- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weaponsThis is not good at all, the side weapon varies and is mostly shit. Rifle butt spamming takes 2-3 hits just like a regular bayonet would.
- Made all artillery less accurate on long range to balance the powerfull destruction force.Howitzers are hardly a threat with their low blast radius, the only time they're good is in sieges which is ridiculous anyway. Cannons definitely did need a nerf and I'm going to look more into it.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.
Any predicted final release date?A week according to Lust.
Haven't tried it out yet, but sounds great.
- Citadelle NapoleonThese are maps from 84e siege?So, now they're official?
- Charge to the Rhine
- Siege of Toulon
- Fort George
- Fort Nylas
- Fort Brochet
Quote- Citadelle NapoleonThese are maps from 84e siege?So, now they're official?
- Charge to the Rhine
- Siege of Toulon
- Fort George
- Fort Nylas
- Fort Brochet
Any predicted final release date?A week according to Lust.
Haven't tried it out yet, but sounds great.
Non-Steam Version:
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe
It won't let me download it says Beta is available but its not downloading? Help?Click play
It won't let me download it says Beta is available but its not downloading? Help?Click play
Just need minimum 1.000 or higher.QuoteNon-Steam Version:
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe
What...uh....do I need to roll back the version we've all been using down to 1000 or can I just install this on top of the version we've all been using?
And when will the official NA and EU servers switch over to this new version?
Yes.Quote- Citadelle NapoleonThese are maps from 84e siege?So, now they're official?
- Charge to the Rhine
- Siege of Toulon
- Fort George
- Fort Nylas
- Fort Brochet
i have mount and blade not on steam and i download the patch. how can i remove it aigan so i can play the old servers ?For non steam, Download the old patch and install it over it:
Enable server filter, and select "compatible with module" To see the beta servers.Lovely, thanks for your help!
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)
It says I have the wrong version :-\ :'(
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)
It says I have the wrong version :-\ :'(
Make sure you selected the beta from the drop down in the beta tab in steam.
Well done, now half of the community won't be able to go to events or anything beyond two servers.Yes it is really easy, go to properties, betas and switch back to NONE - Opt out of all beta programs
Forgive my anger but surely there is a way for people to revert to 1.0.
Well done, now half of the community won't be able to go to events or anything beyond two servers.Yes it is really easy, go to properties, betas and switch back to NONE - Opt out of all beta programs
Forgive my anger but surely there is a way for people to revert to 1.0.
- Added pirate voices for the british ship crew.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons.
- Made pistols some more accurate, it will now really hit within the player visible circle, to balance them, the reload is now slightly slower though.
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
I have the reloading bug again (reloading very quick, but nothing happened).Same, happens after i do melee
Doesn't work But oh well :( :P :'(Same bruh.
Well I've made a back-up module just in case, but after inputting beta it still isn't offering any thing else in the beta tab drop down menu. Perhaps my steam is bugged.had the same thing.
So I have not changed the French units is this beta but I found this.
the weird bit is that this is apparently for the VoltigeursSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1152.photobucket.com%2Falbums%2Fp492%2FRonan6793%2FUntitled_zps81206415.png&hash=76684c2b8c36e045c224cb43c15126a1a313e43d)[close]
The 21e wil have our NA siege server on this.
I cannot stress enough the importance of making the list of players (the panel that comes up when you're looking to ban someone/kick someone) alphabetized. So instead, I'll just put it here in large, bright lettering, hoping that SOMEONE finally notices it and puts it into action. PLEASE release this with the patch as well, for the love of god and all that is holy/alcoholic.
MAKE THE PLAYER BAN/KICK LIST PANEL ALPHABETIZED FOR THE LOVE OF GOD AND ALL THAT IS HOLY/ALCOHOLIC.
Hi,
I am not sure if this is the right topic but I'll post it here anyways.
I am admin on several servers, one of them being the 84e_NW_Siege, this server is usually very crouded (usually 150+ people), which makes it hard to properly admin in the current situation. There are 2 things I would like to change:
- There's 2 admin chats, U and I, U is for talking to the people on the server, and I is for talking to the other admins currently on the server. However, there is no difference between U and I, which causes stuff you want to say in the private admin chat (I), to be said in the public admin chat (U), which can be really annoying. Therefore, I would love that the developers make a kind of distinction between them. This can be easily done by changing the name of the chat. If you press U, instead of (Admin chat), you can make it (Public Admin Chat), and you can change I to (Private Admin Chat). This is an easy solution and it removes all the confusion between the 2 chats.
- Also, a problem I encounter whenever I am admining on the 84e_NW_Siege server, is that when there is 200 people in the server, and you try to slay someone it is really hard to find someone's name, an easy solution for this could be to put the names in the *Slay Player*, *Kick Player* (and the other lists) in alphabetical order, making it really easy to find someone and slay, kick or perhaps even ban him.
Let me hear what you think of these solutions, and I hope they will be implemented in the game !
MrSt3fan
Suggestion from other players
MyNickName - Add in a player search when you are slaying / banning
Cruor_Volt - Different colors being used to report another team's teamkills, for example to a different shade of green, so it will stand out.
Cruor_Volt - For admins to be able to see what players occupy certain troll-sensitive classes, like sappers, in case someone wastes all the buildpoints and the only sapper is nowhere to be found (Make a list of classes such as the sapper, and put the name of who occupies the certain class (sapper in this case) behind it so whenever you have to slay the sapper you don't have to search the entire map, to see who the sapper is)
Besides, getting a large riflebuttstock smashed in the face would in fact kill a person :/
if i dont run warband on steam how do i do this?
This update was a disappointment
Nothing actually added
You all repackaged the 84e maps for everyone, added 1 ship static prop, and Pirates or as I like to say: Gay Partizans.
I think the Marines and Officers shouldn't have the pirate voices, as they do get grating pretty fast.
Reduced the health of all medium and heavy horses to balance their classes.How was this even a balance issue? Medium horses barely seemed to have anymore health than light horses and heavy horses often died from one hit enough as it is.
On steam or non-steam?Steam
Then go under the part where you changed it to beta and switch back.On steam or non-steam?Steam
ok tyThen go under the part where you changed it to beta and switch back.On steam or non-steam?Steam
This update was a disappointmentHow is that different from what was told that would be in the patch?
Nothing actually added
You all repackaged the 84e maps for everyone, added 1 ship static prop, and Pirates or as I like to say: Gay Partizans.
Tali, how would you increase the skill of using the artillery? Since you mentioned there are "so many ways" but didn't actually mention any supposed fix :P
As shorty said, removing the retcicle would be a good idea, as you'll have to use earlier shots for reference. Hitting will be harder, but will be more rewarding once you get those 5+ hits.
Ah sorry, I didn't count removing the reticule because IMO it won't help at all. People will just put stickers on their screen or have an overlay which will only give cheaters an advantage.Tali, how would you increase the skill of using the artillery? Since you mentioned there are "so many ways" but didn't actually mention any supposed fix :P
Oh, but I did. :)As shorty said, removing the retcicle would be a good idea, as you'll have to use earlier shots for reference. Hitting will be harder, but will be more rewarding once you get those 5+ hits.
Other then this, you could increase the reload time for 12 pounders. I'm not saying they are not to strong, I'm just saying making them random is a bad way to go. I mean, compared to how fast firing cannons were back then, the NW cannons are similiar to machine guns.
- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.Nice! The beacon feature will finally love me! ;D
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.
Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.
I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.
Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.
I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
A degree of randomness is good, but it's no fun if it's going to be just like shooting with muskets.Turning arty into something more luck-based is step in the wrong direction, keeping 100% accuracy while returning to MM style of aiming (not being fixed to where the cannon is pointing at) would make them far more skill based.
Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.
I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
I need help I did the steam thing and when I try to join a server it wont let me (and yes I have compatible with module on)
It says I have the wrong version :-\ :'(
Make sure you selected the beta from the drop down in the beta tab in steam.
I cannot stress enough the importance of making the list of players (the panel that comes up when you're looking to ban someone/kick someone) alphabetized. So instead, I'll just put it here in large, bright lettering, hoping that SOMEONE finally notices it and puts it into action. PLEASE release this with the patch as well, for the love of god and all that is holy/alcoholic.
MAKE THE PLAYER BAN/KICK LIST PANEL ALPHABETIZED FOR THE LOVE OF GOD AND ALL THAT IS HOLY/ALCOHOLIC.
Rather have a filter in the admin panels where you can type part of the name, and then it only shows people with that part in their name.Yeeaah I love that stuff buut too bad!
Cannons weren't 100% accurate, though. They had a fairly high degree of inaccuracy at long ranges due to windage jut as Muskets did.
I agree that switching to the MM style of aiming would improve matters, but I think that artillery still need to maintain some level of inaccuracy. It can totally destroy the balance of a linebattle when a whole regiment can be taken out in one or two cannon shots - something that would never happen if we were playing to-scale. Sure, in public play it might make cannons slightly underpowered, but that's down to the compromise between LB balance and public play balance. It's difficult to tailor them to two very different game styles.
If I was to revert back, will I have all my stuff I mean skin-wise will all my skins be there or do I install them again?
Pretty sure you would still have them but they might've bugged out (I did the same yesterday :p):p
Rifle melee damage decrease looks fine to me, prior to patch they insta-killed horses which was a wee bit strange since cav is supposed to be their counter.
Rifle melee damage decrease looks fine to me, prior to patch they insta-killed horses which was a wee bit strange since cav is supposed to be their counter.
It might look fine to you but it is certainly NOT. In the previous patch it was nerfed from being able to kill light horses if they rode at you with full speed to being able to kill shit all. It's slower than bayonets and swords in melee, you can only consider the two sideswings to be somewhat effective and it does less damage than a bayonet. Nerfing the damage of it even further creates nothing but even more problems for skirmishers than they had before.
Sorry, but I really, REALLY think artillery needs to be left alone. It seems to have become more of an aesthetic, rather than an actual, useful tool on the battlefield. Players are comfortable with the risk that artillery present, and that's what adds to the tension. Now if someone spots a cannon aiming at their line, it's completely irrelevant, as that cannonball will likely go spinning out of control in completely the wrong direction anyway!Artillery was in all fairness very strong. And as an artilleryman, I can support some of the changes made to Artillery. (the bouncing for instance)
I've already heard people in regiments saying they'll be leaving their artillery divisions because of this. Nerf of howitzer explosion range? Okay, maybe. Completely scrapping any kind of artillery useability? Please for the love of God, no. >.<
would give heavy cav some more slashing dmg tho or make them keep the longer swords so the hussars wont be the kings on the battlefield.
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!
If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.
If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.
If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
Completely agree.Christ people... Stop saying it's "dissapointing" rather give usefull feedback so they can do something with it! Don't forget that this is the beta version and they can still change things! This aint the final version!It took 6 months to come out, they could've done something with it then and this was claimed to be the last patch to nw once the beta was over.
If you only say stuff like "it's sooo dissapointingggg" then obviously nothing will improve or get better.
1. That was due Taleworlds
2. In that meanwhile they couldn't do much because they obviously can't know if something really improved or got worse. Because once again they had to wait for Taleworlds to do anything.
And if this is the last patch for NW, what about you think of some constructive feedback on the current patch? ;) Now you still can.
Same here, to me artillery is perfectly fine and does the job. If it isn't broke don't fix it. Because if you do, you waste development time for actually putting in new content or fixing things that are broken or imbalanced.
And stop asking for the Artillery reticule to be taken away you fun haters.
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.If I could suggest to increase the damage to 26, but lower the speed and make it more realistic based. As in you get hit harder and it's not a spam based weapon as it is now.
The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.
The reasons behind the change was that due to the high HP numbers, a lot more bounces happened with weapons against those heavy horses..
For the next beta release to compensate them a bit, I gave the heavy cavalry guys 20% more health (not the horses, the player), maybe that will buff them a bit... in theory some more heavy cav sword damage could be added too? thoughts?
For the next beta release to compensate them a bit, I gave the heavy cavalry guys 20% more health (not the horses, the player), maybe that will buff them a bit... in theory some more heavy cav sword damage could be added too? thoughts?
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
Also in the next beta we will see sailors with artillery skills and equipment, might be nice to play too!, these sailors will be the only ones with the pirate voices then... marines and captain won't anymore.
Cannon equipment like lighters and ramrods will also be dropped like the spades from the next beta on.
Keep posting feedback (but keep it constructive please!)
The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
+1'd also, dont increase the heavy cav swords damage they are fine mostly 1 hit everything (depending) keep it the way it is.The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.
The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
QuoteThe rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.If I could suggest to increase the damage to 26, but lower the speed and make it more realistic based. As in you get hit harder and it's not a spam based weapon as it is now.
I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.
I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.
Currently reviewing maps on my OP post.
I don't know if anyone mentioned it yet, but there is a reload "glitch", or bug. Basically, while on the beta server, I saw someone begin to reload, switch to melee, back to shooting, and reload again. This somehow sped up the reload from what it is supposed to be, to faster then the pistol, maybe two seconds or so before one can shoot again. This is just something I would like to see fixed, after only a half hour of play time on the beta server.
I noticed that too. I wasn't able to shoot any sooner though so I guess it only speeds up the animation like Slayer said.
Hello
I really like the new units. Is a special yell for the french sailors planned too?^^
Hello
I really like the new units. Is a special yell for the french sailors planned too?^^
btw. unfortunately 60th_Lt_Menelaos temp banned me for an accidently provoked teamkill i said "sorry" for. (FSE_EU_Beta2)
I really dont wanna complain or flame and stuff because of the 30 mins ban. i only want to say that this is obviously a misconception.
Iam not a troll u can check the serverlogs to checking it ;).
While new siege maps look interesting, they're godawful. I realize most map makers try to make their forts ridiculously big, but making run from attacker spawn to the flag last around 4 minutes is pretty bad (especially considering rounds take 20 minutes).
This ridiculously big maps have a side-effect of making attackers just shoot it out with defenders (since noone enjoys spending bigger part of his playing time running) and leads to the usual dull gameplay most of the NW siege servers have.
Also, on siege beta server random plains are in map rotation.
Hi guys,At the first post of this topic.
when I want to go on a server it say that I need the version 1.156.
Where can I find it??
Join the Public Beta!
To activate the Beta please follow these simple steps:
Steam
Activation code: beta
1.) Open up your steam library. Find Mount & Blade Warband, then right click the game to bring up a list of options. Select the “Properties” tab.
2.) Now you see a small popup, along the top there are several tabs, slide your gaze along until you find the one titled “BETAS”.
3.) Then type in the activation code "beta", press “check code” then ok. Steam will then automatically start the installation after a few moments.
Non Steam
Client patch: (Needs 1.000 installed!)
www.flyingsquirrelent.eu/mb_warband_napoleonic_wars_upgrade_1000_to_1100.exe
Thanks for reading.
Sorry if it has been asked already, but cba'ed to go through all that 12 pages.
Is the update to the beta redoable? Or are you stuck with it when you install it. As I'd like to try it out but some of our events still run on the old version.
The heavy horse health was lowered from 135 HP to 115 HP, the medium from 110 to 100 HP. light horses still have 80 HP.I think that if you would lowered light horses hp to 65-70 it should be fine. Any great french light cav commander like Lasalle did not live to 35 years of age :o But on NW hussars are more like F-16 than light cav :x
No. Just no. If you've ever played as light cav you'd know they're very, very weak already. The reason hussars in NW are able to stay alive is because they've figured out how to stay out of the way until the right time and then to come in and kill everyone from behind, which is how it should be done. If you're hit even once you're as good as dead. There's no point in lowering health even further when you die in one hit from most things anyway.
The ship crews are available in any map...
If you don't want them to spoil your historical battles, then, dont allow them to be used in your own ran events.
I think, it's bad to make Artillery weaker and less accurate. Sometimes, I miss the aiming system of mm_russia3. There you needed skill to control a cannon ;D+1
Also, (annoying thing) can rifle sergeants have their accuracy brought up to the same as rifle rankers? It makes no sense for them to have less.
The beta messes with mods that are entirely separate from NW. I had a save going in Floris and after I opted in and out of the beta it said the save was incompatible, and when I opted back into the beta it was compatible again, which tells me that when I played with it while I was still opted into the beta it locked it into that. Is there anything I can do to fix this or something the devs can do to make it so this won't happen?
so with the cav sword having less reach....how much smaller are we talking here? I know there is an 'invisible length', is it only getting rid of that? of physically making the sword smaller in all classes?a few centimeter, like 3 till 5 depending what sword... its just the hit-range, not the model length that is changed, to remove the ghostly hittable range.
Dear developers,Fixed in next beta.
There has been a terrible (I would say) bug in commander battles in napoleonic wars.
Dragoons seem to very often, when told to use melee weapons, simply switch to the butt of their gun. The problem with this is the butt of the gun cannot be used while on horseback, and is very weak compared to the sword regardless. This happens when dismounted as well. I cannot tell the reasons it is done, sometimes they do it when I tell them to charge, sometimes when enemies get close.
But I really hope that, if this is the last patch, this can be fixed. Perhaps remove the ability for DRAGOON bots to switch between melee and range method with their gun, forcing them to use the sword for melee or shoot for range.
Again, I am not sure how exactly to fix the problem, but I complained once before in a nother thread and they said to delete the code which allows switching to melee method for cavalry musket. perhaps it would work if it is done for bots as used in commander battles. (think they assumed i was playing with just bots single player)
Please fix this problem with the dragoon bots in any way, it has caused me such frustration and ruins much of the fun in commander battles for me as dragoons.
should have asked olafson about it when i saw him on the beta server
also, is the swords the same as before the buff then? or less? or still longer than before the last buff to their length?inbetween last patch buff and before that.
Fixed in next beta.
so with the cav sword having less reach....how much smaller are we talking here? I know there is an 'invisible length', is it only getting rid of that? of physically making the sword smaller in all classes?a few centimeter, like 3 till 5 depending what sword... its just the hit-range, not the model length that is changed, to remove the ghostly hittable range.
Please add some austraillian servers we have a lot of player contribution and its just sad when you have stabbed the other guy for a minute and turns out i was dead the whole time -_-
I was just thinking. Uhm, the Dutch Nations Cup Team, winners of the tournament of 2012 I beleave were given Beta to this as reward? But uhm, everyone got it now. I just wonder, is there anything we will still get from that tournament that we won a year ago.
I know I've mentioned this many times before but I never got a clear answer.
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.I suppose the reason behind it was that their able to give certain bonuses, might be mistaken..
Could you guys change something about the sailor sword to make it more balanced? As it is now it swings very slowly and doesn't do very much damage, so it's kind of useless. Combine that with the slow turning speed of your character and you can't really engage in melee with someone who has a bayonet or even another sword. And considering the sailor only gets a pistol his sword should be a little better to compensate for it.What sword exactly?, they have loads.
If you're fixing the dragoons, can you fix that all the lancers spawn with actual lances instead of most of them with only swords and the rest with lances & swords?They actually do all spawn with a lance, but because of the warband AI, they randomly don't/do use them, I can't change this and taleworlds finds it impossible to fix. sorry.
Although I heven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :PThe reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
- Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
- To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
- Either slightly increase horse speed and manueverability, or revert the health decrease
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.
Other than that, brilliant job on the fixes and changes!
What sword exactly?, they have loads.
I agree with fixing the skirmisher NCO, it's a shit class to play because it's accuracy is worse than line and the bonus is slight. I think giving them some shooting would make them playable.I can give them the same skillset as rankers...since they carry no flag.
While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.
MORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
QuoteMORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
QuoteMORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
>:( Get used to it stop the dam complaining...
QuoteMORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
>:( Get used to it stop the dam complaining...
Actually since it's a beta we dont have to get used to it because betas are used to figure out what to change later on
QuoteMORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
>:( Get used to it stop the dam complaining...
Actually since it's a beta we dont have to get used to it because betas are used to figure out what to change later on
Obviously.... :/ Though if people only complain and don't put usefull feedback it will remain the same and then you got to get used to it. Afterall this beta thing could just take only one week.
"Beta sucks"
Good feedback. Nothing really to be said more about it. I made my point.
"Beta sucks"
Good feedback. Nothing really to be said more about it. I made my point.
He posted a second sentence too.
Although I haven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :PThe reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
- Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
- To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
- Either slightly increase horse speed and manueverability, or revert the health decrease
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.
Other than that, brilliant job on the fixes and changes!
About the new units, It is not only a case of memory issues making new regiments, the actual making of uniforms is also a time costly business, which we will not invest into Napoleonic Wars at this time, we have to move on towards our new project, Battle Cry of Freedom....
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
Hell in call of duty you pay 15 dollar for a two new maps DLC.... ;)
The British sailor has a very awesome battle-cry (Pirate voice), but if you type commands (1: F1 ) he got the normal British voice. Don't know is it a bug, or is it planed?
Although I haven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.The sword model is accurate length... it would look silly if its longer, to balance the swords, lowering the length as we did actually reduced the damage it can do on the tip... I have yet to see too much problems with this..... Maybe play a bit more guys and give me proper feedback then speculating on a change-log.. :PThe reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
- Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
- To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
- Either slightly increase horse speed and manueverability, or revert the health decrease
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.
Other than that, brilliant job on the fixes and changes!
My main point is that I'm afraid that with the current changes, the heavy cavalry will lose even more of it's unique features, which are heavy armored and heavy hitting cavalry. Now, I know the changes are slight, but I still feel like it's a step in the wrong direction.
QuoteMORE PEOPLE DOWNLOAD AND TRY THE BETA.
The damn servers are near empty, yet this thread is bulging.
Beta sucks. Don't change anything in cavalry, exept the "ghost range".
Hating off
QuoteAbout the new units, It is not only a case of memory issues making new regiments, the actual making of uniforms is also a time costly business, which we will not invest into Napoleonic Wars at this time, we have to move on towards our new project, Battle Cry of Freedom....
You can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
Hell in call of duty you pay 15 dollar for a two new maps DLC.... ;)
Considering that I myself have a bit of experience with modeling and texturing, I understand it is hard to create a new texture for a new unit. However, I do not agree with your reasoning that we're expecting too much. If you wish to call it a DLC (which it technically is), I think it's a rather unique one. Rather than adding to an original game, you guys took a game, and created a total conversion of it, with it's own playerbase. Therefore, in reality it would come closer to a game than a DLC. Also, following your reasoning, indie games (which cost between 10-30 euros mostly) would almost never patch, which isn't quite the case.
Also, seeing the skill of the texturers on this forum, wouldn't it be a nice idea to have like a texturing contest between them? Whoever can create the best texture for a British Hussar unit, gets to have his texture in the game!
I do hope you will consider adding this new unit, because I think it will greatly add on the game.
Thanks for hearing me out!
QuoteYou can't expect that a year after release of a 10 dollar DLC, mind you, mostly sold for 2.50 or less to add so much content.
Maybe you are expecting a bit too much of it?, For instance 60 dollar games don't even patch much after 3 months since release, and won't add as much new content as we do..
I don't know what we can hope for in BCoF then
I am still very concerned about rifle mele now, it's not even that the damage is off but I don't seem to be able to hit anything... I swing and where it should hit I just get a soft thud sound as if I had swung it at a wall or a tree and it doesn't damage my opponent. Also being a rifle regiment I got 6 of the 95th on a beta server to test this. It took 10 swings to kill an AFK guy... Mainly because of this hitting glitch where only a few swings seemed to hit. Even so it took roughly 4 up swings to kill the guy. I am pretty worried since rifles were pretty much already the worst mele weapon in the game. Even cannon lighters are faster. Also cavalry muskets which have a longer range and a faster swing don't seem to have been affected.It's because everyone is upset by the 95th in melee!
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard :(
I am still very concerned about rifle mele now, it's not even that the damage is off but I don't seem to be able to hit anything... I swing and where it should hit I just get a soft thud sound as if I had swung it at a wall or a tree and it doesn't damage my opponent. Also being a rifle regiment I got 6 of the 95th on a beta server to test this. It took 10 swings to kill an AFK guy... Mainly because of this hitting glitch where only a few swings seemed to hit. Even so it took roughly 4 up swings to kill the guy. I am pretty worried since rifles were pretty much already the worst mele weapon in the game. Even cannon lighters are faster. Also cavalry muskets which have a longer range and a faster swing don't seem to have been affected.It's because everyone is upset by the 95th in melee!
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard :(
Also, seeing the skill of the texturers on this forum, wouldn't it be a nice idea to have like a texturing contest between them? Whoever can create the best texture for a British Hussar unit, gets to have his texture in the game!
I do hope you will consider adding this new unit, because I think it will greatly add on the game.
Thanks for hearing me out!
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard :(
This was one of the original rifle butt topic complaints just for reference:
http://forums.taleworlds.com/index.php/topic,227731.0.html
Has anyone else experienced this hit issue? I can deal with the damage loss but the not hitting means that attacks are not interrupted by the short stun which will make thigs really hard :(
Yup, had a lot of problems actually hitting people, with many bouncing off, and even if they do hit they do next to nothing. So far I have only gotten one or two kills with a rifle because it takes up to 5 or 6 or even 7 hits to kill someone, and with the fact it keeps bouncing off that means I gotta swing like 15 times to kill someone...This was one of the original rifle butt topic complaints just for reference:
http://forums.taleworlds.com/index.php/topic,227731.0.html
The people complaining to me seem as if they never actually play with one enough to make a complete judgement. Me being in a rifle detachment and using rifles as the main source of melee, I have never ever one hit a cav with a rifle, even when a cav is standing still it takes about 3 hits or more to kill a light horse (before beta). If the horse is moving at you, well you are screwed anyway as if you hit them it does nothing and they will still swing their sword and kill you. Well either I'm really shit with a rifle or they do not know what they are on about.
My suggestion; either keep it how it was before the beta, or even increase the damage, it does not need a speed increase as it is fine the way it was, but in terms of damage then it does need to be kept the same before the beta or increase it, as decreasing it just seems suicidal to me as the butter knife is also just as bad or even worse. Either make the rifle worth using or give us a completely new melee weapon which actually has a chance of killing someone before they one hit kill you.
Hell, why not add a feature to attach a bayonet to each rifle like the UK had in MM. Would all be balanced then and no one can complain about rifles melee being OP.
While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.
Just to add... Can this post get some [spoilers] going because there's alot of text in here... .
The "marines" are just... ugh; they made me cringe with their simplicity and all around 'un-uniqueness', maybe they should be able to do special things that normal infantry can't do like swimming. This goes for the "pirates" too, when in water you did have to double tap space bar to turn on swimming mode.Swimming isn't supported by the Warband engine.
The people complaining to me seem as if they never actually play with one enough to make a complete judgement.
My suggestion; either keep it how it was before the beta, or even increase the damage, it does not need a speed increase as it is fine the way it was, but in terms of damage then it does need to be kept the same before the beta or increase it, as decreasing it just seems suicidal to me as the butter knife is also just as bad or even worse. Either make the rifle worth using or give us a completely new melee weapon which actually has a chance of killing someone before they one hit kill you.
Hell, why not add a feature to attach a bayonet to each rifle like the UK had in MM. Would all be balanced then and no one can complain about rifles melee being OP.
Edit: While on the topic of rifles, the up attack of a rifle is just completely broken and useless. It's slow, deals hardly any damage, the animation is broken and the hitbox is just weird.
+1'd also, dont increase the heavy cav swords damage they are fine mostly 1 hit everything (depending) keep it the way it is.I share the opinion that the heavy cav sword really shouldn't have increased damage. If used correctly, they are more often than not a one-hit kill, on horseback and on foot. Heavy cavalry swords were pretty devastating, but we're not looking for lightsabers here.
Balance Changes
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
So, I look at it under the heading of "Balance Changes", so either put it under a new heading as making something more "historically accurate" is not balancing. But if it was reduced for balancing, and I'm assuming it was as a minority was complaining about it being OP and one hitting stuff (which I lol at personally and so will other people who play rifleman every day).
That being said, it still requires good melee skill to wield effectively.
Yes, and the people who were complaining about rifle swings being too OP were the ones who did not have the skill to counter them effectively.
Whatever the case, I don't think we should give riflemen the advantage of having both awesome skirmisher/sniper abilities and a hammer of Thor potential.we have got no where near a hammer of thor potential all we are asking for is that it stays where it is right now! as is if a rifleman picks up a bayo it is less likely to 1 hit than when being used by line, which makes sense, and the rifle butt takes 3-4 swings so a decent player has a good chance.
Has it occurred to anyone that Riflemen might not actually be meant to be good in melee? After all, they're a skirmisher unit without bayonets (but with increased accuracy to make up for that). If you're posting here expecting them to be on-par with line infantry in close combat situations then you're probably not using the class properly.we do not expect them to be on par, but it is next to impossible to avoid mele all together and a good skirm should have a chance not just have to immediately pick up a bayo in case of mele which basically takes away the only advantage they have and also defeats the purpose of them being rifles. The fact is that at the moment rifle mele seems balanced the new changes have a) bugged it so hits don't register b) made it very hard for us to get a kill in mele at all. 5-10 hits to kill someone is a bit excessive surely, when virtually ever other weapon you come up against is 1-2 hits? excluding small arms and butterknives but even they are probably more effective since they hit consistently
Currently I see riflemen putting up quite a damn good fight against bayoneted men with very limited hesitation because the amount of bounces that occur with a bayonet during spin melee generally results in the rifleman getting quite a few good side swings in.
Now I can't remember if the rifle can actually knock you over or not. If it can then I wouldn't disagree with the reduction in damage. If it can't knock you over then I'd say there's no need to reduce damage.
Its hard to judge, personally I find that if you give the rifle to a man with decent skill he will lack no advantage given that the rifle can swing four ways while the bayonet can only stab 2 ways.
...
Now I can't remember if the rifle can actually knock you over or not.
And do these people kill with the rifle? To me "putting up a good fight" or "getting a few good side swings in" is not enough,
with a few side swings or hits you should be able to kill the person. I don't go into melee with a rifle with the intentions of putting up a fight or getting a few hits in, I want them to die so I don't die and can carry on with the round alive instead of spectating.
All I really want is the bloody melee to be kept the same for god sake. Why is it so hard to get the idea that it is not fun to get hits and not kill a bloody thing in melee when they can kill you in 1 or 2 hits when you hit them 4 or 5 times. A game is meant to be fun and when it becomes complete bullshit when you can't actually do anything in melee then I start to lose faith in people's idea of balancing.
And also yes of course you don't have to play as the class to realise how shit the melee was, people complaining obviously don't understand how to fight against a sword, so why haven't they been nerfed to the same level as a rifle? The rifle out of all the 3 main melee weapons have the worst damage, so already they were at a disadvantage, so why change it to be more useless than it was?
TL;DR, Keep it as it was or if you really want to encourage skirms to shoot, get rid of their ability to melee entirely.
Nope, they do not knock people over.
Again, I've said several times and anyone who has actually used a rifle will agree that two of those four attacks are useless (the downattack can sometimes work if you catch someone totally by surprise) in a fight. As for the knockdown, no, rifles can't knock persons down.
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
It makes giggle at how deep into argument you guys got about rifles ;D
Fair enough I suppose. I would have found it interesting to see if people would stop playing rifleman all the time and actually cycle through some of the classes a bit. Not that it matters.
All we want is for it not to change for the worse, why is it so hard? Skirms with rifles were always at a disadvantage if they went into melee, they never ever one hit kill and people who complain just can't deal with them. We don't want it to be as good as a bayonet or a sword, we just want to have a chance of killing people with out it taking 10 hits or 5 people to do it. Just keep it as it was.... it really is that simple.
SpoilerJust saying in a beta the FSE staff shouldn't be defending their actions as if you've already made your final decision about it. You guys should be taking into account what the community wants even if it doesn't work exactly with your original vision. If a lot of people want it then you should change it to something like what they want instead of being stubborn and going against people. And anyway like you just said yourself, it's better to accommodate people now then to resist them and face trouble later down the line when it'll be harder to change things.[close]
All we are asking for is for skirms to at least have a chance in melee regardless of historical accuracy or what the devs want the things to be like, because I'm afraid skirms want to be able to stand a chance in melee as well.
Play the class properly?
I'm sorry, but skirms sometimes have to go into melee. I'm not sure if you actually lead skirms in LB's but like Angry_Piper said, sometimes your team may not be the best and while you are getting charged by a line, friendly lines may sit there and not get into melee. Therefore skirms must have A CHANCE of killing people in melee. At the moment (pre beta) we do have a chance, generally losing a lot of men but at least we kill some of theirs. But in the beta we don't, we would probably get one or two kills and all 15 of us die.
I'm sorry but to me you seem to be defending a decision in a beta test like it is going to happen and should happen because you want skirms to behave in a way that you would like it to be. People who play as skirms want to be able to defend themselves when they are forced into melee.
Well why don't we just remove a skirmishers ability to melee?
Vincenzo has aLready said he is going to boost the rifle melee up a little again for next update so that it will be between the current and the beta in terms of melee whack.Quote from: Vincenzo link=topic=5423.msg179857#msg179857
The rifle slap damage went from 24 to 20 points of damage, ill put it to 22 next beta and see how that is, i will also give the rifle slightly more melee speed next beta, and see if that balances them out for our skirmishers.
Well why don't we just remove a skirmishers ability to melee?
Because then people would complain that it's unrealistic for Skirmishers to magically be unable to grab their rifle barrel and wave it around like a nutjob. Skirmishers can still block just as well as any other unit, so all you're really complaining about is their lack of value as some sort of super-awesome shock trooper in melee - which isn't what they are here for in the first place.
Although I heven't played the Beta yet, so I don't know the complete impact of the current change, I think that lowering the range of the heavy cav sword isn't the best of ideas, so I have a suggestion regarding that.The reason I'd like to see this is that heavy cav should be able to charge infantry right in the face, and, as of now (without beta), the sword is exactly the right range to outrange a musket, but only when you really use the very tip of your blade.
- Fix the model of the heavy cav sword, so that it actually is 3cm longer than it is now, to take away the 'ghost' range of the sword.
- To balance the length of the sword, slightly decrease the damage done. (36c to 35 or 34)
- Either slightly increase horse speed and manueverability, or revert the health decrease
And I still do not understand why you guys don't take away the Russian Cossacks, and give UK it's much needed hussars. If you get rid of the Cossacks, you won't have any 'too many units' memory issues.
Other than that, brilliant job on the fixes and changes!
We're not asking for skirms to be shock troopers in melee, WE'RE ASKING FOR THEM TO BE OKAY IN MELEE LIKE THEY WERE PRE-BETA. The only thing we want is for the rifle to be the way it was and for the up attack to be fixed, BECAUSE IT REALLY ISN'T WORKING THE WAY IT SHOULD.
Just saying in a beta the FSE staff shouldn't be defending their actions as if you've already made your final decision about it. You guys should be taking into account what the community wants even if it doesn't work exactly with your original vision. If a lot of people want it then you should change it to something like what they want instead of being stubborn and going against people. And anyway like you just said yourself, it's better to accommodate people now then to resist them and face trouble later down the line when it'll be harder to change things.
Calm down? In no way am I mad or angry at anyone, I'm just expressing my opinions and around 30-40 people in the skirm detachment in the 77y.
I'm not forcing you to take my word like the law, I'm just backing up the number of other people in the game and on this forum.
Also I'm pretty sure more people agree that reducing damage of the rifle is wrong.
All we are asking for is for skirms to at least have a chance in melee regardless of historical accuracy or what the devs want the things to be like, because I'm afraid skirms want to be able to stand a chance in melee as well.
I feel like I have said what I wanted to say and I hope that the next beta update will make rifle melee bearable. After all, it is a beta, so change it and then people will give more feedback, obviously it may take some time but after all, it may make most people happy.
Thanks at least for taking the time to read what I have to say.
Anyway man cheers for the feedback and apologies if I made it a bit frustrating for you to give you feedback unimpeded D:
The decision seems to have already been made to put rifles back the way they were before the beta. The problem is that the only time people actually come in here to give their input is when their annoyed at something or disagree with a particular change. And usually people get annoyed or disagree with a particular change when its way to late to change it. Now everyone has a chance to give input but like I have said before FSE have tended to act on the opinions of a few far to quickly to the detriment of others and themselves. Hence its best to have the discussion especially in the usual absence of those who made the complaints in the first place.
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?
The stairs aren't a bug. It depends on the angle you put them, a small angle and you will move up slow, a wide angle and you will go up faster.
And nobody answered me that I said about the bugs in the game, the weapons through walls, which is super slow to climb stairs, and so infinite game bugs?
The stairs aren't a bug. It depends on the angle you put them, a small angle and you will move up slow, a wide angle and you will go up faster.
Will you be a joke right? If you often climb the stairs without animation, and when you climb a mountain to one millimeter to millimeter? no animation either ... etc.
I was just on the beta servers and I am not sure whether you put rifle mele back where it was or just to 22 but it seems reasonable now. Hits are registering and it takes 3-5 hits to kill people (more for heavy cav) which seems fine to me.
Thank You for listening to our arguments and feedback.
I was just on the beta servers and I am not sure whether you put rifle mele back where it was or just to 22 but it seems reasonable now. Hits are registering and it takes 3-5 hits to kill people (more for heavy cav) which seems fine to me.
Thank You for listening to our arguments and feedback.
nothing yet was changed since the beta release...
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;Doh lord.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)
It's a lead balloon.That would ruin so many kids birthday... :-\
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;DThat would mess up my gameplay style so much
Btw. Just an idea, but I think it would be cool to allow servers to lock 3rd person or 1st person. So you can have 1st person events, just by locking it with the administration pannel! ;DThat would mess up my gameplay style so much
since I shoot in 1st person and do melee in 3rd.
Are the ships movable now on the beta? If not will they be on the official release? Please please make them movable and add so you can board enemy ships with ropes :D.
Another thing I'd like to mention is, no matter which kind of firearm (inf musket, cav musket, rifle, except for pistol) a rifleman uses, the crosshair will remain the same when he's moving as when he's still.
Here shows the crosshair while walking rightwardand the crosshair while he's stillSpoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744300%2F6DB449352364DAA6A12B3CFBFC2B7873FC6C6126%2F&hash=d24c404795f3e8265985b1087fff978e3be58967)[close]Spoiler(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F595878779019744941%2FB588D312CBA237F10C1090B627A71763B8963D58%2F&hash=cd7e7360cd3372dd8abec1718d0c19b14210d42b)[close]
Would it be considered a bug or specialty as rifleman?
That's because of the hightened crossbow (firearm) proficiency the rifleman gets. After a certain level, the crosshair no longer expands when you walk (while using a crossbow/firearm with less than 100 accuracy, which counts for all NW weapons).
I have a suggestion, it's not hard at all to make this happen.
In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...
Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.
Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
I have a suggestion, it's not hard at all to make this happen.
In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...
Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.
Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
I also like this idea.
NoYes.
I've got a brief suggestion too, Officers are really hard to identify in line battles. Could you maybe give their banner icon a golden halo? sort of like your soldiers in single player Warband?
I have a suggestion, it's not hard at all to make this happen.
In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...
Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.
Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
I also like this idea.
I as well, I feel that guards would make it a lot easier in linebattles instead of having "arty guards" and I feel the artillery seargeant needs a ramrod.SpoilerBack right you can see a musket =)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fupload.wikimedia.org%2Fwikipedia%2Fcommons%2F5%2F5c%2FGuard_Foot_Artillery_1808.jpeg&hash=00f5e27022d1e23f8391f9911cffcc8d60a3b51d)[close]
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I know it's kind of off-topic, but Warbutons bread creates crumbs like fuck, can't eat this sandwhich without my trousers looking like they have stale drops of semen on them.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I disagree entirely.
Lancers are supposed to be good against cav, that is their thing. Making them not good against cav makes them effectively pointless as a unit type.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I disagree entirely.
Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I disagree entirely.
Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
That is not disagreeing entirely, now is it? The main thing I want changed is that they drop their lances once switching to swords.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I disagree entirely.
Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
Quote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
I disagree entirely.
Lancers are supposed to be good against other cav, that is their thing. The lance range gives them an advantage in a charge, and a disadvantage when not at speed. Making them not good against cav makes them effectively pointless as a unit type.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
And I disagree with your partial disagreement. As it stands now, lances have all the advantages against cav and infantry. This is because, in native, where the lancing system comes from, the only way to counter a couch-lance is with a shield, and since shields aren't in NW, and the lance is just about the longest weapon in game (not counting partisan pikes), it is rather, here it comes, OP. I agree with Matim's ideas, I rather like them.
Dead users have no collision mesh - the user ahead of you appears to be dying, hence why the attack went through.
He looks like he's displaying the death animation?
By Jezus' cross, are there still a lot of changes that need to be done to the beta before it can be released?
SpoilerQuote4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.
The only thing I'd like to see changed with lancers is that if they switch from lance to sword they would auto drop the lance.
And I disagree with your partial disagreement. As it stands now, lances have all the advantages against cav and infantry. This is because, in native, where the lancing system comes from, the only way to counter a couch-lance is with a shield, and since shields aren't in NW, and the lance is just about the longest weapon in game (not counting partisan pikes), it is rather, here it comes, OP. I agree with Matim's ideas, I rather like them.[close]
I have to agree too. It's just the point that the fast and strong stab of a lance is very unrealistic and op, although the soldier move it with just on arm.
In my opinion the lance should be slower and have a chance to break if the enemy was hit or he blocked. Btw if you do this it would be useful if the lancers horse get a bit more lifeforce, to be able to fight with his sword.
coughed lanced are god damn OP.
couched lanced are god damn OP.You do realize that you can both dodge a couched lance easily and/or easily out range it with a bayonet. or if you are talking about cav v cav you just dodge it and kill him (or, god forbid, use teamwork)
I have a suggestion, it's not hard at all to make this happen.
In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...
Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.
Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
4. Lancers. If you think they are not OP, then don't change anything and see if any better cav regiment will want to play fair 1vs1's against them. My ideas are : only couched attack, drop after swiching weapon, medium horses, much slower stab, etc. choose whatever you want.how about nerfing the standard damage (non crouched) down a bit say to around 25p (which is around the damage from the native lances) it would mean lancers can use the normal attack but they would need a good hit to kill or they use the crouch attack which is much more likely to kill but they lose the ranged advantage and can only attack forward with it
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F1.bp.blogspot.com%2F-JIwcyj7u67g%2FTo0SKmKHzDI%2FAAAAAAAAAJU%2FumS6kbPJCY0%2Fs1600%2Flead-balloon.jpg&hash=2d42a1bc400fdd0b33dd5d209677d5f0acd49218)It looks like a nipple.
Somebody please explain.
At the 2v2 tournament two guys trolled by having the same name. I am pretty sure you will automaticly be kicked then.Spoiler(https://photos-1.dropbox.com/t/0/AABog2_CZH6OLwzAT65t7yCDU8fByFEvNTxkqUDPksZ9fQ/12/180994105/jpeg/32x32/3/1370782800/0/2/2013-06-08_00024.jpg/OCE5Iw55AaqJHiO-ZA3lwIU6rbkgnV-fnGXMhGTpoYM?size=1024x768)[close]
Somebody please explain.
At the 2v2 tournament two guys trolled by having the same name. I am pretty sure you will automaticly be kicked then.Spoiler(https://photos-1.dropbox.com/t/0/AABog2_CZH6OLwzAT65t7yCDU8fByFEvNTxkqUDPksZ9fQ/12/180994105/jpeg/32x32/3/1370782800/0/2/2013-06-08_00024.jpg/OCE5Iw55AaqJHiO-ZA3lwIU6rbkgnV-fnGXMhGTpoYM?size=1024x768)[close]
Broken link I'm afraid. :-\
Works fine for me?
Being way to impationent for the next one o.o
If lancers are "OP",ordered for easy reply
1) what is so hard about just running out of the lances reach?
2) What is so hard about just running infront of the horse and get bumped instead of lanced?
3) Lancers are insanely easy to kill since they have a rather weak stat with the sword.
4) Why not just shoot him?
5) Why not hide behind an object?
6) or better, leave it if he doesn't see you?
If lancers are "OP",ordered for easy reply
1) what is so hard about just running out of the lances reach?
2) What is so hard about just running infront of the horse and get bumped instead of lanced?
3) Lancers are insanely easy to kill since they have a rather weak stat with the sword.
4) Why not just shoot him?
5) Why not hide behind an object?
6) or better, leave it if he doesn't see you?
1) they have horses i don't
2) a competent lancer would ram then stab you, or a different one would follow up
3) if you can dismount them yes they are, i'm not worried about the sword though...
4) 1 shot vs a rapidly moving and evading target, i could 1v1 but they don't always give you the chance
5) if you can get to one...
6) that might work if you spend the entire battle hiding or if they are all blind
a lot of what you are suggesting works for a 1v1 but in LB they would be of little help as they will team up on you. i agree they aren't as bad as some people suggest but i still feel there stab damage is a little too high, thats why i suggested just lowering it but a bit which shouldn't nerf them too much
Any chance we can have barricades back? I miss training hours on end trying to get the perfect triangle.Yes please.
Any chance we can have barricades back? I miss training hours on end trying to get the perfect triangle.
If lancers are "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?
Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.
I am considering, starting a "Ship's Company" for the new patch. It will be a interesting twist on the regimental system of the community. I hope to be seeing ship vs. ship battle's in the future :D. (If only you could drive the ship's ;)) But the patch looks great :)
You should add a "Royal Navy" and "French Navy" banners to the game :D
If lancers are "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?
Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.
Thank God someone said it.
If lancers are "OP", what is so hard about just running out of the lances reach? What is so hard about just running infront of the horse and get bumped instead of lanced? Lancers are insanely easy to kill since they have a rather weak stat with the sword. Why not just shoot him? Why not hide behind an object? or better, leave it if he doesn't see you?
Waiting for the answers. I hope its not "Lance is too long" shit, because you can easily run away or what has been said above.
Thank God someone said it.
Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you can just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys!
Hello,
Just one thing I noticed, while being here, since I got my India Pattern Brown Bess, the standard Musket used in the British Army at the time, I've never been able to unsee the fact that the Bayonet on the British Brown bess ingame is wrong. It was just on the right, horizontal I guess is a decent word. Basically right in the middle On the right side of the barrel. Otherwise, you guys did a great job with the musket and it looks perfect. Pretty much just like mine. That is the only thing about your game that bugs me. Don't get me wrong, you guys have an awesome game, I just love History so... Yeah, I'm a pain in the ass about it. I don't know if the other ones are off either, but every Napoleonic Brown Bess I've ever seen, including my own, has had it in the position I describe. I'm just being nit picky because I am, and if it is something you can't fix or would just rather put the time to other projects I understand, there is plenty of other stuff you guys could be doing. When I do re-enactments in your game I like it to be precise is all.
Thank you for your time,
Tom
Can you at least keep your FSE servers updated to even test. Thanks I guess.
Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.
Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.
You can replace the word 'lancer' with hussar in the entire text. I find it much harder to run away from a sabre-armed cavarlyman then a lancer, because lancers have only one way of attacking. Block down and you are pretty much safe. If the couch you can easily avoid the attack. Sabres have different swings, and more importantly, you are still in sabre's reach if you are bumped (and thus lose your block). If a lancer does that you are already 'under' the lance.
Ugh, Listen, I hope EVERYONE CAN READ ENGLISH. What I am saying is, unless you have fucking 0.1 IQ you can EASILY take out 10 people without any problem whatsoever. What kind of moron runs straight at the enemy? All you have to do is run behind people when they are in melee or have fired a shot and stab them in the back, and even if the enemy turns around and tries to stab you, they wont make it because the lance is way longer, and YES that is the only damn arguement I need. It is not "shit" it is the truth. If you are in melee you cant just run away because then the lancer can just run you down and the other people close to you will kill you. Lancers are OP, easy as that, and if you wont realize it then I feel sorry for you guys! Having the lancers drop their lance once switching to sword is atleast something that should be done for sure.
You can replace the word 'lancer' with hussar in the entire text. I find it much harder to run away from a sabre-armed cavarlyman then a lancer, because lancers have only one way of attacking. Block down and you are pretty much safe. If the couch you can easily avoid the attack. Sabres have different swings, and more importantly, you are still in sabre's reach if you are bumped (and thus lose your block). If a lancer does that you are already 'under' the lance.
Hussars are way easier to kill though because they dont have a 3 metre long lance to hit you with. Just stab them once and they are dead. If the Hussar is a good player just feint one or two times and he will fall for it most times. This cant be used on lancer, unless, and I say again, the lancer has an IQ below 40. If you first are bumped then you deserve to die!
Well then, that says something about their opponents, now does it not.True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.
Well then, that says something about their opponents, now does it not.True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.
Well then, that says something about their opponents, now does it not.True the regiment of lancers are a little below average, but the thing that the artyguards did was block down and the lances where useless. When they tried to couche their lance they dodge by jumping or moving out of the way.
This example is, from my point of view, useless. We should talk about opponents who are equal in skill and ping.
What I'm trying to say with these words:
This lancers must be some hard noobs or they had the worst ping what I have ever seen.
Some reasons why lancers can easily beat inf: You can't block two lances (or some other weapons) from two different directions at the same time... Or you can't block a lance while you are being bumped by a horse.
Also the lance have a longer range than the ramrod or the bayonet, so the guards shouldn't able to make a proper attack.
Lancers are op. Against cavalry and against infantry as well.
If you see a lancer loosing against one of the other classes, so you can expect, that he and his enemy are not equal in skill or in ping. (Or he just failed in this moment ;D )
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.
I've taken out entire regiments of around 15 players with just 2 cavalry players (granted, only happened twice). How? One dismounts, lures a few away from the main group in melee, the mounted guy comes up from behind, kills one, while the other is startled because a cav guy just came in from behind him, so he's finished off by the dismounted. Repeat, win.
With 4 lancers, that would be even easier. One or two dismount(s), attack the enemy with swords, other two come from behind while couching, or one comes in while the other keeps the rest of the regiment at bay. If you can keep this up, you can easily kill 20+ players with just 4 lances, even a moderately experienced regiment.
Also, it's been 6 weeks since the last version. An update, please?
I think if you sent 4 skilled lancers in you could take out an entire regiment of 15 or more people, provided that the regiment of infantry has used its bullets because face it lancers wont do a head on charge.
The only scenario when this is plausible is if the infantry regiment is made up players who never played the game prior. It's laughable to think that such a scenario could happen under normal circumstances.
or pull out sword and bump them(which was also dangerous)
You guys are thinking too situational stuff that actually rarely happens and even to further the claim you guys are keep adding the best cavalry in the situation. Obviously the lancers and other cavalry are gonna be win when facing moderate players. But what if they were facing good players. None of them will even go out to get the dismounted in Maroon situation, and if they were moderate players that were the line infantry I am certain more then three would go out and kill the dismount with maybe one coming back.
If the terrain is moderatly flat
with no obstacles what so ever
if the infantry have run out of ammunition
if they have no coherent teamwork whatsoever, and if the infantry players have no experience
If, however, there is obstacles (Trees, rocks etc), if the infantry have ammo left,
Lancers are so easy to counter, it is insane.
The "problem" is that people face lancers the way they face other melee threats - bayonets. Using a bayonet agaisnt a lancer is, in most instances, as stupid as using a butterknife against a heavy cavalry Sabre. The lancer has the melee-range, the speed and the maneuverability. Dont try to match him in any of those areas, and you'll be fine.
but I know I am rightI have well over a hundred hours as a lancer in line battles over my time in MM/NW,during which we regurarely fought alot of the communities more skilled regiments, so I think I can speak with some authority on the matter, and whilst it could happen that we would wipe out a single line from time to time, these results were only achieved when the enemy were playing stupid, as in leaving the formation (and getting stabbed in the back by a circling lancer), trying to stab at us(And failing to realize we have the range, and thus they die), or just general lack of teamwork. (Such as covering the guy reloading.)
I have well over a hundred hours as a lancer in line battles over my time in MM/NW,during which we regurarely fought alot of the communities more skilled regiments, so I think I can speak with some authority on the matter, and whilst it could happen that we would wipe out a single line from time to time, these results were only achieved when the enemy were playing stupid, as in leaving the formation (and getting stabbed in the back by a circling lancer), trying to stab at us(And failing to realize we have the range, and thus they die), or just general lack of teamwork. (Such as covering the guy reloading.)
If a line of infantry would wipe out another line of infantry due to the line being wiped out not being able to play the game properly, would they be overpowered?
The beloved part about lancers is that so people know how to combat them, and thus getting high score counts is quite easy. Once you run into a Infantryman who knows his part of the melee, or a semi-skilled hussar, you will find that calling lancers overpowered is ridiculous.
Just stab the hussar horse and run away, rinse and repeat.
Please, devs, add the bayonet fix / unfix!
One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?
Please, devs, add the bayonet fix / unfix!
One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?
Agree to disagree it is then.QuotePlease, devs, add the bayonet fix / unfix!
One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?
The patch has been in work for a long time, or atleast I hope they are working on it and not just delaying. :P
Agree to disagree it is then.QuotePlease, devs, add the bayonet fix / unfix!
One thing: in taleworls forums have said that next week will draw a patch for warband ... for when will this version of NW?
The patch has been in work for a long time, or atleast I hope they are working on it and not just delaying. :P
But... I think... that... with fix bayonet stuff... there will be... more shooting!!! :O No!!!
And lancers can't ride you over and stab you in one go because the lance is too long for that.
I've actually experienced that squares are ineffective against lancers.
Even the swagalicious squares of the 92nd ;)
Ah the blob. That can be a very effective move you know.
I've actually experienced that squares are ineffective against lancers.
Even the swagalicious squares of the 92nd ;)
Indeed the only weak spots are the corners if everybody has fired their musket and is conviently reloading their musketI've actually experienced that squares are ineffective against lancers.
Even the swagalicious squares of the 92nd ;)
Well there are rarely any events I remember where we got killed by the cav while being in a square, the only time that happens is, when we do the fun round against 70 cav. :D
But yeah I see your point, they may seem in effective, but if done right (and I believe we do it quite good :P )it helps reducing the amount of losses tremendously.
The 1.157 patch beta build is live on Steam now. Non steam version and server updates will come in the morning tomorrow (around 10 hours from now).
Contains a fix for the new NW patch.
The athletics of ranged troops are all just one below what they originally were. No further equipment changes. You can check it all out by opting into the beta patch on steam by entering the password "beta".
If there are no problems with the build, we'll be releasing it on Monday or Tuesday of next week.
Wow nice the new unit for France, the Bavarian unit.huh?
that's lovely. Now they better be releasing this next week. And not wait another half year for the release...
Those nations did not use Marines as much as the UK and France. And, especially not in the way the UK and France used them, which was as infantry.
Oh, so all the Prussian, Russian, and Austrian regiments don't want to play as Prussia, Russia, or Austria?
Oh, so all the Prussian, Russian, and Austrian regiments don't want to play as Prussia, Russia, or Austria?
Wow... Are you not smart enough to think of 2 things.
First of al. Less regiments will make regiments with those factions.
Secondly. Pubbers won't play as them.
Those nations did not use Marines as much as the UK and France. And, especially not in the way the UK and France used them, which was as infantry.
But this isn't about how much, it's about balancing the faction. Nobody wants to play Russia, Prussia or Austria now. :)
Here is my question, when will they release this! :-\Taleworld have said Monday or Tuesday next week.
OOOO Goki VS Dekkers. Shitz bout to go down! I GOT YO BACK DEKKERS!
I would argue against kpteschulat, AND WIN in the end, but I know we would just go on and on and on with counter arguements. So Pls. I GOT YO BACK DEKKERS ANYTIME!
Please, devs, add fix/unfix bayonet!! :DThey wont, due to high levels of "cannot be arsed".
Please, devs, add fix/unfix bayonet!! :DThey wont, due to high levels of "cannot be arsed".
There is no heavy nerf at all, play it.
There is no heavy nerf at all, play it.I can't there's no servers -_-
TaleWorlds pulled the servers for patch/update release in a few days. They're finalizing everything. It's official that the update will be coming by next week.
Hey paul, upload some more pics of the new ships please.
Hey paul, upload some more pics of the new ships please.
Why don't you just look them up yourself? Lol
Maybe he doesn't have NW on Steam :-\
None of the changes really effected stuff for 'line battles'.
Have linebattles allready been played on the beta? Just to see what the improvements are and if they are actually good for linebattles...I think this isn't a bug. It's a native thing. :-\ You are a bit paralysed after a heavy attack that you blocked. As heavier the weapon as higher is the chance to get such a situation.
As for bugfix there is one thing I really like to see fixed, not sure if annyone else noticed but there is like somekind of upstab stun. Sometimes when a player blocks you upstab, you can't block his next attack. Could be deliberate but it is annoying as hell :(
None of the changes really effected stuff for 'line battles'.
Well Lust say's the patch can be released today or tomorrow lol.
Today we're releasing the links on the forums for both the Warband and the NW patch. Uploading right now.
The official release will be on monday morning to ensure that if anything goes wrong, we'll be able to deal with it quickly. It also has the benefit of avoiding interference with tournaments or weekend events like the Vikingr one. Also this weekend will give people a chance to port admin mods etc. since we're releasing the MS and everyone should be prepared for when the patch kicks in. We'll try to give an exact time for that before monday, in order to minimise downtime.
Well everyone, it's official.Today we're releasing the links on the forums for both the Warband and the NW patch. Uploading right now.
The official release will be on monday morning to ensure that if anything goes wrong, we'll be able to deal with it quickly. It also has the benefit of avoiding interference with tournaments or weekend events like the Vikingr one. Also this weekend will give people a chance to port admin mods etc. since we're releasing the MS and everyone should be prepared for when the patch kicks in. We'll try to give an exact time for that before monday, in order to minimise downtime.
The patch has been unofficially released for non-Steam Warband and NW version. Steam versions of the patches will be released come Monday.
Yes. It's coming with the NW patch. It's going to be a big one, or at least it should be, since there has been so much time in between.Sweet might make me donate then :P
Yes. It's coming with the NW patch. It's going to be a big one, or at least it should be, since there has been so much time in between.Sweet might make me donate then :P
I'll just wait till monday with the steam release. I doubt they will update the official servers anyway till Monday.
I'll just wait till monday with the steam release. I doubt they will update the official servers anyway till Monday.
The offcial servers not, but... yes the unnoficial :D
Lord Vincenzo or Olafson!+1
I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.
There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.
I hope this can be fixed before the patch goes official!
Cheers.
It'd be better if they removed Rocket Artillery. Useless class anyway.
It'd be better if they removed Rocket Artillery. Useless class anyway.
Lord Vincenzo or Olafson!
I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.
There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.
I hope this can be fixed before the patch goes official!
Cheers.
Lord Vincenzo or Olafson!
I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.
There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.
I hope this can be fixed before the patch goes official!
Cheers.
Just going to quote myself to increase the chances of this being noticed.
If you really want them to notice it, you might just want to send a PM to Olafson or any other developer. I believe that Vince is on holiday.SpoilerLord Vincenzo or Olafson!
I see that the Rifle Sergeants have been brought up to the same accuracy as the rifle rankers as promised.
There is one problem, the British 95th Sergeants have been left out and still have the old terrible accuracy. The other factions are fine.
I hope this can be fixed before the patch goes official!
Cheers.
Just going to quote myself to increase the chances of this being noticed.[close]
Tbh, all of the new units expect the English hussars are quite ugly...I quite like the bavarians :3
dear god, dem graphics
Tbh, all of the new units expect the English hussars are quite ugly...
I love the British Hussars o_OMe too <3
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))
I love the British Hussars o_O
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))
^ This doesn't bode well.
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))
^ This doesn't bode well.
The guy is just a QQer, nothing more. He seems to have some issues. ::)
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))
^ This doesn't bode well.
The guy is just a QQer, nothing more. He seems to have some issues. ::)
What the blazes is a QQer? :o
The new patch of NW is the worth thing I've ever see, the ships are ridiculous ( no cannons -even if there are crew ship artillery units-, no collisions ( the boats go straight through the other ))
^ This doesn't bode well.
The guy is just a QQer, nothing more. He seems to have some issues. ::)
What the blazes is a QQer? :o
QQ = Cry so QQ'er = Cryer = Somebody that cry's / whines allot :P
I'd like to thank FSE for giving the British Hussars at last.+10 :)
For the current update, we're looking at the issue of this overlay operation. This could delay the release of the patch depending on where the error lies exactly.
OK we've looked at the issue regarding the presentation operations. The patch will be delayed until that is resolved and the release will be at some point during this week.
Sorry for the delay and thanks to those who reported issues and helped us to address the problem quickly.
Because the 5th KGL is a German regiment? Idk
I have a suggestion, it's not hard at all to make this happen.
In commander battle, when a player chooses to bring a company of artillery, he is accompanied by artillery guard artillerists. Now, I was wondering, and would like to suggest, is it possible to do the same thing for every other gamemode? There will be four options when choosing artillery...
Ranker: Ramrod, Cannon Lighter, Side-Sabre,
Guard: Musket, Ramrod,
Sergeant: Artillery Horse, Artillery Option, Cannon Lighter, Side-Sabre, also a suggestion to add a Ramrod,
Officer: Telescopic Sight, Cannon Lighter, Officer Sword.
Is this fairly easy to implement? If you can add Marines to two factions, you should be able to add an artillerist guard to the artillery for each faction as well.
The addition of a new unit to the artillery per each faction is simply copy and paste, and replace the sabre briquet or cannon lighter with a musket. It also will not lag the game any further, since it's adding one new unit to each faction, for a total of eleven new units with this new patch. (My count includes the new marine units and the artillerist guards.)
When is the patch coming out? ???
Since I'm back from my holiday for 1 day to take care of some business I fixed a few things the guys reported here and other places and made a 1.103 version.
Fixed boat collisions, and health of the big ship... could not reproduce the KGL talking english they talk german for me?
also fixed some commander battle problems with sailors and marines... I think its good to release.
I'm uploading it and will leave it to Olafson to actually release it. since I'm going back to my holiday.
Have a good summer guys.
I can be wrong here, but I think Vince only means that Olafson can release that "forward version" with the fixes Vince made just like they did on talewords. I have doubts that he can release the steam version, seeing I believe that's all done through taleworlds as well. (once again, could be wrong here).
The rifle sarge is fixed yes...
We won't add more units with ramrods, though people will always drop ramrods now, even if they are not holding them in their hands.
Can we get the patch notes ASAP in this thread?That would be cool yeah :D
Sorry for the delay on the release. It will likely come tomorrow once we've straightened out a problem with Native. The server files will come out then as well.
A Changelog before release would be swell.
Can we have it Lord Vincenzo/Olafson? ;)
Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.
A Changelog before release would be swell.
Can we have it Lord Vincenzo/Olafson? ;)
Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.
A Changelog before release would be swell.
Can we have it Lord Vincenzo/Olafson? ;)
Also: I remember reading that the Dragoons melee bug would be fixed for Commander Battles (at the minute they will switch to musket butts in melee after a while, making them very dead very quick), is it in the patch?
I couldn't test it with the Beta as there were no Commander Servers.
Go to host a game and than put on Commander Battle than go to melee with them and than see if they change to swords or not.
Update for you!
The server files have been added now.
Aiming for a 1200 - 1400 BST release on the main page and steam. It's a little late notice but it's something to help smooth the transition for those running servers etc.
Update for you!
The server files have been added now.
Aiming for a 1200 - 1400 BST release on the main page and steam. It's a little late notice but it's something to help smooth the transition for those running servers etc.
New Features
- Added the following new British units; Sailor, Marine and Post Captain.
- Added the following new British units; First Kings German Legion Hussars.
- Added the following new French units; Sailor, Marine and Post Captain.
- Added the following new French units; 2nd Kronprinz Bavarian Infantry.
- Added pirate voices for the British sailors.
- Added a new big Frigate ship scene prop.
- Added a new sailable Sloop.
- Added a new sailable Rowboat.
- Added a new sailable Rowboat with 1 mast.
- Added a new sailable Rowboat with 2 masts.
- Added a new sailable Cannonboat (Can not fire)
- Added a new sailable Rocketboat (Can not fire)
- Added a lot of exciting new maps and map fixes.
New Maps
Battle
- Ambush
- Saint’s Isle
- Forest Palisade
- Sjotofta
- Naval Battle
Siege
- Fort al Hafya
- Fort de Chartres
- Citadelle Napoleon (Naval)
- Charge to the Rhine
- Siege of Toulon (Naval)
- Fort George
- Fort Bashir
- Fort Nylas
- Fort Brochet
General Changes
- When a unit dies that carries a shovel in his backpack, it will always be dropped on the floor so people can pick it up and use it to remove earthworks that might be in the way.
- When a unit dies that carries a Ramrod in his backpack, it will always be dropped on the floor so people can pick it up and use it.
- Added a extra caption to Internal Admin chat, so you can tell them apart.
Balance Changes
- Reduced the length of the cavalry swords a bit, they had ghostly long range.
- Made all artillery less accurate on long range to balance the powerfull destruction force.
- Reduced the range an explosion would have by 30%, to balance the extremely powerful howitzers and mortars.
- Made cannonballs lose more force on ground hit and bounce less to make them less unstoppable.
- Made pistols some more accurate, it will now really hit within the player visible circle, to balance them, the reload is now slightly slower though.
- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
- Increased the Rifle Melee swing animation speed
- Reduced the health of all medium and heavy horses to balance their classes.
- Made the armor points of the british cavalry helmets to be on par with other factions helmets.
- Removed the blunderbuss from the selection for russian dragoon cavalry they were too powerfull for that class.
- Boats respawn much faster now.
- Changed several maps to make them more balanced.
Bug Fixes
- Fixed a bug with some rocks uses in maps that were not having a collision mesh which allowed people to hide in.
- Fixed all collision meshes for trees, should now not block bullets on wrong places, and some trees were walk through, now not anymore.
- Fixed collision mesh for the sandbags which will now block bullets on the right places and not in thin air.
- Fixed collision mesh of the couch so it won't block bullets in thin air.
- Fixed that when you switch your weapon to melee you would walk slower.
- Fixed all cases that some ranks and some units were running faster or slower than others.
- Fixed several bugged collision meshes.
- Fixed several bugs on maps.
- Fixed a bug in the admin panel that it sometimes selected the wrong player, or does not work at all when clicking a player.
- Fixed a bug that allowed the prussian guard drummer to ride horses.
- Fixed a glitch that allowed you to teleport into a building by playing a piano from it’s backside.
- Fixed an exploit that allowed you to play two tunes at once as a musician.
- Fixed a bug in siege that some doors are reversed, can be walked through when closed and so on.
- ze_treasure prop will now always give out pirate hats to the user.
- Fixed a bug that spawned birds randomly on all custom maps.
NW patch for non-Steam users given?This
NW patch for non-Steam users given?
2.) Now you see a small popup, along the top there are several tabs, slide your gaze along until you find the one titled “BETAS”.Also, I don't see the "BETAS" tab in my game's properties so I don't really know what to do.
Terrible patch... I was expecting much more from the naval side of things!Coding something like that for warband would be awesome but would take decades.
New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?
Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!
I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...
Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!! :'(
Nice work on the new land units though! Very well done
Terrible patch... I was expecting much more from the naval side of things!
New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?
Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!
I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...
Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!! :'(
Nice work on the new land units though! Very well done
Terrible patch... I was expecting much more from the naval side of things!
New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?
Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!
I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...
Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!! :'(
Nice work on the new land units though! Very well done
Terrible patch... I was expecting much more from the naval side of things!
New ships should be destructible, and the new sailable schooner does not have gun ports, and the gun ports on the frigate is not scaled correctly... If guns are scaled to fit gun ports, there is no way to see the target. Why is the Frigate not sailable?
Where is the waves and the wind? and the sea spray? Sailors should be able to rig the sails for movement of the ship, we need marines up in the crow's nest, and we need the ship rolling over the waves! It's all so... unrealistic... Beautiful ship models though, but unrealistic!
I would have expected a ship that could be operated by a whole crew... Sailors to rig the sails for the appropriate wind, captains blaring orders to crew members and turning these lifeless beasts into a war machine, gunners loading and running out guns on the gun decks giving devastating broadsides to enemy ships and crew, Marine sharpshooters up in the crow's nest picking of enemy officers on deck. Grappling hooks for boarding animations. Multiple deck levels for bigger ships, and more ship models: Sloops, Schooners, Brigs, Frigates, Ship of the line etc...
Come on guys, the idea is there, but not quite there yet give our beloved Napoleonic wars something new and exciting! The new naval battles are extremely popular, but I fear it ain't going to last long... PLEASE be the first descent age of sail game!!! :'(
Nice work on the new land units though! Very well done
As great as that would be, most of it is impossible with the Mount and Blade engine. Be thankful that we got what we got, cool boats, rebalancing and some cool units. The team has to focus on BCoF now, this is the last update for NW and it's pretty damn fine.