapons that will know they have existed etc. but truth be told 99.9% of Warband players will think they are some kind of Lord of the Rings orc spin-off fantasy weapon.
Generally, they look odd, come across as VERY fantasy. (Rhodoks have now been named "Rhodokhai" as a ref to Uruk hai from Lord of the Rings) Not sure if its a good thing overall, I'd say leave fantasy stuff to mods.
The long clubs have a a similar problem - they look odd. I'm not sure if everyone feels the way I do about these, but I feel they look totally weird. Maybe I'm not used to them yet, but I reckon they're more okay than the other weapons I'm tackling here.
Last but not least, the Great Long Axe. edit: also the Bardiche. Forgot about that one initially. To be honest, I don't really know where to begin to list the problems with this one'. The general complaint was that the Long Axe was ridiculous -- now we have an even longer one. I'm afraid Nord-lovers are all just out to improve their faction and have ever longer axes without thinking of the actual game, but I migth def be wrong. The general problem is that they're overpowered, absolutely insane, and also absolutely unrealistic.
I recently came to own a spiked mace, almost exactly like the one in-game. Its similar size. I decided to do a little test on animations and how M&B should be improved as far as animations go; but what striked me how incredibly heavy this one mace is. It's just a one hander, insignificant in M&B, but damn, that thing is heavier than I ever thought. This made me realise just how ridiculous weapon speeds are in warband at the moment -- but this is okay since it's still an multiplayer game and it needs to remain fun. Nonetheless, there's a line between sacrifices for the sake of gaming, and absurdity. Since I almost lose this insignificant 1 handed club when swinging it at half the speed M&B portrays soldiers to swing, I am 200% sure that anyone swinging a great long axe or long axe (or great swords and bastard swords) the way they do in-game would lose their weapon from momentum right away.
That's just the prob with the realism part of it; there's still the even more important part; balance. People wielding such items generally do nothing else than click the attack button over and over wildly, and they get top score. Unfortunately. Spamming attack in this version is more encouraged than any other, despite the environment collision. Maybe people need to get used to environment collision and learn to use it strategically, though. I tried to hide in buildings and similar when I saw great long axes coming at me, but I still got brutally murdered most of the time even inside places.
And because my words would be useless without some pictures:
http://i1021.photobucket.com/albums/af334/LakierosJordy/1-48.jpg
^ My first game on this version: the entire round was just 5 or so unarmored players doing nothing but swinging the great long axe and absolutely destroying everything, thus beating top score. Something is wrong with that. The other factions even pick up the nord weapons to have /any/ chance at all.
And another one for fun:
http://i1021.photobucket.com/albums/af334/LakierosJordy/2-11.jpg
Thanks for reading; please share thoughts as long as they are objective.
Cheers,