Flying Squirrel Entertainment

Mount & Blade Warband: Napoleonic Wars => General Discussion => Topic started by: Thunderstormer on August 19, 2017, 12:15:03 am

Title: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 19, 2017, 12:15:03 am
As i said in the other thread, for the upcoming patch there is a chance we will do some balancing if there is a consensus on the issue.  Discuss to your hearts content.  Please be civil. 

because this is a serious thread, please don't fill it with "this should of been done years ago"  or things like that.   What has been done is done.  I will just remove those comments.
Title: Re: Help wanted for upcomming Napoleonic Wars patch, balancing thread.
Post by: Knightmare on August 19, 2017, 12:18:21 am
Giving health and damage to Foot Guards,lights etc should be increased I think,the speed is noticeable but the damage inflicted is the same by every unit and foot guards would still die in 1 hit just like any other normal unit so they are rendered useless.Giving this consideration might help but just my suggestion.
Title: Re: Help wanted for upcomming Napoleonic Wars patch, balancing thread.
Post by: Vincenzo on August 19, 2017, 12:19:00 am
I'm Vincenzo and I endorse this message. Thank you. God bless.
Title: Re: Help wanted for upcomming Napoleonic Wars patch, balancing thread.
Post by: Kore on August 19, 2017, 12:51:29 am
I'm Vincenzo and I endorse this message. Thank you. God bless.

THE MAN, THE MYTH, THE LEGEND
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: tired on August 19, 2017, 02:11:23 am
IMO officer sword speed is too fast, it can be a spamming weapon. So I would lower that a bit.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 19, 2017, 06:17:55 am
alright, i thought i would make a quick post so people can discuss cav balance.  many people have talked to me over steam, but i would like their to be  a civil debate here about it. 

what are your thoughts on the current cav balance?  any one class too strong, or too weak?  are things fine as is?

i will kick it off

personally, i wouldn't mind seeing dragons getting an athletics buff.   

i wouldn't mind giving HC something as well.  extra horse health, maybe a little more armor, maybe their sword back.   HC tend to be the strongest when they are bunched up but don't fare too well in 1 cav v 1 cav fights.  and they cant dictate the terms of their fights like hussars can. 

a good lancer is theoretically unstoppable, so they are fine imo as most people cant do well all the time.  teamwork kills them quickly. 

Hussars have been in a good spot imo.   they can dictate their fights while still being able to take on the other classes fairly well.  imo it has been the best class for a very long time. 


another topic but similar.  buffs.   for a long time, the horn/flag buffs on horses has been meh.  you need to basically give up one person fighting to give the buff, and only a few people nearby will get it.  should the range be changed, or should the person rather than the flag/horn give the buff instead, much like the officers do currently. it would make the trumpet and flag pointless gameplay wise.   should they just be left as is?

now the officer cav buffs i dont care much for(mainly hussar officers).  the buffs they give themselves makes them very strong.  stronger than someone who is not an officer.  i wouldn't mind the buffs just going to nearby teammates, and not to the officer themselves.  sad thing is, there are quite a few people who rely on the crutch that the buffs provide.   it is pretty clear when you see them do worse when they aren't an officer. 

anyways, thoughts? 


edit.  there are some heavy cav that have different armor #s and some of the heavy cav swords have different lenghts.   i wouldn't mind making all the HC swords equal length.  seems odd the same looking sword has more range.     as for the armor, that one is more open for debate. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Risk_ on August 19, 2017, 06:23:21 am
i am not sure if this a thing but I have always found it harder to kill a horse that is of heavy cav. You can 1 shot a light cav horse but heavy cav takes more hits. Not sure if I am right but have noticed it; maybe lowering the hp down? idk
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 19, 2017, 06:42:21 am
i am not sure if this a thing but I have always found it harder to kill a horse that is of heavy cav. You can 1 shot a light cav horse but heavy cav takes more hits. Not sure if I am right but have noticed it; maybe lowering the hp down? idk
Heavy horses have more HP and armor than a light horse.(depends on the horse in question though as different horses have different #s) 

they use to be really really tanky where only  a head shot/stab would reliably one shot them.  they could run down groups of people and be unstoppable because you couldn't do enough dps to the group to stop them.       now a days a single shot has a good one shot to kill, and a decent stab as well. i feel like you are lucky if your horse isn't one hit killed.   imo anyways.  their swords and the horses were both nerfed in the last patch.   im not asking to go back to the super tanks.   i would just like them to get a little stronger.  my preference anyways. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Lilja Mariasdóttir on August 19, 2017, 12:49:50 pm
A few thoughts:

1. I would not start to mess with heavy cavalry, lancers and stuff. This would need later adjusting, but as it looks like a "final patch", experimenting would be wrong.
If lancers would be so overpowered, how people tend to say, there would be more lancerregiments out there and people would play lancers in tournaments. They do not.
Heavy cavalry has advantages and disadvantages, and in tournaments they always played a role, a much smaller than hussars, but yet.

2. Hussars are the high level competitive used cavalryunit, making every hussar the same would be a big plus for the competitive part of the community. At the moment french hussars have longer sabres than other nations, if I am not mistaken.

3. It might not be historic, but think about giving britisch dragoons a better gun, right now dragoon regiments often complain and play hussars, when UK is chosen in a Linebattle.

4. Add rifles to france. Adding a complete new class would mean some work of course. Right now as admin I try to avoid france most of the time, and I assume others do that aswell, as the signed up rifle unit cant play their rifles. Often it ends in bad mood of the regiment and more work for the admin, as they take lights then and try to sneak bajonets in "accidently" and so on.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 19, 2017, 02:43:06 pm
a few quick thoughts before i hop off for the night.  ill check in later in the day.

Quote
1. I would not start to mess with heavy cavalry, lancers and stuff. This would need later adjusting, but as it looks like a "final patch", experimenting would be wrong.
If lancers would be so overpowered, how people tend to say, there would be more lancerregiments out there and people would play lancers in tournaments. They do not.
Heavy cavalry has advantages and disadvantages, and in tournaments they always played a role, a much smaller than hussars, but yet.
well the tweaks would be very minor really.  not like a complete overhaul.  at least not the ones i am referring to.  while i cant promise anything, i would like to have a test server where people can test things out, find any bugs we missed, or may of added when fixing other stuff.  it could also be useful for any balance changes if there are any. 

when i was talking about lancers, i was referring to a player or some players who are very very skilled at them.(more than i ever was with them)   If played properly, other cav in a 1v1 fight wouldn't be able to get in range of them, or hit them.  Now, playing at that level, fight after fight, especially in a cav gf, isn't easy, and even the best players make mistakes.  They are very vulnerable if they make a mistake, thanks to not being able to block with a lance.  with teamwork, you can really shut them down, thanks to their low "defence".   Hussars are move forgiving, and imo, easier to learn.  same with heavy cav to an extent. 

there are some lancer regs out there, probably the most notable being the 1erPLG.  there have been a few others on the NA side, where cav regs(and not detachments, because those are slaves to their lines) are not that common.  It has been a while since i been to an EU LB or the cav gf servers.    i wouldn't know how things are now a days when it comes to what kind of cav regs they have.  if memory serves in the past, EU didn't like lancers and even banned them from some events.  which of course would have a lasting effect over the years. 

Quote
Hussars are the high level competitive used cavalryunit, making every hussar the same would be a big plus for the competitive part of the community. At the moment french hussars have longer sabres than other nations, if I am not mistaken.
i will look at the #s.   ill try and change any of the light cav swords to be the same # if any are off.  like the heavy cav, to me it just makes sense to have the same range for each class on their respective  swords.    i believe there may be some units as well,(prussian cur as an example) that do not get any armor like other nations do with their similar unit.  unless of course this was all intended in the first place.  i will look into it anyways. 

Quote
3. It might not be historic, but think about giving britisch dragoons a better gun, right now dragoon regiments often complain and play hussars, when UK is chosen in a Linebattle.

4. Add rifles to france. Adding a complete new class would mean some work of course. Right now as admin I try to avoid france most of the time, and I assume others do that aswell, as the signed up rifle unit cant play their rifles. Often it ends in bad mood of the regiment and more work for the admin, as they take lights then and try to sneak bajonets in "accidently" and so on.
adding new weapons is not out the window, but idk if its likely.  if more people would like it, maybe it can happen.  i can ask vince and see what he says.  most events i go to let the french light inf act as rifles with their "cav muskets"(more like carbines).   they dont get the same cav musket russians do.   with muskets, it varies. some still let them act as rifles, others make them act like light inf. 



as i am tired, sorry in advance for any poor grammar, or other funny stuff.  wanted to get one last post in before i called it good for the night.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Nappa1 on August 19, 2017, 02:51:12 pm
Please, I beg you.
Reduce the amount of health/armor or whatever that sailors have. It just does not make any sense.
They are nearly completely naked but have as much armor/HP as cuirassiers and other heavily armored cav units.
Instead you could maybe increase their damage with certain weapons above other classes but reduce their defenses considering that they're, you know, NAKED.

Thanks
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Chemiespook on August 20, 2017, 09:46:55 am
A few thoughts I had,

I think the marine class could be a little more "unique", as having the same properties as line infantry feels a tiny bit iffy to me for a marine. I guess as a suggestion, maybe a slight buff like "better accuracy while shooting/moving" but a slight nerf like "increased 'presenting' or 'draw weapon' time". These are just some ideas I'm creating at 12:40 am, so maybe they're shit and I just can't tell. However, I feel adding a bit of uniqueness to them would fit well, especially considering their availability in regards to nations with marines.

Russia buff. Or at least a new Russian unit. Only 3 line units (one being foot guard) feels unfair, and the partizani/militia cannot be used competitively. Seeing more unique Russia would be really interesting to me, even if it just means adjusting something. I understand that Russia has very powerful cavalry, but it just doesn't make up for the lack of line infantry diversity. I understand it's hard to make an entire new unit and would take a lot of work and dedication, but Russia just feels super iffy to me.

As everyone else has said, I disagree with the extra sailor armor.

There's a few animation glitches while holding the "A" key and using melee, however I noticed a lot of people use this for melee, so fixing it might get some blow back. However, I feel it's annoying more than anything else, and feels like an unfair exploit of a bug. It doesn't fit in with other melee tactics.

Because this is possibly the last patch, I think adding a couple new songs to the music playing roster for musicians would be cute. Nothing to do with balancing, but just my two cents I guess.

Thanks you for keeping this game updated, and reaching out to the community. It's truly appreciated.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Xethos on August 20, 2017, 11:18:28 am
Russia has the best faction roster in the game. I'd rather see Thomas's four-year-old suggestion of improving the Prussians by giving the Landwehr cav muskets or pikes and maybe giving something militia-like to Austria. And every faction ought to have at least one unit with vodka bottles.

My thoughts on balancing . . . change heavy horse armor to 18 and boost maneuverability to 40 (from 37). Decrease the hussar horse maneuverability to 48 (from 50). Increase medium horse and lancer horse maneuverability to 42 (from 39 and 41). Standardize heavy sword range to 111 (they range from 110-112) and light cav sabre range to 102 (range from 101-102). Give dragoons 3 athletics, but decrease riding skill by 2 (3 for regular dragoons, 4 for light dragoons). Boost riding skill by 1 for cuirassiers and lancers (to 7) and by two for hussars (to 8 ). Change all cav sword weights to equal infantry sword weights (1.5). Most importantly, guarantee the kindjal for Cossack cav and give them a vodka bottle

All of this requires testing, of course.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Norwegian13 on August 20, 2017, 11:43:51 am
The addition of Russian lights (and for that matter, addition of lights to all factions missing it) would be cool but I doubt this is something that you guys want to do at this point.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: NickyJ on August 22, 2017, 12:16:38 am
The addition of Russian lights (and for that matter, addition of lights to all factions missing it) would be cool but I doubt this is something that you guys want to do at this point.
This, this, absolutely this. I can't count the number of times people have complained about line infantry units being used as lights. Adding line infantry muskets as a weapon option for skirmishers would be enough to solve it. I tried doing that with scripts before, but unfortunately, my scripting skills are lacking.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Blossom on August 22, 2017, 02:11:04 am
Please, I beg you.
Reduce the amount of health/armor or whatever that sailors have. It just does not make any sense.
They are nearly completely naked but have as much armor/HP as cuirassiers and other heavily armored cav units.
Thanks

Yes it's ridicoulus how OP they are, they should have worse shooting skills than officers, no armour and less hp than soldiers.
If you really want to give them a perk then make them drive boats faster or something.

This is a proper issue especially at deathmatches where sailors tend to team up and ruin the servers.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Freedom on August 22, 2017, 02:12:54 am
Please, I beg you.
Reduce the amount of health/armor or whatever that sailors have. It just does not make any sense.
They are nearly completely naked but have as much armor/HP as cuirassiers and other heavily armored cav units.
Thanks

This is a proper issue especially at deathmatches where sailors tend to team up and ruin the servers.
more like a butthurt soldier on TP
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 22, 2017, 02:31:11 am
we arent planning on adding any units.   

i nerfed sailor armor a few days ago among other changes.  I gave it the same armor as other infantry.  They are basically french and brit partisani but with the obvious differences in looks and load out options.  i also buffed the marine captain to have the same amount of health as everyone else. 

The addition of Russian lights (and for that matter, addition of lights to all factions missing it) would be cool but I doubt this is something that you guys want to do at this point.
This, this, absolutely this. I can't count the number of times people have complained about line infantry units being used as lights. Adding line infantry muskets as a weapon option for skirmishers would be enough to solve it. I tried doing that with scripts before, but unfortunately, my scripting skills are lacking.
i believe it would require a change to a lot of files, including some client stuff to make it work depending on how you want to go about it. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Ambiguous on August 22, 2017, 01:38:42 pm
Can we get gatling guns
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Hinkel on August 22, 2017, 02:45:26 pm
Can we get gatling guns

 8)

https://youtu.be/zzQjUt1lQo4?t=38 (https://youtu.be/zzQjUt1lQo4?t=38)
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: noodle on August 22, 2017, 07:31:27 pm
I heard there was an update coming so I registered and wanted to raise my #1 pet issue:

Canister shot for cannons is utterly useless, doesn't even work well sub 50 yards, might as well shoot round shot instead.

IRL effective range was up to 500 yards and could mow down dozens of men in a single shot with great accuracy (this is why artillery was king of the battlefield)

assuming the artillery pieces we use in game are 12 pounders they would have over 400 bullets in each cannister, no idea how many are in current ones but it definitely seems too little.

Make canister shot extremely deadly please, it isn't really a napoleonic game when artillery is an afterthought or relegated to busting down walls.

Shrapnel also seems to do little to no damage, considering explosions are quite weak (they only cover like 4 feet radii) shrapnel should be the real killer of explosions.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: William on August 22, 2017, 08:24:25 pm
I heard there was an update coming so I registered and wanted to raise my #1 pet issue:

Canister shot for cannons is utterly useless, doesn't even work well sub 50 yards, might as well shoot round shot instead.

IRL effective range was up to 500 yards and could mow down dozens of men in a single shot with great accuracy (this is why artillery was king of the battlefield)

assuming the artillery pieces we use in game are 12 pounders they would have over 400 bullets in each cannister, no idea how many are in current ones but it definitely seems too little.

Make canister shot extremely deadly please, it isn't really a napoleonic game when artillery is an afterthought or relegated to busting down walls.

Shrapnel also seems to do little to no damage, considering explosions are quite weak (they only cover like 4 feet radii) shrapnel should be the real killer of explosions.
+1
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 23, 2017, 01:12:58 am
I heard there was an update coming so I registered and wanted to raise my #1 pet issue:

Canister shot for cannons is utterly useless, doesn't even work well sub 50 yards, might as well shoot round shot instead.

IRL effective range was up to 500 yards and could mow down dozens of men in a single shot with great accuracy (this is why artillery was king of the battlefield)

assuming the artillery pieces we use in game are 12 pounders they would have over 400 bullets in each cannister, no idea how many are in current ones but it definitely seems too little.

Make canister shot extremely deadly please, it isn't really a napoleonic game when artillery is an afterthought or relegated to busting down walls.

Shrapnel also seems to do little to no damage, considering explosions are quite weak (they only cover like 4 feet radii) shrapnel should be the real killer of explosions.
hmmm while i am not against canister being better, i am also aware after years of playing, people dont know how to use it, and just shoot the crap out of the ground.  If they aimed higher, they would get a better spread overall, and make better use of it.(most dont know that)   I have seen it be effective in lbs.  we have to be careful as well, as this is a game, and making things too strong to try and match real life may not make for good gameplay.   

arty isn't an after thought at lbs.   not if they are decent.   in sieges, they are suppose to knock walls down first, to help the team get in.  killing is a 2ndary role there.

shrapnel seems to kill horses and men just fine from what i seen over the years. sometimes you get lucky and tank a hit.

Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Matim on August 23, 2017, 02:40:43 pm
About cav

Lancers are usually banned on the tournaments. Something should be done about it, unless you think banning a unit type is a sign of a good balance.

The only time heavy cav won the nations cup was when most of the rounds were fought dismounted cuirassiers vs hussars. In a skirmish heavy vs light heavies have no chance whatsoever. IMO this is due to the decreased heavy hp in the last patch (since sacrificing 1/2 of the horse hp in order to kill the opponent is no longer viable). However raw increase of heavy horse's hp will cause infantry butthurt again.

If you wish to balance the heavies I advice increasing significantly their armour, so that piercing bayonets do more dmg than 3 out of 4 sabre's attacks, or to increase heavy horse's hp but implementing some bonus for the bayonets vs horse. Maybe even buffing the speed bonus.

None of these will fix the fact that the lights can simply run around heavies. Maybe something like making lights much faster but far less manoeuvrable. IMO something needs to be done so that at the competitive level heavies are playable.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: noodle on August 23, 2017, 07:13:25 pm
I would just make cuirassiers armor quite likely to deflect any sabre blow since thats what its for, and no sword is ever going to slash through hardened steel.

also since the primary role of light cavalry is absent in this game (recon) there isn't really any realistic place for it aside from getting to a place quicker than anyone else can.

Artillery:

Increase the effectiveness of cannister to be actually worth using, no matter how I aim (and I'm pretty good at artillery) it barely ever does anything at even optimal ranges.

Add horse artillery with lighter caliber, standard in game cannons look like 12 pounders, so you can just keep the model and make it clear its a 6 pounder when its horse artillery, or just implement one of the mods/models that does this.

Between lancers and hussars: from what I know of real life Hussars frequently had firearms like pistols and carbines, if I were trying to differentiate them I'd give hussars pistols and carbines while lancers get .... lances.

So the dragoons and hussars would both have firearms, but dragoons should dismount before firing and have better skills with them.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Lilja Mariasdóttir on August 26, 2017, 02:48:33 pm
Regarding the the canister shots "too weak" complaints. I always see the artillery in a linebattle doing at least 1-2 kills, when a line is charging them. And just yesterday evening, after reading the complaints here, I catched 2 screenshots in a normal linebattle (both screens from yesterday:)

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/867361404263765989/719E35A3D738C3BD524A065C95C42AF02643C719/)
[close]

Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/867361404263765741/93CD0774EC4B97D0C5F1C2339C2A0EF67EF871F8/)
[close]
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: noodle on August 27, 2017, 04:20:15 am
Regarding the the canister shots "too weak" complaints. I always see the artillery in a linebattle doing at least 1-2 kills, when a line is charging them. And just yesterday evening, after reading the complaints here, I catched 2 screenshots in a normal linebattle (both screens from yesterday:)

This looks to be literally like 10 meters away (at least in the second picture) in a "line battle"  in which case I'd expect a canister to kill like 1 person if aimed correctly due to the spread being very low at this point.

Canister is accurate up to 500 yards and capable of killing 20 men in one shot at this range on a line sized target, and also is aimed in front of the regiment so that the balls bounce off the ground and strike upwards.

This isn't even considering the effects of a double charge of canister, or round ball and canister loaded together.

Now, we're certainly not using the same sizes as the real napoleonic wars where a single detachment would be over 300 men strong, but considering the musketry of all regular troops in the game is quite above average (IRL hit rate was about .003% at 200 yards) cannons seem quite weak in comparison with their most useful shot (at least IRL)

The reason canister was so deadly (and the most feared weapon of the time) was because it had the power of a full volley of muskets with a much greater inherent accuracy, as well as a much easier time of aiming (when a detachment begins firing, no one can see 3 feet in front of them, a cannon has clear sight)

Canister should be the go to ammunition for firing on any target that isn't in an enfilade, in this case cannonballs would be used to rake down an entire column of men, whereas canister would much more effectively distribute itself across a wide target like an approaching regiment.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: FineApple on August 28, 2017, 03:10:59 pm

i know its balance thread, but here i collected issues and thoughts of an ordinary NW player like myself

- add a cheer animation, there is already a unofficial addon that proves its possible
https://www.fsegames.eu/forum/index.php?topic=23374.0

- add a dirt effect on a spyglass to make it more realistic, the current one is just eeh.

- Make big ships more durable, a single cannonball can sink the whole ship

- fix the brown boats, you can easily push off people from the back because there is no solid object to prevent them from being pushed off.

- this issue has been mostly fixed by the server hosters and most of you aware of that, fix the glitch that crashes server when you pick up two flags

- there is a boat that has a cannon on it, a cannon that does not fire, and it lacks object placement, making it a good hideout for players

- Protection against game altering mods that give an unfair advantage to the players. if it is possible.

- in commander battle, sometimes bots appear to be floating in the sky

- add crouch walk, other mods proved it its possible, why can't we have it in NW?

- fix object placement in the big ship, that causes players constantly get stuck( check screens )
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/850473117534110404/46F440E654B70D72308D2F9C99EA4601E7DE4836/)
(https://steamuserimages-a.akamaihd.net/ugc/850473117534132296/6E32503F58824C56BF1FCE50D2AFD0E0EA07289A/)
(https://steamuserimages-a.akamaihd.net/ugc/850473117534109228/72FDE2BB98103AB94027ABB91DE5B6A4AAAF1771/)
[close]

Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: bobertini on August 28, 2017, 09:47:58 pm
Just to add to that big boat, there's one stair that is buggy walking up. The other is smooth.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Lilja Mariasdóttir on August 28, 2017, 11:35:25 pm

- this issue has been mostly fixed by the server hosters and most of you aware of that, fix the glitch that crashes server when you pick up two flags
This is a problem of your host. Ask him to update his servers, or change the host.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Piercee on August 29, 2017, 01:29:10 am
Don't know if it was mentioned before but what really annoys me in melee is the glitch if someone gets hit and he basically slides off to a side because of the stun.
Alot of times when you hit him at the position he slided into you won't be able to hit him, the stab goes through the person.
I think it may be a de-sync issue or the hitbox glitching out after a person gets hit and slides off with a stun.
Still really annoying and I get it daily.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 29, 2017, 04:33:30 am

i know its balance thread, but here i collected issues and thoughts of an ordinary NW player like myself

- add a cheer animation, there is already a unofficial addon that proves its possible
https://www.fsegames.eu/forum/index.php?topic=23374.0

- add a dirt effect on a spyglass to make it more realistic, the current one is just eeh.

- Make big ships more durable, a single cannonball can sink the whole ship

- fix the brown boats, you can easily push off people from the back because there is no solid object to prevent them from being pushed off.

- this issue has been mostly fixed by the server hosters and most of you aware of that, fix the glitch that crashes server when you pick up two flags

- there is a boat that has a cannon on it, a cannon that does not fire, and it lacks object placement, making it a good hideout for players

- Protection against game altering mods that give an unfair advantage to the players. if it is possible.

- in commander battle, sometimes bots appear to be floating in the sky

- add crouch walk, other mods proved it its possible, why can't we have it in NW?

- fix object placement in the big ship, that causes players constantly get stuck( check screens )
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/850473117534110404/46F440E654B70D72308D2F9C99EA4601E7DE4836/)
(https://steamuserimages-a.akamaihd.net/ugc/850473117534132296/6E32503F58824C56BF1FCE50D2AFD0E0EA07289A/)
(https://steamuserimages-a.akamaihd.net/ugc/850473117534109228/72FDE2BB98103AB94027ABB91DE5B6A4AAAF1771/)
[close]
as of right now, no.

client side, so no.  you can make a mod or find someone who made one to do that.

eh, no changes as of right now.

aware of it, but i believe its an engine issue with moving props and people.

while i believe we fixed it with code, having servers up to date helps.  as does having good servers in general.(a lot of servers cant even handle 100 people, which sucks for everyone)

no clue, you would need to give a screenshot of it.   

engine issue when there are a lot of agents on the map doing stuff.    servers just need to lower the amount of troops each person has, to limit that issue. 

no.

what ship is that?   i dont think i ever seen that.

Just to add to that big boat, there's one stair that is buggy walking up. The other is smooth.

screen shots if you could.    IDK how much we can fiddle with scene props.(ill ask vince)   i know there are some buildings that are wonky, among other stuff. 


ill stop this post for now, as my graphics card is being stupid. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Riddlez on August 29, 2017, 06:01:23 am
Make beards on sapper mandatory
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Mohawky on August 29, 2017, 10:44:36 am
Allow Admins to give some form of buff when they are in play - like officers / musicians / generals.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 29, 2017, 11:57:11 am
Allow Admins to give some form of buff when they are in play - like officers / musicians / generals.
that would be something for a server to do, than for everyone in this patch. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Ambiguous on August 29, 2017, 12:37:54 pm
Make beards on sapper mandatory
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: McPero on August 30, 2017, 12:37:49 pm
1. Slightly decrease bayonet downstab range. Ever since the patch that change stabs' stats (before up and down had same speed and range), downstab is used far more often and it has ghost range, most of melee is just downstab spamming/backpedaling.

2. Decrease health by 50% of all units, so you don't have to stab someone 6 times before he dies, also prevents stupid tactic of getting stabbed on purpose to spam stab kill.

3. Return double-x-ing, it increases potential melee skillcap. Don't see why it was removed in the first place, if a bug is positive its not a bug. Double-x-ing could be done by anyone and it took skill to use it properly, it made feinting actually useful, nowadays only feinting that works is Rikimaru's (the one where you look up as you change attack direction), it makes blocking more of a challenge which is currently to easy only two directions in bayonet vs bayonet scenario, make at least these two directions harder to block.

4. Remove pokes if its possible, just remove armor or sth.

We all know this patch is coming because of Holdfast and you cannot compete with it in graphics, new features, but you can make melee that has high skill cap to keep people that play the game for competitive reasons.

Edit: This is post regarding balance changes for infantry gameplay, mostly competitive melee, I know nothing about Cav and cav vs infantry is not present in competitive. I also think officer swords are fine they are not to fast, people just complain because they aren't used to sideblocking, plus sword should realistically be better weapon than bayonet in the kind of melee that is in NW, so scattered people (since formations, like bayonet phalanx don't work).
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 30, 2017, 02:12:04 pm
1. Slightly decrease bayonet downstab range. Ever since the patch that change stabs' stats (before up and down had same speed and range), downstab is used far more often and it has ghost range, most of melee is just downstab spamming/backpedaling.

2. Decrease health by 50% of all units, so you don't have to stab someone 6 times before he dies, also prevents stupid tactic of getting stabbed on purpose to spam stab kill.

3. Return double-x-ing, it increases potential melee skillcap. Don't see why it was removed in the first place, if a bug is positive its not a bug. Double-x-ing could be done by anyone and it took skill to use it properly, it made feinting actually useful, nowadays only feinting that works is Rikimaru's (the one where you look up as you change attack direction), it makes blocking more of a challenge which is currently to easy only two directions in bayonet vs bayonet scenario, make at least these two directions harder to block.

4. Remove pokes if its possible, just remove armor or sth.

We all know this patch is coming because of Holdfast and you cannot compete with it in graphics, new features, but you can make melee that has high skill cap to keep people that play the game for competitive reasons.

Edit: This is post regarding balance changes for infantry gameplay, mostly competitive melee, I know nothing about Cav and cav vs infantry is not present in competitive. I also think officer swords are fine they are not to fast, people just complain because they aren't used to sideblocking, plus sword should realistically be better weapon than bayonet in the kind of melee that is in NW, so scattered people (since formations, like bayonet phalanx don't work).
no plans going to change that.

no.  You can still one shot people with a good stab.

lol.  i remember those days.  It did the opposite of increasing the skill gap.   stabbing people without an animation didn't increase the skill gap.  It was made even more apparent when it was removed, and the people who thought they were good got trashed on over and over because they were a one trick pony abusing it. the relied on the lack of an animation to get kills.(it was sad how many people relied on it tbf)   It also had effect vs cav, because the cav would go in then die without ever seeing them stab.   It was a bs bug and there was a reason many servers/events banned it.  Bayonet fights are simple.  Up or down, down or up.  Because they are so basic, people try to find some new ways of playing like having a seizure to try and get an advantage.  That is just the nature of a game where bayonets are the primary weapon.  Had it been swords instead, you would still see some weird stuff, but the options available would be that much more.   If the competitive side really wanted to spice things up, they could get together and make their own melee patch.  Good luck though on trying to get anyone to agree on how things should be. 

i would like pokes gone too, but idk if that is fixable.

this patch wasn't made because of holdfast.  I will also note that many of the fse devs are also devs for holdfast.

most people in this game could never block swords, sadly. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: McPero on August 30, 2017, 02:28:16 pm
no plans going to change that.

no.  You can still one shot people with a good stab.

lol.  i remember those days.  It did the opposite of increasing the skill gap.   stabbing people without an animation didn't increase the skill gap.  It was made even more apparent when it was removed, and the people who thought they were good got trashed on over and over because they were a one trick pony abusing it. the relied on the lack of an animation to get kills.(it was sad how many people relied on it tbf)   It also had effect vs cav, because the cav would go in then die without ever seeing them stab.   It was a bs bug and there was a reason many servers/events banned it.  Bayonet fights are simple.  Up or down, down or up.  Because they are so basic, people try to find some new ways of playing like having a seizure to try and get an advantage.  That is just the nature of a game where bayonets are the primary weapon.  Had it been swords instead, you would still see some weird stuff, but the options available would be that much more.   If the competitive side really wanted to spice things up, they could get together and make their own melee patch.  Good luck though on trying to get anyone to agree on how things should be. 

i would like pokes gone too, but idk if that is fixable.

this patch wasn't made because of holdfast.  I will also note that many of the fse devs are also devs for holdfast.

most people in this game could never block swords, sadly.
Downstab being overpowered is the main issue that is ruining melee apart from pokes and that blocking glitch. Can we get explanation why you don't want to balance melee?

You can one-shot with a "good stab" but it seems kinda random since models and hitboxes don't connect that well. Usually it takes 3 stabs to kill someone which is stupid. How many times people got 4 tabs on someone and than he oneshot them and won. There is no reason not to lower the health/armor idk how it is made.

I admit that I don't remember Age of Double-x-ing that well since it was long time ago. I remember that it just made feinting much faster and would have less time to block. Shame we can't see how it works now.

I remember someone saying that pokes are caused because of armor in Native, if you would be able to remove armor without breaking anything that might fix the problem.

I don't know what you mean with "community's own melee patch"? Could you tell me more about that.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 30, 2017, 02:54:27 pm
no plans going to change that.

no.  You can still one shot people with a good stab.

lol.  i remember those days.  It did the opposite of increasing the skill gap.   stabbing people without an animation didn't increase the skill gap.  It was made even more apparent when it was removed, and the people who thought they were good got trashed on over and over because they were a one trick pony abusing it. the relied on the lack of an animation to get kills.(it was sad how many people relied on it tbf)   It also had effect vs cav, because the cav would go in then die without ever seeing them stab.   It was a bs bug and there was a reason many servers/events banned it.  Bayonet fights are simple.  Up or down, down or up.  Because they are so basic, people try to find some new ways of playing like having a seizure to try and get an advantage.  That is just the nature of a game where bayonets are the primary weapon.  Had it been swords instead, you would still see some weird stuff, but the options available would be that much more.   If the competitive side really wanted to spice things up, they could get together and make their own melee patch.  Good luck though on trying to get anyone to agree on how things should be. 

i would like pokes gone too, but idk if that is fixable.

this patch wasn't made because of holdfast.  I will also note that many of the fse devs are also devs for holdfast.

most people in this game could never block swords, sadly.
Downstab being overpowered is the main issue that is ruining melee apart from pokes and that blocking glitch. Can we get explanation why you don't want to balance melee?

You can one-shot with a "good stab" but it seems kinda random since models and hitboxes don't connect that well. Usually it takes 3 stabs to kill someone which is stupid. How many times people got 4 tabs on someone and than he oneshot them and won. There is no reason not to lower the health/armor idk how it is made.

I admit that I don't remember Age of Double-x-ing that well since it was long time ago. I remember that it just made feinting much faster and would have less time to block. Shame we can't see how it works now.

I remember someone saying that pokes are caused because of armor in Native, if you would be able to remove armor without breaking anything that might fix the problem.

I don't know what you mean with "community's own melee patch"? Could you tell me more about that.
can you show me a clear consensus what people want changed, out side of pokes and bugs?  I find the upstab is still viable even after all these years. 

if people are taking 4 stabs, it is because the stabs themselves weren't good stabs.  why they weren't good stabs may vary.  yea, every now and then you get that solid hit that doesn't 1 hit kill, but it takes off most of their health, where just a decent stab will kill.(maybe even a poke)   

armor and health can be tweaked in the items kind file.  It is where you can give weapons more or less range, damage, etc,.  It is also where you give clothes armor or horses more health and armor.  Troops health among other stuff is found in the troops file.   

well, i there was some delay added, idk where.  you could find and remove it, and see how it is nowadays/ 

community patch, as in, get all the people who know all there is to know about the melee, agree on  some change, then apply it.  anyone could do it.  as long as its server side.  client side changes make it harder to be compatible.  you, or anyone else could organize it. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: McPero on August 30, 2017, 05:41:40 pm
can you show me a clear consensus what people want changed, out side of pokes and bugs?  I find the upstab is still viable even after all these years. 

if people are taking 4 stabs, it is because the stabs themselves weren't good stabs.  why they weren't good stabs may vary.  yea, every now and then you get that solid hit that doesn't 1 hit kill, but it takes off most of their health, where just a decent stab will kill.(maybe even a poke)   

armor and health can be tweaked in the items kind file.  It is where you can give weapons more or less range, damage, etc,.  It is also where you give clothes armor or horses more health and armor.  Troops health among other stuff is found in the troops file.   

well, i there was some delay added, idk where.  you could find and remove it, and see how it is nowadays/ 

community patch, as in, get all the people who know all there is to know about the melee, agree on  some change, then apply it.  anyone could do it.  as long as its server side.  client side changes make it harder to be compatible.  you, or anyone else could organize it.
The downstab being overpowered is my opinion though I think many agree, downstab spam backpedaling is very effective and takes little skill, though it can be countered but most people find it annoying to face. Up attack is of course still viable but I think it is weaker.

I agree you can know when a stab will be good and oneshot and when it will be weak, but there is still kinda random and random is opposite to skill. Even most experienced players sometimes stab someone thinking yeah that one killed him and walk away yet he is still alive. All this can be avoided by reducing health, you get stabbed once, max twice you die it's even more realistic though that is not what we are looking for. You make mistake miss a chamber/sideblock you die. Only problem I see with reducing health is that it sucks when you get randomly shot in linebattle and you would die faster with lower health, but way around it is increasing melee weapons damage or decreasing health and ranged damage.

All this is my opinion but I think many would agree, so only way would be polls to see what people want.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: McPero on August 30, 2017, 07:41:42 pm
community patch, as in, get all the people who know all there is to know about the melee, agree on  some change, then apply it.  anyone could do it.  as long as its server side.  client side changes make it harder to be compatible.  you, or anyone else could organize it.
If I understand that correctly basically people would get that patch for themselves and there would be server that would be running with that patch?

Soz for double post
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on August 31, 2017, 02:55:51 am
can you show me a clear consensus what people want changed, out side of pokes and bugs?  I find the upstab is still viable even after all these years. 

if people are taking 4 stabs, it is because the stabs themselves weren't good stabs.  why they weren't good stabs may vary.  yea, every now and then you get that solid hit that doesn't 1 hit kill, but it takes off most of their health, where just a decent stab will kill.(maybe even a poke)   

armor and health can be tweaked in the items kind file.  It is where you can give weapons more or less range, damage, etc,.  It is also where you give clothes armor or horses more health and armor.  Troops health among other stuff is found in the troops file.   

well, i there was some delay added, idk where.  you could find and remove it, and see how it is nowadays/ 

community patch, as in, get all the people who know all there is to know about the melee, agree on  some change, then apply it.  anyone could do it.  as long as its server side.  client side changes make it harder to be compatible.  you, or anyone else could organize it.
The downstab being overpowered is my opinion though I think many agree, downstab spam backpedaling is very effective and takes little skill, though it can be countered but most people find it annoying to face. Up attack is of course still viable but I think it is weaker.

I agree you can know when a stab will be good and oneshot and when it will be weak, but there is still kinda random and random is opposite to skill. Even most experienced players sometimes stab someone thinking yeah that one killed him and walk away yet he is still alive. All this can be avoided by reducing health, you get stabbed once, max twice you die it's even more realistic though that is not what we are looking for. You make mistake miss a chamber/sideblock you die. Only problem I see with reducing health is that it sucks when you get randomly shot in linebattle and you would die faster with lower health, but way around it is increasing melee weapons damage or decreasing health and ranged damage.

All this is my opinion but I think many would agree, so only way would be polls to see what people want.
you can have say a GF server or a tourney server with one set of values for health, damage, armor, etc,. and leave the lb servers alone. 

community patch, as in, get all the people who know all there is to know about the melee, agree on  some change, then apply it.  anyone could do it.  as long as its server side.  client side changes make it harder to be compatible.  you, or anyone else could organize it.
If I understand that correctly basically people would get that patch for themselves and there would be server that would be running with that patch?

Soz for double post
someone would take the source code(the current one or the one i am working on currently) and modify it to the way people want, then put the files on the server.   As long as they were careful with what they changed, you dont have to do anything but join the server and play.  You wouldn't need to dl anything.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Theodin on August 31, 2017, 03:46:27 am
Stab damage may be random but it is strongly correlated with momentum and swings, while it's true that a 1 stab kill is not guaranteed there are attacks that do more damage than others on a fairly consistent basis

Messing with the health of players would be unfair to players who play using those certain stabs and would further destabilize melee.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: McPero on August 31, 2017, 07:31:51 am
Stab damage may be random but it is strongly correlated with momentum and swings, while it's true that a 1 stab kill is not guaranteed there are attacks that do more damage than others on a fairly consistent basis

Messing with the health of players would be unfair to players who play using those certain stabs and would further destabilize melee.
Every change would destabilize melee for some time, that is expected and would be unfair for some players. But realistically, currently best stab is downstab into legs on max range, only instakill stab I know, which makes little sense, pretty much anything that isn't legs or hands is lethal and even legs and hands should be, but this is not about realism. It is about making melee fair for most of the people and also more interesting.
Moving forward is supposed to do more damage, though backpedaling downstab (so moving backwards) is 80% oneshot. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: FineApple on September 01, 2017, 12:00:12 pm
Just to add to that big boat, there's one stair that is buggy walking up. The other is smooth.

oh yeah, that too i forgot to mention
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Kore on September 08, 2017, 05:12:38 am
I don't think pokes have something to do with armour as you can poke a naked player as well.

Make Russian empire worse in all aspects pls.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Makk on September 26, 2017, 02:34:51 pm
Some of my thoughts

1. You should fix pokes on a naked player - it is so annoying when you are attacking sailors and you poke them more times than when you are attacking  let's say a foot guards

2. I don't know if you can make it, but as a texture modder, i say you should make things easier, i mean every austrian hat is in one freaking dds, so you can basically kill long long hours of work with one single accidental saving after a bad move, i know, i know, i make backups, but if you make this possible and toggleable ("Do you want to allow seperated textures?" and then "Yes" or "No") life'd be easier.

3. Bagpipers - the music you can play with bagpipes only, the original versions of them have drums, so if you can make it, you should make them all for both pipers and drummers.

4. If it depends on you and not the basic warband engine, should make the scene edit mode more stable, automatic saving and undo for ground elevation and ground texture things.

5. Import props from Native so map makers can fool around with more things without having to make another module for the community who will play their scenes.

6. Destructible rocks, so artillery cannot fire through them (with round shot)
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: DaMonkey on September 27, 2017, 09:43:12 pm
1. You should fix pokes on a naked player - it is so annoying when you are attacking sailors and you poke them more times than when you are attacking  let's say a foot guards

The patch will remove the cuirassier armor from the sailors, so you shouldn't be bouncing off them near as much once the patch is out.

6. Destructible rocks, so artillery cannot fire through them (with round shot)

Rocks that will not allow cannon rounds to go through them are possible; the problem is that it would only apply to the scene prop ones. This means that on random maps, which are mostly used for linebattles, the rocks that are generated on those would not be the scene props with those collision models - and rounds would go through them. Thunder does not want to make it to where some rocks block cannons and some don't, because all it would do is confuse people.



Thunder or another developer will have to discuss your other suggestions.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: MaxLam on September 27, 2017, 10:12:29 pm
Some of my thoughts

1. You should fix pokes on a naked player - it is so annoying when you are attacking sailors and you poke them more times than when you are attacking  let's say a foot guards

2. I don't know if you can make it, but as a texture modder, i say you should make things easier, i mean every austrian hat is in one freaking dds, so you can basically kill long long hours of work with one single accidental saving after a bad move, i know, i know, i make backups, but if you make this possible and toggleable ("Do you want to allow seperated textures?" and then "Yes" or "No") life'd be easier.

3. Bagpipers - the music you can play with bagpipes only, the original versions of them have drums, so if you can make it, you should make them all for both pipers and drummers.

4. If it depends on you and not the basic warband engine, should make the scene edit mode more stable, automatic saving and undo for ground elevation and ground texture things.

5. Import props from Native so map makers can fool around with more things without having to make another module for the community who will play their scenes.

6. Destructible rocks, so artillery cannot fire through them (with round shot)
I would love if we could have bows vs muskets.  ;D

But yeah, I think that adding a few props from Native, especially PALM TREES  8), would be a nice addition.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on September 30, 2017, 02:54:31 am
I will post this here as well, because it does effect balance in CB mode and cav near trees. 

With the help of Grozni, we should now have flag bearers and musicians for each regiment that has them and play music in CB.  He supplied most of the stuff, and i took it and applied it, while tweaking and adding to it.  On top of that, class limits now work on CB, so no more heavy cav spam, or other annoying spam that you can see in CB .  obviously there are a  lot variables to be tested.   I am still tweaking it as we speak but from what i seen, it works.   you can find more specifics in the test server thread. 

The trees were updated as well, so the main branches should stop bullets among other things.  The main tree trunk should be better overall as well. 

i think that is the main stuff i wanted to cover for now.   if anything else comes to mind, i'll just edit this or make a new post. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Makk on September 30, 2017, 02:56:38 pm
1. You should fix pokes on a naked player - it is so annoying when you are attacking sailors and you poke them more times than when you are attacking  let's say a foot guards

The patch will remove the cuirassier armor from the sailors, so you shouldn't be bouncing off them near as much once the patch is out.

6. Destructible rocks, so artillery cannot fire through them (with round shot)

Rocks that will not allow cannon rounds to go through them are possible; the problem is that it would only apply to the scene prop ones. This means that on random maps, which are mostly used for linebattles, the rocks that are generated on those would not be the scene props with those collision models - and rounds would go through them. Thunder does not want to make it to where some rocks block cannons and some don't, because all it would do is confuse people.



Thunder or another developer will have to discuss your other suggestions.

Thank you!
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Feldmarschall_Ben on November 12, 2017, 04:35:27 pm
1. You should fix pokes on a naked player - it is so annoying when you are attacking sailors and you poke them more times than when you are attacking  let's say a foot guards

The patch will remove the cuirassier armor from the sailors, so you shouldn't be bouncing off them near as much once the patch is out.

6. Destructible rocks, so artillery cannot fire through them (with round shot)

Rocks that will not allow cannon rounds to go through them are possible; the problem is that it would only apply to the scene prop ones. This means that on random maps, which are mostly used for linebattles, the rocks that are generated on those would not be the scene props with those collision models - and rounds would go through them. Thunder does not want to make it to where some rocks block cannons and some don't, because all it would do is confuse people.



Thunder or another developer will have to discuss your other suggestions.

Thank you!

in your cases the mapper needs to set the correct barriers via mapping editor.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: tired on November 23, 2017, 02:02:44 am
For Balancing, I really hope you don't make heavy cav weaker. I'm literally probably the only player on cav group fighting that goes heavy cav. Everyone else goes hussar or lancer. It's because those classes have a much better advantage. In fact, I as a heavy cav player think the health of heavy horses should be increased to make it much more attractive to go heavy cav. The unit balance is good enough. When I 1v1 a hussar, the swing speed is much slower, but the sword length gives you the advantage to counter the speed.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Thunderstormer on November 23, 2017, 05:11:13 am
For Balancing, I really hope you don't make heavy cav weaker. I'm literally probably the only player on cav group fighting that goes heavy cav. Everyone else goes hussar or lancer. It's because those classes have a much better advantage. In fact, I as a heavy cav player think the health of heavy horses should be increased to make it much more attractive to go heavy cav. The unit balance is good enough. When I 1v1 a hussar, the swing speed is much slower, but the sword length gives you the advantage to counter the speed.
HC was buffed in my files a while back.  With that said, i just got back after being away for a week.  I'll have to see what the devs have done since then to the balance in general, if anything was changed in the first place. 
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Xethos on November 24, 2017, 08:20:51 am
For Balancing, I really hope you don't make heavy cav weaker. I'm literally probably the only player on cav group fighting that goes heavy cav. Everyone else goes hussar or lancer. It's because those classes have a much better advantage. In fact, I as a heavy cav player think the health of heavy horses should be increased to make it much more attractive to go heavy cav. The unit balance is good enough. When I 1v1 a hussar, the swing speed is much slower, but the sword length gives you the advantage to counter the speed.

From what I've played testing the new patch, heavy cav is a lot more viable now. You can kind of turn your horse now. Some factions have an extra point or two of reach, which can help, and the horses have a few more hitpoints. Single biggest thing is being able to turn the horse, though.
Title: Re: Help wanted for upcoming Napoleonic Wars patch, balancing thread.
Post by: Zahari on January 13, 2018, 02:51:47 pm
About horse hp. Is it true? Cause they didnt include it in the patch note.