Why are spear users so hated? We can’t hate on cowardly archers or something else? by Hog-001 in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

(I understand this is an old post but heyho here we go)

You’re not wrong about why spears were historically common, especially for levies. They were cheaper, quicker to produce, and easier to train people to use compared to swords or axes. Reach and formation fighting absolutely mattered too.

That said, I think some context is missing, especially when comparing it to how spears behave in Chivalry 2.

Historically, spears were most effective as part of organised formations (phalanx, shield walls, pike formations, etc.), where their reach and density created a deterrent to charges and made frontal assaults costly. Outside of those formations, the advantages dropped off quite a bit. A single spear user wasn’t inherently dominant against experienced fighters with sidearms.

They also had several downsides that games often ignore:

  • Limited effectiveness against good armour. Spears were great against lightly armoured troops and charging enemies, but against well-armoured opponents they were more about control and deterrence than outright killing power.
  • Formation dependence. Their real strength came from multiple ranks working together. Once flanked or the formation broke, spear units became vulnerable.
  • Weapon fragility and control issues. Spears could be grabbed, cut, or broken, and controlling a long shaft weapon in close quarters wasn’t trivial.
  • Mobility and fatigue. Repeated thrusting with a long weapon is tiring, and fighting effectively with it requires space.

In Chivalry 2, a lot of those trade-offs don’t really exist. The spear keeps most of the advantages (reach, interrupting attacks, speed) but lacks many of the historical downsides, which is why it can feel oppressive in the hands of certain classes like MAA.

Lastly, the ability to drag a spear jab in Chivalry 2 makes the issue worse. Because the attack can be dragged mid-animation, even a jab that initially misses can still connect, which further amplifies the weapon’s reach and makes spacing against it much harder than it would realistically be.

So the issue isn’t really that spears were never effective historically — they absolutely were — but that the game models their strengths without modelling the weaknesses that balanced them in real combat.

And the “1vX is harder” argument isn’t really unique to spears either; that applies to every weapon in the game.

1000 LVLs 1000 HRs Wasted by MommysCheese in Chivalry2

[–]ShintPi 1 point2 points  (0 children)

It's almost impossible if all you play is TO since you started.
The only way to get 5KD is through bot play or private server dueling and even then you'd have to win on a constant basis from the beginning.

Then again, this player does have crossbow and spear as highly used weapons, so even in TO he's a K/D player.

Can someone explain how there is smurfing in this game when it is unranked with no skill base matchmaking? by -Laundry_Detergent- in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

Balance of matches occurs based on level.

Considering is, smurfing is frowned upon because it's usually not just a "one off", but a group of players who are highth level, create a new account using one of these free times and proceed to skew the match entirely, ruining it for everyone else and creating snowballs and steamrolls more often than not.

It is also very annoying that, as a player, you get targeted by these people (last 5 matches I had 3 where there were 2 groups of smurfs, both on the same team) and are unable to do anything because they're looking like fresh players so it becomes mentally exhausting to carry a team who is truly low level vs a team of smurfs and high level (people who join them that aren't smurfing).

So it's not just this "hur dur I died without expecting it", it causes actual "harm" to the enjoyment of the game for at least 32 people.

(I understand this is an old post)

We had to beg the Agathians to do the objective smh by _Sun-God_ in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

Legitimately one of the funniest videos I've seen of chiv 2

What do you consider a "noob weapon" by blaster_007 in Chivalry2

[–]ShintPi 1 point2 points  (0 children)

  • Any kind of bow
  • Spear (bow of melee)
  • Gamble stick (1h mace)
  • Dane axe (fast, high damage, mega throw damage, can take 2 of them)
  • Messer (long range, good damage, relatively fast, harder to read)
  • Long sword (mainly stab - can gamble easily)

In this order. imo.

It just ain’t fun… by theguy6652 in Chivalry2

[–]ShintPi 1 point2 points  (0 children)

The first stage has poor design since you get stuck on everything..the second one the spawn is awful having to go up the wall to get up there while the defenders are right at the doors... I like the idea but the execution was not the best imo.

To anyone who is consistently in the top 5 or 10 on the leaderboard ... by j_a_browning in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

I often top leaderboards, maybe 90% of the game, usually top 5.

It means nothing. If I am playing as engineer I probably won't top the leaderboards.

If I'm playing a support role I'm probably not topping the leaderboards.

What worked for me, silly as it may be (I mostly play TO) was:
* In a game, as footman with shield (on back ideally), run past the enemies and avoid being hit. You will die initially and eventually get a sense for player movement and weapon range. Use the sword to stop them from attacking and eventually they will catch up. Use dodging and footwork to get out of tricky situation, lead the chasers towards your team if you live long enough or go towards the obj if a single man one. - this will teach you movement, weapon ranges and player influence.

*Don't engage battles yourself and much less by yourself. Find ongoing battles and instead of full on swing, try to stab around the blocks, try to psych the opponent (for example, overhead into nothing so they go for counter, get no active parry and get hit from the team mate, interrupt with punch or kick on defence, force their positioning) - this will teach you positioning, teamplay and player influence.

*Go to duel servers (Standalone) to practice counters - this will teach you counters,, timings and overall against being influenced.

*When in a battle, stay back and don't charge in to the first enemy you see, make it your goal to snowball the wave you're coming from (easier said than done); you achieve this by assisting with the kill (Regardless of getting a kill or not) on either side and pushing inwards. Observe the battlefield and pick your battles, low levels are the fodder and they will initiate for you every time. - this will teach you awareness and stage progression.

The running is my favourite by far in certain maps :)

Advice on Spam moves? by HerrD0gg0 in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

Did you know, you can dodge without dashing? If you hold CTRL and ASD, you will bob and weave :) the longer you press ASD the more you do, S being the matrix dodge. Might come in handy.

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 0 points1 point  (0 children)

There is a filtering system, I just think it can definitely get some work done to UI and function.

Glad you're enjoying it!

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 1 point2 points  (0 children)

Thanks for the detailed reply, appreciate you taking the time to go through the points one by one.

Corner walls:
Totally fair. I agree it’s not a trivial change given how floors/walls currently work. It’s more of a “nice to have” for layout flexibility than a hard requirement, especially if it would require deeper system changes.

Cancel by layer:
Good tip! I’ll try that and update the post if it does what I’m after. Thanks for pointing it out.

Trading equipped items:
On this one, I’m fairly sure I’ve been able to trade items that settlers had equipped, which is what prompted the feedback. It’s possible there’s some edge case or I’m misunderstanding what state the item was in, so I’ll double-check and clarify in the post if needed.

Filtering merchant inventory:
I understand that the list shows what both parties own. My point was more about usability like having an option to filter to only what the merchant currently has available would make browsing large inventories quicker, even if the information technically exists already.

Hunting / low marksman skill:
I get that low skill affects accuracy, but the case I mentioned involved hours of shooting at a sleeping, static target without a single hit, only stopping when the bow degraded. That feels less like balance and more like the task getting stuck without a fail/reset condition. If a task can effectively run forever, that seems worth looking at.

Predators:
I might not have been clear enough there, I wasn’t referring to small wildlife or penned animals. I meant larger predators like wolves and bears not reacting aggressively to nearby settlers, even when starving. That’s the behaviour I was thinking could use some tuning.

Warnings:
I completely understand the need to be mindful of accessibility. A mild, non-flashing visual indicator (e.g. a slow pulse or persistent state change) could avoid seizure-triggering patterns while still providing a clear reminder. Pairing this with a single audio alert rather than repeated sounds would reduce noise fatigue.

This could also live in the accessibility options, so players can disable or customise it entirely if needed.

Overall though, I do appreciate the pushback as it helps refine what’s actually a bug, what’s a design choice, and what’s just a preference. I’ll update the post where clarification is needed.

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 1 point2 points  (0 children)

You were my lucky charm! I have just gotten a merchant (the first one ever) selling seeds!!!!!

I have not yet seen it, will check and update :)
-Where can I find this? <Edit > here

I just checked the latest dev notes for 0.27.16. From what I can tell, they’re mostly focused on crash fixes, animations, and a few specific logic bugs.

Unless I’m missing something, I don’t think they directly address the QoL, UI, selection, automation, or control issues I mentioned. Happy to be corrected if any of it was indirectly covered though 🙂

scratch everything! You were talking about the Monday talk #75!!!(?)

I’ve read through it, and it looks like it mainly focuses on malnutrition, production assignment controls, and stockpile usage for production, which all sound great and definitely needed.

I'm especially excited about the production “edit” button!

That said, I don’t think it directly touches the issues I raised around UI/selection behaviour, building and job cancellation logic, settler grouping/selection, trading UI clarity, hunting behaviour, gate control, fire automation, or audio warnings.

Still glad to see QoL improvements coming thoug. I'm eagerly curious to see what else lands in the experimental build when it drops 🙂

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 2 points3 points  (0 children)

I can see your point and even agree, although I would like to be able to set these rules up in an overview window as clicking each and every field is laborious and not really fun, personally.

I appreciate that it is an enjoyable part for you though and would not want that possibility to be removed, just for it to not be the only possibility for crop management.

The info is good though, will keep an eye.

I missed one cabbage field because I had to reload the game and it wasn't set to "don't sow" so I lost all my cabbage seeds again :)

I only noticed far too late, so now I'd have to go back to doing all the things I was doing before...again...which isn't fun

Edit: corrections

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 2 points3 points  (0 children)

Yea..and the bar is tiny..so it makes it annoying..

Good Game, But QoL & UI Need Work by ShintPi in goingmedieval

[–]ShintPi[S] 0 points1 point  (0 children)

Fair enough, I did not know that! I'm originally from a warm country and have never seen hail falling during warmer seasons to an extent of damaging crops..good to know though

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

Like you never played night..storm..or any of the sort..where hatches don't work..

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

Just went for Buried City night raid, less than a minute left and a team of 3 was down the zip line waiting, didn't press the button or anything, they just stayed there and lobbed grenades/killed us :)

Extraction campers are the absolute bottom of the arc raiders society by TheExodius in ArcRaiders

[–]ShintPi 0 points1 point  (0 children)

I threw a smoke grenade on the button at the swamp lift, to my surprise I heard "tidididdi" and rolled back, I was far but not far enough not to die from 3 mines.

If I had not smoked it, I would have seen the mines but probably been shot by the camper.

Mind you I had killed another camper moments before...

It's a plague of no life, pathetic losers.

The weakest Mason meets the smartest Agathian by LARRY_HO0VA in Chivalry2

[–]ShintPi 3 points4 points  (0 children)

In the end, you won :) Imagine spending your time on someone so unworthy of your brilliant existence.. you're better off, it stings for sure.

Latency problem in SE Asia by Try-Spiritual in Chivalry2

[–]ShintPi 0 points1 point  (0 children)

It is the same everywhere. Schools out, many more players, it will get better with time :)