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[428] General Archer Discussion

Discussion in 'Archer' started by killatron46, May 14, 2012.

  1. SolidSpark

    SolidSpark Catapult Fodder

    Messages:
    4
    I think archers should have different type of arrows. Ice, fire, diamond tipped arrows. I don't know..I just don't want one type of arrow. and each arrow could do a different amount of damage & cause various effects..etc
     
  2. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    New build!
    - fixed zombies squeezing through solid walls (although this makes it harder for them to climb some notched)
    - added list of players to the stats.txt output
    - shield bash changes
    - Shield bash re-implemented for runners, needs testing and suggestions from players
    - added stun and max cap vel to bash
    - Shieldbash vars: shieldbash_push_factor,max_shieldbash_push,min_shieldbash_horiz_vel
    - added clientside shieldbash variable
    - Added Map Water
    - Shield bash blobs
    - added water variables to map generator
    - Added Wooden Structures
    - fixed grass appearing under bloody spike
    - grass dissapears under room construction
    - added shieldbash vars to ctf rules
    - removed cc align from config.gm again
    - added up/side ratio for shieldbashing
    - added knockdown for sheildbashing
    - particle fall in water effect
    - added runner-block blob collisions
    - added genericblock blob
    - finished block 2 block collisions
    - made blocks ridable
    - added block crushing
    - added warning output to some GM commands when not executed serverside (rather than failing silently).
    - dropped blocks snap to grid
    - added ball_hit_momentum variable to blobs to control knockback power
    - fixed items that are not onground cant be picked up with key tap
    - blocks can be attached to backgrounds
    - fixed collider-runner collisions
    - added Door Block destruction anims
    - added pulley
    - only moving blocks hurt runners
    - added attachment component
    - attachment component loads from config
    - fixed building tiles over blob blocks
    - made wood blocks auto-tile properly
    - added wood blocks to minimap render
    - added wood blocks give mats back on destruction
    - changed splash effect
    - added warmup arrows for archer in ctf
    - synced water height (not tested)
    - fixed extra qualification in DrawRope
    - added drowning and gasp sounds
    - fixed missing casts on min, swapped to maths function for good measure and compile time safety with vs
    - added wood tiles to png map format
    - fixed blob components not being deleted
    - fixed building solid blocks above head
    - moved autostart.gm to OS/package - had to copy it into each folder separately, didn't put it in linux_dedicated
    - made it easier to get out of water
    - fixed sunlight not entering from out of screen areas
    - fixed crash on joining server without build blocks config
    - fixed linux server not defaulting build blocks
    - fixed getting coins while drowning from hitting self
    - fixed screen getting darker with henry drowning
    - fixed some retarded superbouncing particles thing
    - light passed through destroyed wood back
    - fixed colored pixels?
    - fixed #395 cursor changed when hitting R whenever.
    - fixed wraith particles going nuts when unlocked
    - changed order of rcon dumping to help protect server passwords from guards
    - logical error with last fix, should be actually fixed now..
    - added a space and comma into formatting in packet handling (useless output otherwise)
    - removed debug defines in director
    - fixed migrant names bug
    - skeletons destroy wood
    - only wood on start of zf
    - fixed migrant names bugimproved zombie movement on ladders, walls and Notches
    - skeletons only attack doors and wood when stuck or angry
    - skeletons attack doors and wood when angry too
    - fixed holes not working
    - disabled caves if cave_thickness == 0
    - disabled gold protection for debug build
    - added generator_ctf_lake
    - fixed corpse carry crash (on getCarryBlobPlace)
    - added conditions to prevent crash on 0 teams
    - runner corpse appears in front when carried
    - greg has half less health
    - fixed bedrock sparks not appearing
    - wood blocks can be upgraded to stone
    - stone back wall cant be downgraded to wood
    - white block cursor only appears when destroying (RMB) or when block can be placed
    - reworked support code to support different materials
    - added creak sound when cant build with enough support
    - fixed wood blocks cannot be repaired
    - fixed cannot actually build stone block over wood blocks
    - added start of enemy radius "cannot build" zone
    - hearts are now above head
    - hearts and name on mouse hover slowly fade out
    - hud elements scroll out instead of fading out
    - added air bubbles
    - classes have different air time
    - fixed explosions not dying underwater
    - bubbles show until air restored
    - everything can skip on water
    - catapultshot=false always in water
    - fixed spikes giving support
    - fixed spikes with background not giving support
    - spikes can be only placed next to solid blocks
    - fixed the merge
    - fixed #504 gold bullion gives +10 per hit.
    - fixed merged issues
    - fixed splashing when spawned in water
    - new Creak sound
    - water is lit by daylight/night
    - hitting tree once gives 6 wood
    - materials fall out on digging as eggs
    - fixed materials not joining in places
    - fixed wrong sound being played on material join
    - water sound effects play if listener is in water
    - fixed material collect sound played multiple times
    - materials have more gravity
    - materials have different sizes depending on amount of resources stored
    - fixed mat particles making egg mat
    - world.png work - wood is much more visible (still need to change dirt backwall)
    - added water_suddendeath and water_raise_time variables to game rules
    - fixed autotiling of wood against ground back
    - fixed stub giving -1 wood (1 commit earlier)
    - added rotation method for CAnimSprite
    - material eggs position from ground
    - water level can also lower
    - added water sudden death
    - removed unused LootGive function from runner
    - fixed stone mat pickup icon
    - added floating mat amount picked up
    - only builder can put mat into resources
    - removed moving away carried thing from other things
    - above head hearts are scaled 2x
    - added frames to above head hearts
    - remaining hud elements scaled 2x
    - fixed not being able to put block without support near inbetween blocks
    - tweaked resource number color
    - fixed hanging spikes on collapse
    - smaller names font
    - can drop mats during warmup
    - finished updating curl on mac
    - war map cycle addition
    - warmup materials appear next to tent
    - grass removed from tent front
    - removed option to add resource using C (can only carry in hand)
    - cant move tent materials
    - runners squeeze through window
    - added server script function waterLevel( tile_height );
    - timers are reset on join and pickup of materials to prevent timing out
    - no non-classic blocks can be used on non-gold servers
    - tweaked arrow water skipping
    - grass is destroyed if tile beneath is destroyed
    - fixed mats going crazy on pickup
    - fixed travel tunnels working for both teams
    - splash effects are made now before modifying velocity (for mightier splashes)
    - fixed bomb gravity
    - fixed picking mats immediately after dropping
    - fixed squeeze and building collisions
    - fixed teleporting into blocks (removed Geti's stuck "fix")
    - fixed not resources from mining
    - bridges cant be built against backgrounds
    - temp fix for pickup bomb crash (no icon will show up in menu for timed bomb)
    - fixed no wood blocks on clients

    - materials.png tweak for bombs
    - added temporary workshop build item spam prevention
    - increased min_shieldbash_horiz_vel
    - fixed pink pixels on collapsing wood from world.png
    - reduced vertical speed limit when slashing to prevent getting stunned because of it.
    - made it so that shield-bashing counts as your kill (I think)
    - shieldbash tweaks from testing
    - fixed bridge castle back support bug
    - Added wood_warmup, stone_warmup, gold_warmup, arrows_warmup, bombs_warmup to team - sets materials at tent on start
    - Added weapon_clash variable to gamemode.cfg
    - synced egg health over net
    - catapult_shot = true only set if launched from cata
    - fixed cata not destroying wood
    - fixed spikes hanging after collapse on client
    - removed mat pickup sound if smaller than 10
    - water is not rendered if 0 height
    - water level change happens faster now (was incorrectly calced)
    - fixed water level rising on sudden death after map change
    - fixed seeing other peoples mat counters
    - shield bash sound plays only at higher velocity than bash
    - lowered default shield bash velocity
    - stomm stun doesn't happen for team mates
    - throwing objects more smooth on network
    - fixed mats not dying
    - added decay to materials, after 30seconds
    - water level can rise only when game has started
    - added new workshops to full ctf
    - added static material count to CTF
    - if workshop has bomb to build and upgrade - tapping E will make bomb
    - added upgradable rooms to FullCTF
    - removed cata from full CTF to prevent base camping while there aren't boats
    - added stone_amount and related vars to team configs for on-start mats
    - fixed infmats pickup
    - tweaked generator_ctf_lake.cfg
    - added generator_ctf_twolakes.cfg
    - added missing file
    - constrained arrow skipping to 10degrees.
    - reduced arrow skipping velocity because it was a bit mad
    - removed endmatch on everybody drowned (too buggy)
    - fixed materials dropping during break
    - fixed water level changing before map starts
    - player light decreased in Full CTF
    - removed mat points appearing above head
    - fixed picking up invisile other team heart
    - hud scrolls only on zoom out button
    - fixed FullCTF folder in team1.cfg
    - fixed splash when throwing out something picked up from water
    - fixed material wrapping to 65k
    - fixed mats given on tent when warmup amount = 0
    - less pause when trying to build unbuildable area
    - slowed down underwater bubbles
    - can regain air more easily if head above water and standing on solid or ladder
    - added tunnels to FullCTF
    - fixed tunnels in FullCTF
    - added armoury/archer range, made tunnel more expensive
    - fixed issue with team2 config (classes in different order)
    - fixed some server-side commands possible to launch on client
    - forced water sync every now and then
    - removed old/unused code
    - edited help texts in workshops
    - fixed pickup help text at tent with resources
    - increased arrow draw time and made sound reflect it
    - added show/hide hud tutorial text
    - fixed tapping class workshop
    - quarters can change to builder in FullCTF
    - fixed no cursor when hud scrolled out
    - renamed zoom out for archer as AIM MODE
    - hud scroll out acts as soldat style aim
     
  3. ParaLogia

    ParaLogia tired Administrator Global Moderator Forum Moderator Tester Official Server Admin

    Messages:
    1,133
    Well arrow spam has been nerfed [quite] a bit. The new (longer) charge up time definitely changes some things.
     
  4. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    Oh! The miraculous irony behind this.

    What really disturbs me is that the nerf affected the archer's long range ability hindering not just cqc combat but range combat at the same time. Pretty dumb founded for a small decision.
     
  5. MacD

    MacD Shark Slayer

    Messages:
    146
    If you jump while cutting a tree for arrows, you can cut the tree faster than a builder. I'm pretty sure that's a glitch though.
     
  6. Superblackcat

    Superblackcat baideist baide Staff Alumni Tester

    Messages:
    462
    Hm.... arrow spam has been cut down? how?
     
  7. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    compare your fire rate to the previous build.
     
  8. killatron46

    killatron46 Cata Whore Donator
    1. MOLEing Over Large Estates - [MOLE]

    Messages:
    808
    Well you can't play like you did the last couple of builds as archer . . . Out with Archers, in with Knights as it should be! I would hate this update if knights didn't get a buff at the same time. Now it is much better. Archers are for ranged combat not close quarters.
     
    FlameHaze3 and Guro like this.
  9. Superblackcat

    Superblackcat baideist baide Staff Alumni Tester

    Messages:
    462
    Um, i ne ver figured out how to arrow spam:QQ:
     
  10. Ivy

    Ivy Shopkeep Stealer

    Messages:
    28
    :huh?: Hi everyone,
    I must say I 'm very disappointed since the last update of this class. I play exclusively archer, and I think you weaken it so much more. At first we were able to attack through the stone to eliminate builders who wanted to destroy the towers, but that's disappeared. Last time you removed "the shot through bridges" before returning. And now, we need to wait before to shot. It was really practical to make an arrows'rain to help our team. I can not see what advantage we can keep. The fun is gone. The Knights are too strong... and no changes for them? You should reconsider this case. Thank you.
    Ivy
     
  11. Demented_SCV

    Demented_SCV Shopkeep Stealer

    Messages:
    33
    Jesus, Archers shoot slow. Why not put a delay before the grey dot appears, but then speed up the charge time afterwards; the net result would be that maximum arrows can be shot at the same speed, but you don't get rapid firing.
     
    Rayne likes this.
  12. Guro

    Guro SNAP INTO A SLIM JIM

    Messages:
    111
    So archer spam was nerfed huh?


    Unfortunately for me though, this nerf doesn't address the main issue I had with archers; the strength of large numbers of archers in towers. Regardless, it will be interesting to see how gameplay changes to favour the knight in close combat.
     
  13. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    The only thing that annoys me is that if I move to a different vantage point, when I hold an arrow charge, I get one dot no matter what and the arrow falls straight down.
     
  14. Zegovia

    Zegovia Shark Slayer

    Messages:
    497
    I think they will not mind the nerf once fire arrows gets implemented.... all those wood-structures i now see on gold servers are just BEGGING to catch fire....

    Granted Longbows are really high strung weapons.... they require 100–185 (45 - 80kg) lb of draw force (wikipedia!) to be used. Meaning they draw anything between half or equal the ammount of their own bodyweight.
     
    KnightGabe13 likes this.
  15. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    Drawing a bow merely takes 4 seconds or less followed by the ability to hold it at it's maximum pressure for a varied amount of seconds.
     
  16. ComboBreaker

    ComboBreaker Horde Gibber

    Messages:
    392
    Im perfectly fine with archer's changes!But there is so much room for nerfs left!

    Why dont we just make ab archer immobile while he is charging a bow?Oh,oh and make max arrow ammount 10!This will get dem spammers!
    Or archer should get instagibbed and explode into pieces if he fires not a charged arrow,that'll teach archers to plan their shooting!

    /sarcasm.

    Update was great.But!
    Archers needed a slight nerf,but that nerfbat strike simply broke archer's arms.
    Now you can't leave your nest and beeing out in the open,helping the assault is discouraged even more. = (
     
    Spoolooni likes this.
  17. KnightGabe13

    KnightGabe13 Arsonist

    Messages:
    416
    Disappointed? Deal with it.
    Playing exclusively as Archer? Learn to play as a Knight.
    Waiting before shots? See class name: Archer
    Fun gone? Don't play.
    Arrow-Thru-Wall glitch? InB4Banhammer

    Seriously man, have you anything to say other than complaints?

    EDIT: Knights have already been nerfed for bomb-jumping, and insta-die in water. The only other nerf they need is their enormous slash radius. :rollseyes:

    @Spoolooni (below this post): I was getting to the constructive part, but I had to go eat lunch. (see: EDIT)
    His post wasn't particularly constructive either, was it?
     
  18. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    Nothing constructive to say? Shut those lips.
    Don't take my advise? Don't say I didn't warn you.

    It's an archer discussion open for everyone to discuss, refute and argue about archer mechanics so stay on topic.
     
  19. Contrary

    Contrary The Audacious Paramount of Explosive Flight Donator Tester

    Messages:
    2,196
    Resorting to personal attacks only shows that your argument is too weak to stand for itself.

    @Everyone: Play nice or you'll get a timeout.
     
  20. MCrypa

    MCrypa Haxor

    Messages:
    562
    Hmm, yes I agree, but an archer is still powerful.
    Ex: Enemies that are swimming are easy targets.
    These changes doesn't affect camping that much either - only rush, but again, an archer is supposed to be defensive and support.

    Anyway, I thought the case of "wallclipping" with arrows was a bug?