I'm Vincenzo and I endorse this message. Thank you. God bless.
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? idkHeavy horses have more HP and armor than a light horse.(depends on the horse in question though as different horses have different #s)
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.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.
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.
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.
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.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.
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.
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.
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
more like a butthurt soldier on TPPlease, 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.
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.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.
Can we get gatling guns
I heard there was an update coming so I registered and wanted to raise my #1 pet issue:+1
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.
I heard there was an update coming so I registered and wanted to raise my #1 pet issue: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.
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.
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 is a problem of your host. Ask him to update his servers, or change the host.
- 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
as of right now, no.
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]
Just to add to that big boat, there's one stair that is buggy walking up. The other is smooth.
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.
Make beardson sappermandatory
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.no plans going to change that.
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.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?
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.
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.no plans going to change that.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?
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.
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.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.
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.
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?
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.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.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.
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.
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.
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.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
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 basisEvery 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.
Messing with the health of players would be unfair to players who play using those certain stabs and would further destabilize melee.
Just to add to that big boat, there's one stair that is buggy walking up. The other is smooth.
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
6. Destructible rocks, so artillery cannot fire through them (with round shot)
Some of my thoughtsI would love if we could have bows vs muskets. ;D
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)
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.
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!
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.
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.