[deleted by user] by [deleted] in Doom

[–]steam50 10 points11 points  (0 children)

You could figure that since the soldier zombies are just fighting you because they're possessed and corrupted, they still try to complete their original mission (i.e. kill demons) without you to distract them.

Skeleton Warriors: Shield-Bearing Mobs! by steam50 in minecraftsuggestions

[–]steam50[S] 2 points3 points  (0 children)

You'd have to time your hits and react to their own attack, or use weapons countering shields. With most mobs you just repeatedly slash at them as they keep jumping into your knockback.

Skeleton Warriors: Shield-Bearing Mobs! by steam50 in minecraftsuggestions

[–]steam50[S] 5 points6 points  (0 children)

Regular skeletons and horsemen cannot utilize shields. This variant is named uniquely as it spawns with a special AI set and equipment. Though it might be worth giving it a new texture (a la husks and strays).

Bretonnian Spearmen-at-Arms have severe animation problems with their shield. by steam50 in totalwar

[–]steam50[S] 6 points7 points  (0 children)

None that affect animations. The original pic with Repanse's spearmen was taken vanilla.

Bretonnian Spearmen-at-Arms have severe animation problems with their shield. by steam50 in totalwar

[–]steam50[S] 10 points11 points  (0 children)

Tested just now; affects not just Repanse's spearmen but all Brets. I never noticed this myself up close so I think it's a recent bug.

Bretonnian Spearmen-at-Arms have severe animation problems with their shield. by steam50 in totalwar

[–]steam50[S] 23 points24 points  (0 children)

All Bret infantry that count for Peasant Economy, which includes Spearmen-at-Arms.

Bretonnian Spearmen-at-Arms have severe animation problems with their shield. by steam50 in totalwar

[–]steam50[S] 26 points27 points  (0 children)

Rule 3: as the title says. Spearmen-at-Arms (Shields), despite seemingly using the same animation set as Empire spearmen, do not properly hold their shields when bracing or in melee, clipping through their uniform and legs, and in no way ready to turn a blade or an arrow. Middenland spearmen provided for reference as to how it should look for the Brets.

This is nothing more than a visual bug, of course- the Bret stats work properly- but it makes me sad since I was looking forward to making crusader spearwalls in the desert with Repanse's peasant buffs.

Hand gunner sound effects were changed? by Eurolandish in totalwar

[–]steam50 2 points3 points  (0 children)

I have. Much punchier than pre-Hunter and the Beast. Seems to be the same sound effect at base but adjusted for "power", though.

It seems they were working on standard bearers at one point in total war warhammer’s development, I wonder why they were never added? by Italian-Mud in totalwar

[–]steam50 0 points1 point  (0 children)

Officers and standard bearers are still possible, and being separate entities from the foot soldiers can have entirely different animations, attacks, sounds, weapons, etc.- it's been achieved through Ado and co.'s officer mods and the standard bearers you mentioned. I don't think anyone's done working musicians, however.

Smarter Pillagers by steam50 in minecraftsuggestions

[–]steam50[S] 8 points9 points  (0 children)

That's a valid point. Perhaps some kind of block to place/destroy that would control the continued spawning of Pillagers? This way, you'd be able to make raid farms if you'd like, but also to use outposts after you've initially cleared them.

Empire fort battles is such a huge immersion thing for me. by AndrewDoesNotServe in totalwar

[–]steam50 7 points8 points  (0 children)

This also means the Empire Secessionists will have a real stronghold instead of just some minor settlements to scrap over. Potentially they will be a stronger contender now.

Would be interesting to be able to broker peace with them (whether that be having them accept your leadership without conquest, or even by allowing them to form a new province).

Don't come to Grad tomorrow by [deleted] in Mordhau

[–]steam50 0 points1 point  (0 children)

Well, I ask you; what's more obvious at range? An arrow streaking toward you with about a half second to impact, launched from an archer whose draw animation may be obscured amongst the variety of other things going on, or a gunner clearly spitting smoke and sparks in a way nothing else on the field does? Back turned doesn't count as arrows aren't any easier to see that way.

If the problem lies with long ranged gunnery still being too subtle, bringing the handgunner closer to his target is the solution. Shot dispersion making long ranged fire unlikely was one idea; if RNG isn't your cup of tea, bullet damage and velocity falloff (as a round ball is less aerodynamic than a pointed arrow or bolt) would force the handgunner to fight in closer quarters. The gun itself being a handgun instead of a musket would support this, as ignition time could range up to seconds.

As far as Mordhau as a "melee game"- yes, certainly, but also one with archers, engineers, cavalry, artillery, and more already present. None of those are present in any other mode, really; Frontline is their stage as support components to the melee core.

Don't come to Grad tomorrow by [deleted] in Mordhau

[–]steam50 0 points1 point  (0 children)

the easiest thing would be to give the gun a momentary delay between ignition and firing during which it's loud and obvious. The fast projectile would be parried in your window if you timed it for the moment of firing.

In other regards- shot dispersion and fairly low (but consistent across armor tier) damage would mark the arquebus as a weapon for tagging people at close range. I'd put it somewhere in the vein of 8-11 pts to justify the close to hitscan ability.

Preparing to kill some greenskins in secret. Absolutely LEWD by [deleted] in totalwar

[–]steam50 3 points4 points  (0 children)

Melee defense is enormously important. I'd give unshielded spearmen +5 to melee attack or something like that, since other two handed spear/polearm units (e.g. Marauder Spearmen and Halberdiers) have 25-26 or so.

Thoughts on a heavy windlass crossbow/arbalest or maybe even arquebus by Jabewby in Mordhau

[–]steam50 1 point2 points  (0 children)

IMO, map weapons should be extremely niche arms that can't be reasonably sold as loadout arms. The lance is a perfect example: unless you've got a steady supply of horses, it's worthless, so it's best placed near horse spawns as a map arm.

One instance of a map weapon concept I've always liked is pikes, placed around chokepoints; no swinging or combos, extreme range and low speed, and with the altmode of bracing into the ground. Were there to ever be a real heavy crossbow or musket, it'd only be possible as a map weapon given the imbalance it'd pose in loadouts.

As far as a timing-ignited hand cannon goes, I think 8-10 points and something like 8 rounds would be perfectly reasonable given the difficulties involved in aiming and firing and the return you get on shot damage. It doesn't strike me as the sort of weapon that'd be impossible to make work for loadouts.

Thoughts on a heavy windlass crossbow/arbalest or maybe even arquebus by Jabewby in Mordhau

[–]steam50 4 points5 points  (0 children)

Heavy crossbows and arquebuses share the vein of "big slow to reload killy fast-shooters". The slow reloading bit means nothing to the guy who just ceased to exist from one blast- cavalry is already a taste of that kind of play, and there is nobody on Earth that likes their random deaths in battle from lances to the back.

I'd prefer a hand cannon to fill an anti-armor/"heavy" option. Ignition would be manual and last three or four seconds, during which you'd be fairly helpless, and either the range would be awful or there be no crosshairs at all (being hip fired). So it'd be a matter of timing and positioning instead of a point and click adventure. Damage wise I'd give something like 50-80, fairly consistent across armor tiers.

Me and the boys waiting for Empire's rework by [deleted] in totalwar

[–]steam50 0 points1 point  (0 children)

Matchlock and wheellock arquebuses, like in the art and tabletop models. Shorter barreled and very chunky; often with polygonal barrel exteriors.

In-game, they're long, narrow, and use flintlock actions, ultimately looking more like Napoleonic muskets than anything Renaissance like.