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Messages - Kato

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Faction Halls / Re: BrotherHood *New Clan* *Join Us*
« on: July 07, 2011, 03:46:20 AM »
Good luck guys.

Beginner's Help and Guides / Re: Strategy against Mallet/Maul?
« on: June 28, 2011, 02:19:39 PM »
Its not that easy, good hammerguy in heavy armor can cause a glance by good footwork and you are dead man.

Suggestions Corner / Re: A nice idea
« on: June 21, 2011, 06:20:32 PM »
No. We have market and after this, all people on servers will be 30 level+.
So no more peasant hunting, no fun. :lol:

Retirement is ok feature for this problem, also you can have alts.

For high levels above 32, when they want to change build is maybe solution minus 1 000 000 xp for every reallocated point. So Kesh with 200 milions can change complete build, but then grind few moths back to original xp value. Still better then retire from high level.

Suggestions Corner / Re: Open Plains
« on: June 20, 2011, 03:24:57 PM »
Flat plains maps are interesting when they pop up once in a while, because you see forced coordination with shield walls and "formations" (also known as "Big clump of people behind shield wall").

The problem is that it just isn't fun for any length of time. Given balanced teams, the optimal strategy is to have your infantry remain stationary in a big pike studded shield wall formation, with archers in the middle. Moving that clump is discouraged, since it breaks up the formation, making you more vulnerable to enemy archers and cavalry.

The end result is nearly always like Gurnisson explains: Infantry sits on their ass for 4 minutes, while archers and cavalry work to achieve cavalry superiority against the opposing team, at which point the armies clash due to time limit, low ammo or boredom. In the ensuing chaos, the team with cavalry superiority is almost guaranteed to win, as they can weave back and forth through the broken lines picking off enemy infantry.

As cavalry, this series of events is exciting. They get to start out doing cavalry duels and trying to identify weak spots in enemy formations. Towards the end, they get to run rampant in broken lines of enemy infantry. As infantry, it's about as much fun as watching paint dry. Once the initial excitement of "Woo, formations!" wears off, you're just sitting on your ass for 4 minutes watching other people play the game, before partaking in a short chaotic melee that ultimately isn't even that crucial.

Even ignoring the obvious balance problems if one team gets more/better cavalry (in which case they're almost guaranteed to win), flat plains maps just aren't fun in the long run.

Disclaimer: I've played such maps as lancer, as shielder and as archer. Only the lancer had fun after a couple of rounds. (But indeed: The lancer had a ton of fun.)

The variety we should strive to have in our maps should be in-map variety, like Sieweed explains. Maps that are mirrored and allow all types of players to succeed. In my eyes the best example of this is THIS MAP. It is mirrored, and has well suited fighting positions for all styles of play. It has favorable positions that are worth fighting to reach, but aren't unbreakable once attained. The deciding factor is the sum of all the team's strengths, not only cavalry (or archers, or melee infantry).


Its fun, from time to time (especially when play with my pikeman alt), but with bigger plain maps rotation can formation be boring too and i love teamplay.

I agree that heavy hilly maps are retarded campfest and flat maps are better. 

Just no for removing backjump and sidejump.
This buff lancers on their f1 superspeed pony.
For strength build will by really hard to dodge couched lance. 

Couching pikes are interesting idea. Probably not easy to code and can change gameplay essentially.

Beginner's Help and Guides / Re: Tips to fight a 1h shielder
« on: June 10, 2011, 06:07:59 PM »
I use all this attack techniques and work quite well against bad or average shielders.
Still meet some great shielder (Cyber,Kansuke,Kingrimm,Dima,Olwen...) in battle is worst nightmare and only rational reaction in this situation is run away.

For fighing best shielders you need shieldbreaker weapon, very good blocking skills and hope for best after shield broke, because best shielders are usually great in manual blocking, too.

And most important thing: use good helmet. :)

Announcements / Re: Official Item Survey Result Data & More (OISRDM)
« on: June 02, 2011, 04:10:20 PM »
I have alt almost for every class and I think the game is balanced now, expect of throwing.(and i want thrower alt in future) :D
I haven't set main char, will be probably 1h/shield when strategus come, but people who vote for buffing turtle players really need learn to play. 90% of twohanders are easy target for shielder on level 30, all they need spend few hours on duel server and get same basic footwork, timing and feinting.
I see many shielder on battlefield but rarely on duel server.
When i meet shielder in battle who i now from duel server,I (as average twohander) go away quickly, find some easier target. :)

General Discussion / Re: Longer leveling
« on: May 27, 2011, 06:23:17 PM »
This would favor people who do not plan on retirement. NO!

31. level will be still same xp. I enjoy playing with complete build. Also love peasant time :), but level 25-30 took much time, you are competent here, probably use your final gear. This few skill points is not worth of grinding time,  because you have same role on battlefield as level 30, but game feeling
is not so good for me as playing  with compete build.

General Discussion / Re: Longer leveling
« on: May 27, 2011, 04:10:22 PM »
I agree that the levelling is too much, the base exp tick should be incremented. But I like the way levels are structures right now, at level 30 you have your build "complete" and you can enjoy it. For me 1-30 is grinding, 30 to 31 is just playing with that build :).


30 - 31 is fun. I suggest do 1 - 30 little bit shorter (700 000 - 1000000 xp) and 30 - 31 longer.

General Discussion / Re: a problem with M&B CRPG
« on: May 22, 2011, 10:43:21 AM »
Run warband in native and join crpg server. That help me.

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