Developer's Corner > News & Announcements
Developer Blog 17 - Napoleonic Wars v1.1 Public Beta!
Connzcdf:
Cool.
Menelaos:
About time, I'll give you my report in this post when I edit it.
Thoughts
--- Quote ---- Decreased the damage the rifle in melee would inflict, they were more powerful than most real melee weapons
--- End quote ---
This 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.
--- Quote ---- 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.
--- End quote ---
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.
I have not tested it myself but from comments, the cannon nerf is too heavy. I support a longer reload time instead for both instead of merging them. As mentioned howitzers and mortars are only OP in sieges, which shouldn't have them anyway. Cannons can remain pinpoint accurate if the load time was increased.
Currently sailors are the most overplayed unit, they're basically what people are calling the gay partizani for UK and FR. If the sailors were to have better weaponry and a few variants of a cloth shirt. It would fix that problem and make them an irregular class instead.
--- Quote from: Menelaos on May 17, 2013, 03:34:50 pm ---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.
--- End quote ---
Maps
- Fort de Chartres - This map is nicely designed and holds some great features, however the walls are imbalanced. Lone wall segments are 3 walls deep, each wall having 4-3 shots to take it down makes it impossible to breach when some of the bastions of 8 wall segments deep. The three cannons do a suitable job but the 3 rockets are overkill, which I did not see British attacking. Alongside overkill with rockets, the defending team get 4 howitzers with their 4 cannons. It should be reduced to 1 since mortars in siege are overpowered to start with.
- Ambush - Excellent map overall in regards to balance in particular, I'm excited to see it with 200 players. The lack of cover for a massive amount of people in a small space can lead to some good sapper teamwork.
- Saint’s Isle - No problem here, overall fun and balanced map. Kill me for saying this but since the map is small could we see a boat placed on the island near the forest as a flanking tool on the lighthouse team.
- Forest Palisade - Good map, no problems whatsoever other than pre-made cavalry spikes. If destroyed they give 30~ build points, but other maps have objects and suffer no problems since the buildpoint gaining is unknown mostly.
- Sjotofta - Good map, the ship is a great addition to an old classic. However the ship may become a camping spot. Thumps up regardless.
- Fort George - Decent 84e map, I would suggest removing 2 of the 6 attacking cannons or limit the ship count for attacks to 1.
- Fort al Hafya - Very nostalgic map, however imbalanced. For attackers remove 2 of the 6 cannons, and move the rockets closer up. Defenders do need more than the two mortars. The amount of large artillery will simply ruin the game in 100+ player situations. Spawns are messed up for attacks and defenders.
More to come.
Wismar:
NICE!
Maybe add a blunderbuss since it's a naval update?
Betaknight:
Damn, I got scared when I did the beta thing. I thought I hacked or something. But the Beta was there all the time xD No wonder I had sailors and captain. Thought I did that xDDDD
TORN:
nvm it's goood :)
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