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Archer=Builder=Knight

Discussion in 'General Discussion' started by Vaugen, Jun 18, 2012.

  1. Yihka

    Yihka Shopkeep Stealer

    Messages:
    179
    Why shouldn't it be? It's a team-game. Every class should have a roll to fill in (Multiple possible too.), else you cannot make a class unique enough to define it in a special way like KAG does.

    You see it in every team-game you can think of, it only makes sense if it's also in this game.
     
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  2. Gofio

    Gofio Gunwobbler x3

    Messages:
    1,090
    of course, its plain logic.
    the knights rush and kill people, the archers defend, and when they arent needed to defend, they will probably stay behind the front line.
    the builders... ...build.
    and Beef creates KAG poetry.
     
  3. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    The problem is, why should we have one class devoted to stalling the game?

    The game is already predisposed to stalemate; think of it like this, if two equal teams go maximum offense, maximum movement with all knights, it will be stalemate forever both forces equal. Even more than that if one forced prevails over the other they will be unable to do anything upon reaching the first tower, but if they include a worker in order to attack the tower they will be disadvantaged in the knight conflict and they will likely not see the first tower at all.

    And then you pile on archers whose sole function is to perpetuate stalemate?

    Would be interesting to see a no archer server.
     
    Ghozt likes this.
  4. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    Here's what I posted in a thread some of you guys can't see:
    Personally, to me you just need to make it so that you want to go out and not really camp in a tower unless you have to. I'll use little graphs for how the charges should work again.
    As I showed previously, we have this:
    shouldbe.png
    and we used to have it like this:
    currently.png
    Black shot is a no shoot zone, gray is a weak arrow, yellow is a medium arrow and red is a fully charged shot with stun.

    I'd propose we change it to something like this:
    possible.png
    • Black is once again a no shoot zone, no range obviously if you angle it right, no range obviously since you can't shoot it straight ahead. Obviously no stun, 0 hearts.
    • Gray arrow is like it is now, 15 blocks max if you angle it right, 8 if you shoot about straight ahead. No stun, 1/2 heart
    • Yellow however will change, 25 blocks max if you angle it right, 12 blocks if you shoot straight ahead. No stun, 1 heart
    • Blue is a new color. It has a slightly increased initial speed (kind of like how a charged arrow works) for the first 10 blocks, then it becomes a yellow arrow, 30 blocks max if you angle it right, 14 blocks if shot straight ahead. This arrow has the shield stun/break effect for when it is sped up (first 10 blocks) for a slightly shorter time than it is now, 1 1/2 hearts.
    • Orange is a new color. It works as yellow arrows did previously. 40 blocks max if you angle it right, 18 blocks if you shoot straight ahead. No stun, 1 heart.
    • Red works differently now. It has the same range as before. 70 blocks max if you angle it right, about 24 blocks if you shoot straight ahead. No stun, 1 1/2 hearts.
    I guess this new charge bar would basically reward you for being in up and in front combat. The longer charges shots would feel tedious after a while, which would probably make people not want to use it for camping. Since the shield stun only works 10 blocks away, it doesn't make archers unstoppable in defending a tower. In fact, knights would probably now be needed along with archers in defending a tower. This would also make building less powerful since they'd be harder to defend. The orange and red shots are there to allow for lobbed shots that take down catas, and archer who are really far in their towers.


    Since it'd take much longer to do those further shots, maybe the orange/red arrows do bonus damage to catas, so that it doesn't make them impossible to take down.

    Since charged shots would easily be within a bombs throwing range, this archer would focus on being better in mid range combat most of the time, however knights are able to kill them with bombs. Archers would be weaker in short range, because that the stunning a knight wouldn't be long enough for them to shoot again right on top of them. Now, since archers do have to be in a bombs area to be effective, they should get a boost in mobility in order to be able to dodge them. Maybe they get a slight sprint ability to be used on command and a slight jump increase. This boost in mobility would probably be useless if you camp, but beneficial to those who don't.

    It probably still needs some changes, but I do think it'd solve quite a few problems this way. 20 blocks is more than plenty for most things as that's basically to the edge of the screen and I think it'd make archer more fun.

    tldr: Make archers strong in mid range combat, somewhat okay in short range combat and basically pathetic in long range. This is done by making them more mobile, and changing the charge time.

    Basically I'd just like to see archers as good at fighting as knights however they take different roles, allow archers to effectively fight knights 1v1, but make it so that the better player wins, not the one who has the fastest spamming ability.
     
  5. Kouji, I'm not going to quote what you said, but I'm playing archer. I can't and never play knight so I can tell that depending on mid range combat, it's really easy for knights to bomb them out if time correctly. Without archers being able to avoid the bomb. Extra mobility maybe would do. I've taken out many good and bad knights 1v1, it's not as simple as that. Knights can easily bunker without archer hurting them. Although when archers are on higher ground they have slight advantage, because knight gets hurts as soon as he jumps.
    I was wondering that with the new set of arrow charging, if you arrows are supposed to speed up.. what happens if a player has a lag spike? I'm a very good example with 100-500 lag spikes. Also it has happened that with full charged shot knights lose 2.5 health, which is also strange.
    That blue color is strange.. I feel like stun should be before or after charged shot. Because if You deal 0; 1; stun 1.5?; 1 ;1.5 then why can't I just stun the enemies all the time without even fully charging my shots? in RTDM maps if I can waste the knight bomb (if he has one) I will just bait him into my arrows that have stun and 1.5 damage? It would be an advantage for my style of archer.
     
  6. Kouji

    Kouji Cold, Uncaring, Sadistic, Evil and Cruel Meanie Administrator Global Moderator Forum Moderator Tester
    1. MOLEing Over Large Estates - [MOLE]
    2. REKINS OF SEAS: Super Crew of Ultimate Havoking 2: Return of King of KAG: Chapter 420blazeit - REKIN

    Messages:
    2,910
    Well as you said:
    Extra mobility would help. I can dodge a bomb completely about 25% of the time, when I'm mid range. 33% I'll take some damage but live. 42% of the time I die (usually due to lag or me not paying attention). Extra mobility would allow skilled archers to dodge more easily, while less skilled archers would die to bombs more easily.

    The issue is just that. As stated in previous posts (particularly Beef's) archer just freeze up the game and nothing moves forward. If you change archer to something like this, it allows the other team to advance (since camping towers can't stall as much as before due to lack of shield break at long distance) but it allows an archer who's more offensive and provides support.

    Lag is an issue regardless of what happens, so yeah, there's nothing for me to explain here. Lag also causes 10 block jabs, teleporting knights and insta death, among other things so it's nothing new.

    If you do it before the shot, you could spam it all the time which would be annoying for knights. I play all classes so I'd know how annoying that'd be. If you do it with a fully charged shot, you'll still have the problem of stalling knights at long distances (which is probably the biggest issue) and charged shots would take too long to be useful as support. Basically you'd promote even more camping.

    An archer should promote supporting knights to newbies, stay useful and fun, and not be overpowered.
     
    Yagger likes this.
  7. Vaugen

    Vaugen Shopkeep Stealer

    Messages:
    14
    I fail to see the problem with this. This is IMO the primary role of the archer (and towers). Many CTF games have a character with this role.

    TFC, TF2: Snipers, Engineers, Demomen.
    Halo 1,2,3,Reach: Snipers.
    Tribes: Sentinel, Technician.
    Battlefield Heroes: The Commando

    Furthermore, it should be hard to progress and continue a push. Unlike other CTF, a single flag capture wins the game.

    I see flag captures all the time in ticketless games, and often enough in ticket games.

    If tickets are a problem, it's because of what I like to call "derp knight syndrome". I see knights routinely go toe to toe when outnumbered no matter the odds. 5:1, no problem! I'll just power slash, that'll kill em all! I see knights with half a heart continue to push up to a defended tower (suck it stone).

    As I see it, the reason knight pushes stall is because knights don't protect the builders with them. They push too quickly and derp around under the enemy tower while their friendly builder(s) must find a safe way to advance across no man's land to ladder up the tower. Archers aren't the only enemy to a builder trying to push. Builders are the primary target for any defending character. Archers shoot them. Knights jump out of their tower, glide past the derping assault knights and either stab or bomb to death the builder.

    If the KAG community wants to see more flag captures, then protect your damned builders.
     
    One likes this.
  8. AnRK

    AnRK Shark Slayer

    Messages:
    641
    But if there's a certain amount of archers defending then it's literally impossible to get past, 5 archers shooting high power shots it doesn't matter how much teamwork there is, your shields will be broken and you die. In games like TF2 you have classes like snipers and engineers, however most maps have a great variety of terrain, and ways of avoiding long or close range combat, so the terrain balances the classes along with each class having huge weaknesses. The reason ticketless games get flag caps in mainly cos castles take damage and need repairing, and stone eventually starts to run out, that and people waste resources on needless structure which speeds up the process, that and you can kamikaze to victory no worries in a way that would eat away your tickets in no time in a mixed CTF/deathmatch game.

    If you could get in closer to castles without been bum raped that'd be a start, and then numbers of knights and builders would have more effect cos more would be alive by the time you get there to do something.
     
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  9. Hella

    Hella The Nightmare of Hair Global Moderator Donator Tester

    Messages:
    1,655
    Rather than utterly revamping the archer charge, like Kouji suggests, would it be better to simply lower the distance that shields are broken?

    This means that shields aren't broken more often/quickly, you don't ruin the archers ranged ability, and it doesn't take a damn week to charge properly. It will also mean that a barrage of archers can't simply break a knights shield whilst camping in a tower, because they will be too far away.

    And by shorten the range of shield break, I mean to about 10 blocks. To use it effectively the archer will need to be up front among the knights, and therefore not too difficult to stab in the face/blow up in the face.
     
  10. One

    One I got 99 problems and my name is One Donator Tester

    Messages:
    641
    In my opinion I think that instead of decreasing stun range or changing how the archer charge works, the actual stun time should be changed. I have had instances were I would get hit by an arrow, and then 1.5(Very rough estimate) seconds later another arrow hits me and does damage. The stun time should be shorter so that archers would have to co-operate to take down a shielding knight.
     
  11. DawnOfNights

    DawnOfNights Shopkeep Stealer

    Messages:
    83
    So, this is the problem people see in archers:
    If they are untouchable by knights and builders, they can easily take them out. What this means is, unless you charge all at once, the archer will destroy all oncoming opponents
    :bow: :D
    :QQ::sword: :castle_wall:
    :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt:

    But, i think there IS a solution!!!
    :bow: :(
    :castle_wall:
    :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt:
    :):sword::):sword::):hammer: :dirt: :dirt:
    :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt: :dirt:

    Tunneling!
    Archers cant dig anything but dirt, not only does this remove these pesky little flies, but is also a great strategy!
     
  12. Hella

    Hella The Nightmare of Hair Global Moderator Donator Tester

    Messages:
    1,655
    One, archers already need to co-operate in order to do any real damage to knights whilst shielding, which is why a wall of archers spamming is problematic; thus, if the knight's shield doesn't break unless at a close distance, the knight can shield up until a decently close point.
     
  13. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    The problem is that no amount of skill protects you from a hail of arrows. Many of us here regularly play with other skilled players and engage in clan matches, yet we're still complaining.

    Saying that "it should be hard to progress" and "protect you builders" is incredibly simplistic. That's like talking about poverty and saying that "some people shouldn't have as much money than other people" and that they should "work harder".

    @Dawn: Tunneling does avoid the issue of archers up to a point and I think it's a strategy that could use more serious attention, but it's problematic for several reasons. It's very very slow, there are many ways to defend against it, and it can easily be used against you by the enemy.
     
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  14. Demented_SCV

    Demented_SCV Shopkeep Stealer

    Messages:
    33
    Vaugen and I built a tunnel yesterday to attack a base. Rather than tunneling the whole way, we built a tunnel out of wood. Easy peasy, fast, and safe. We got into the base. Archers couldn't do shit. We won the game.
     
  15. DrZaloski

    DrZaloski Shopkeep Stealer

    Messages:
    225
    I have seen wooden roofs working a lot of times, but I've also seen it fail a lot of times.

    The thing about making wooden tunnels is that knights can easily fuck you up. The thing about archer tower spamming is that it only takes 5 archers to stop an army, and the rest of the team can soldier all they want. Usually the team with the archer spammers have more knights on the battle field, because the non-arrow spamming team's knights are either killed by said arrow spamming or not peeking out of cover. A majority of wooden tunnels are derailed by enemy knights and builders. It also becomes a cluster-fuck, forcing a lot of players in a small area, and they tend to just stop when that one builder who is smart enough to be doing this runs out of wood.

    Basically, yes, wooden tunnels can work, but they have a much, MUCH smaller success rate then archer spamming in towers. I like most of Kouji's plans because they're very well thought out, but I can see the higher mobility being a pain. When an archer perfectly times a shot when a knight is fighting another knight killing him, you give him a kill. When a knight pulls off a good bomb throw killing the archer, you give him the kill. Also, if an archer can outrun a knight, knights are going to be annoyed constantly that they didn't get that asshole archer that kept on stunning him.
     
  16. Brandon816

    Brandon816 Ballista Bolt Thrower

    Messages:
    262
    The problem with people stacking archers is because there isn't really a reason to push forward. If the enemy is coming to you, most people will camp if it means free kills. Yes, tunneling and creating a ceiling both work as a counter to mass archers, if you have a few competent builders and a group of knights willing to actually wait behind cover as it gets built (and throw back bombs as necessary). But, this only works when most of the team knows what they are doing, or else you will still be leaking lives. You need a solution that can balance out stacking archers across skill levels.

    As an example, how about tracking lives to one decimal place, and take away less and less of a single life when you die as you get closer to the enemy base. We already do something similar for respawn counters so that one team pushing forward won't always get overwhelmed by the reinforcements from the other team. So, let's try the same thing for lives too. Yeah, I'm sure it will take a while to strike a balance between what we have now and mass lemming rushes, but it would mean that an army going up against a filled archer tower will have a better chance at overtaking it without mass losses. And with a system like this, it wouldn't be hard to control it with variables, so it can be turned off easily for things like clan matches if wanted.
     
  17. Ghozt

    Ghozt Haxor

    Messages:
    1,083
    I don't know how far a knight can throw a bomb by blocks, but if archer stun only worked when a knight was inbbomb throwing distance (or 3/4) then knights could actually kill them.

    I never really find archer spamming or a hail offshore to be annoying, no better way then to bomb jump and jab them to death.like what most people have said archers should be rewarded for being up close and not be buffed but feel cheated and bored at a long distance.

    I find the game enjoyable, an I find a good knight can outwit and win agasint five archers. I don't see why everyone whines so much about bein hit by archers the only time I am ever hit is when I m being s campy
    Knight or not attacking, or sitting behind some defense, stay moving.

    I also disagree completely with the archers not being able to grab the flag easily, when the tent is on the open, moat of the time having a tower in front and not being covered an archer can jump in jump out or jump in and swap to knight.

    ~sent from my iPod
     
  18. DrZaloski

    DrZaloski Shopkeep Stealer

    Messages:
    225
    This is sorta the problem. How many of your average knight can bomb jump? How many of your average archer can sit in a tower and spam arrows? Something tells me that the ratios don't match up here.
    Sure, and a good builder can kill a few archers, and a good archer can kill 2 knights. But we're not really taking about the good players, we are taking skill out of the question and looking whether the archer is straight up overpowered in certain cases, and if they should truly, as Beef said, be "the brakes" of the game.
    I know you're using your iPod, so I may be misunderstanding you, but I doubt this a bit. I've seen great players go down to arrow spamming all the time, and it's so hard for a group to take a tower with 5 archers spamming arrows along with knights blocking them. It's a question whether archer support is too... supporty or not. If it was difficult to get 5 archers spamming away for a team, then yes, it should be difficult for the other team to break that, but it's not difficult, its very easy actually, most times I notice that the archers aren't even working together, they're just doing their own things. Even if you're moving constantly, a couple archers will make you continuously hide in cover and around beds, making your team progress extremely slowly, and the amount of not-so-adept players being killed is too high, making the game not only less fun for them, but for the entire team bleeding tickets

    Sorry for the essay-length post! :B):
     
  19. ShnitzelKiller

    ShnitzelKiller Haxor

    Messages:
    590
    I think it's reasonable to give archers more mobility for defensive measures. Just make them unable to fire arrows while climbing the various objects that they use to escape. It's just silly that archers have a completely unhindered fire rate while they are climbing and leaping from tree to tree, considering they have no tails. I can see trees being used for getaways, and archers need to dodge arrows while playing their point and click minigame from treetops, but needing to move quickly from tree to tree to avoid bombs and stronger attackers isn't an offensive maneuver and should at least slow down firing.
     
  20. Hella

    Hella The Nightmare of Hair Global Moderator Donator Tester

    Messages:
    1,655
    Wait, Shnitzel, would that idea affect ladders as well? I can understand something like an even longer draw time whilst moving on trees, but if on ladders a longer drawtime would hinder majorly possibly the only truly effective form of cover for an archer*, considering how damn annoying clientside doors can be. :<

    * That is, hopping over a wall using ladders just for the shot, then plopping down again.