Slings and PVP light infantry

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Slings and PVP light infantry

Postby loleznub » Thu Mar 26, 2020 8:48 pm

MagicManICT wrote:
loleznub wrote:If a person doesn't care enough to post on their real account, then why should we (or the devs) care in the first place either?

For all you know, this is their only account. Let's drop the bullshit. Argue the idea or I'll be happy to remove posts that derail the thread.


You're fucking stupid if you can even consider this lmao. I already knew you mods lacked common sense but this is just ridiculous. It's pretty obvious

LariLaranja wrote:
i've only dealt with hermit problems on previous worlds, but on this one as my first worldstart in a faction i got to experience fights bigger than 3 peeps chasing a poor hermit. Said so, the running around on my first two ground battles felt kinda weird, specially after one side gets a hand up, plus theres not much harassing and no use of ranged weapons besides for the ocasional thrown spear, which i love btw, spears are nice, but, we have a very complex game that falls short on combat bigger than 1v1 due to lack of diversity and ranged weapons.


Either it's not their only account, or its a noob spouting about mechanics they don't understand and adding to the large cesspool of ideas the devs have to look through.

I'd go with option #1, considering the information I was given prior.
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Re: Slings and PVP light infantry

Postby juniormayrinck » Thu Mar 26, 2020 10:04 pm

loleznub wrote:

The game is not based on being historically accurate, so your argument fails at that point, but I'll continue regardless.

Historically, ranged weapons (especially slings) were really only useful in mass amounts. We're talking HUNDREDS, not the dozen or two that haven battle are, to be effective. i.e massive formations of people to throw things and hopefully have 1-5% of the things you threw/shot actually do something. You did not see people running around shooting arrows, throwing slings, even if Hollywood movies portray it differently.

Historically speaking, arrows and slings were not very effective at all against plate armor (surprise this is what all hearthlings wear in a fight!).

HnH battles are not like Historical battles in the first place. You don't see a column of people on one side standing in a formation, then another group of people come forward and shoot arrows before falling back behind the infantry all while the other side does the same. What you see is generally one of the following:
1) Two groups of opium-induced, bone-glue huffing mongoloids of equal size trying running around for a hour or so waiting for their titan(s) to catch someone out and make them panic so they can surround that person and kill them
2) Two groups of opium-induced, bone-glue huffing mongoloids of different size, where the larger is attempting to kill everyone and split them up where the small group of people (often a poor sprucecap) is running for their life.

The fight for #1 ends when one of the groups dies off and it suddenly becomes a #2 fight
The fight for #2 ends when all the people being chased either get away, run out of water, or the chasers get bored.

There's not a whole lot of in between.

So maybe the problem here is less that archery is bad (because it's not every supposed to be good enough to 1v1 in melee lmao) and people really just want to be 360 noscoping nerdz because they suck at the current mechanics for combat. After all, why would you ever need to try to outplay your opponent through maneuverability and skill when you could just rapid fire a single arrow/stone and hope to get a free kill :lol: What was it, like World 8 or 9 where Archery was fucking stupid? No thanks. At least in melee you can outplay your opponent instead of getting instagibbed by the guy you were chasing because you didnt react faster than it took him to hit the "shoot button" and double clicking in your direction

Have you tried to see how effective a group of 40-50 people with slings would be? Probably not, but if I had to guess it would probably be pretty good as is. Especially considering how armor quality will likely be much lower this world than last.


i didn't try to make an argument for muh historical accuracy, i said it would be fun for harassment to be a part of combat, its a sling, still with all the same stats we have, i suggested it just firing on the move isntead of stopping you for a shot action, and i hope that it would add to more than just running with a belt of waterskins to maybe having people sling at eachother in the running in and out points where you're trying to pick someone off.

And again, for someone to me koed by the sling before running out of ammo, and thats if you can hit it all, you'd have to be packing some borderline exploited ql sling or have a already heavily wounded target thats running from you

bonus points it would make fleeing more than just doing a straight path the best you can through trees and boulders and instead try to use those as shotblockers on your escape at the cost of maybe losing distance btween you and your hotpot gang of chasers.
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Re: Slings and PVP light infantry

Postby loleznub » Thu Mar 26, 2020 10:56 pm

Correct me if I'm wrong, but I'm pretty sure you were once able to move and shoot in the first place and that it was removed as half of the nerf that came into archery. Don't quote me on that though.
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Re: Slings and PVP light infantry

Postby juniormayrinck » Fri Mar 27, 2020 12:35 am

loleznub wrote:Correct me if I'm wrong, but I'm pretty sure you were once able to move and shoot in the first place and that it was removed as half of the nerf that came into archery. Don't quote me on that though.


yet again i'm arguing for fire on the move /only/ for slings, and if that does put it into large pvp viability that would be nice as added variety
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Re: Slings and PVP light infantry

Postby loleznub » Fri Mar 27, 2020 1:40 am

archery includes slings.
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Re: Slings and PVP light infantry

Postby juniormayrinck » Fri Mar 27, 2020 1:17 pm

loleznub wrote:archery includes slings.


what part of making it separated with its own quirk do you not understand?
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Re: Slings and PVP light infantry

Postby loleznub » Fri Mar 27, 2020 5:06 pm

juniormayrinck wrote:
what part of making it separated with its own quirk do you not understand?


It's own quirk is that you get to use readily available ammo instead of needing to craft it, though, so it doesn't need another "quirk". I don't think the game needs more useless things added into it, time would be better spent fixing things that are actually relevant.
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Re: Slings and PVP light infantry

Postby terechgracz » Fri Mar 27, 2020 6:13 pm

But slings are useful.
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