#LIST REWORKS CLASS, MAPS, OTHERS
30 messages · Page 1 of 1 (latest)
ENGINEER REWORK
(Instead of the engineer having a palisade with timer and 2 barricades)
-Limited to 4 people per team
-Engineer has 4 points of engineering (PTE) to build, they can be replenished by a point of supplies or your ability
-Adding a construction hammer that deploys an interaction circle.
-The interaction circle will contain:
-Hedgehog palisade (100 HP - Cost 1 PTE)
-Normal palisade (150 HP - Cost 1 PTE)
-Barricade (200 HP - Cost 1 PTE)
-Cheval de frise (175 HP - Cost 2 PTE - Recharge Time 1m)
-Reinforced palisade (225 HP - Cost 2 PTE - Recharge Time 1m)
-Pluto (275 HP - Cost 2 PTE - Recharge Time 1m)
-The created objects will remain until the enemy destroys them or the engineer creates a new one over the points already occupied.
-Passive: the engineer has the ability to repair catapults, ballistas or cannons faster
this is bullshit enough let engi as is, give em a knife, dun
bro literally all of that is avoided just jumping over the right side off the ledge
Tried too far to reach
LIONSPIRE REWORK
(Currently Lionspire is one of the largest maps in the game, however it has 5 objectives and several dead spots within the map, with these changes I intend to cover some of them to enjoy it even more)
-Post Stage 2 (Destroy the City Gates), there will be a new stage where they will have to destroy 12 trading posts, just like in bridgetown
This will give cover to what's behind the gates, as most players just skip it by running to Stage 3 (Capture the Town Square).
Obviously stage 3 will not be eliminated, after destroying the trading posts you can do the Stage (Capture the Town Square)
-Post Stage 5 (Destroy the Trebuchets), there will be a new stage (Stage 7) kill the Marquess of Lionspire, the doors of the cathedral will open once the 4 trebuchets have been destroyed
This area has only been enjoyed in the Brawl gamemode, I intend that this area be enjoyed with this, because it does not even host any fights on the map
AMBUSHER REWORK
(In my opinion it is the least busy specialization in the game, the changes that I will make are to make it a more enjoyable experience)
-The player will no longer have 2 weapons, however the two weapons that can be chosen will be one for the right hand, and one for the left hand, instead of throwing knives in the left hand
(my idea here is that he becomes like a berserker)
-The weapons for the right hand in my opinion will be:
-Axe
-Sword
-Cudgel
-Katar (if this is equipped, it is equipped in the left hand as well)
-The weapons for the left hand in my opinion will be:
-Hatchet
-Short Sword
-Knife
-Dagger
-Each blow with your right hand will be slow, but the second attack with the left hand will take half the time it took the first
-The throwing knives will still remain, but they can be equipped with two hands, it will have 6, and they can be thrown continuously
-Passive: the player, even if he loses his limbs, can continue in the fight until he dies, it should be noted that he will no longer die from bleeding
-The Skill is changed by another, I will call it Fury, this skill is basically focused on hitting 3 continuous hits with each weapon, in total 6 hits
I rather them keep the ambusher how it is and then add a new duel wielding subclass
it is likely that a new subclass will be added for each class, but I see it unnecessary when some subclasses are not really used, based on the original gamemodes
GALENCOURT REWORK
Stage 1
-First of all, the attackers should start a little further back, the truth is that this map in attacking the walls, it doesn't feel like a siege like in any other map.
-Siege ramps should be able to be pushed instead of having a trigger that pushes them automatically
-Catapults, instead of being destroyed, should be other pushable, and give you a rock resupply cart (it would be interesting if this cart could be broken as well).
Post-Stage 2 (New stage)
-After having destroyed the ships, there should be a stage where you capture the market, it is a more comfortable idea instead of having the explosive barrels and going for the doors.
Stage 6
-The resupply stations should only be on the second floor or outside the church (this will also eliminate the one behind the tomb), it would help the engineers to have to take a walk to get back to the tomb and set up barricades, so that the attackers are not so frustrated by having a spam of barricades.
in the current design from a balance perspective the only problematic point has been the second gate where you're planting explosives barrels through a low ground choke point, although I think some cooking is going on with the ammo crate on the tomb being a problem. Right now galencourt is bugged so that agathians spawn in the center of the church, so once that is out of the way you'll see the normal balance come back at least which offers more perspective
taking the market would be fun because it's a fun place to fight and that's all it takes to have a fun koth point
Please comment on the proposed rework of the new map here
On the other hand, I think that TO maps should have a standard of 7 stages so that the maps feel deplorable
I was thinking of a small idea for engineer, basically field enginner with a movable ballista (smaller, reduced health, much less damage, a bit faster reload, possibly limited ammo) that would be a side option instead of barricade, but it wouldn't be able to be restocked so if it breaks, you don't get another till you die. I just think it would be interesting to see a more offensive engineer as opposed to defensive
Skirmisher rework
Perks:
+throwing weapons usable in melee
+25% bonus damage on projectile headshot
+10% movement speed while holding a one-handed weapon
+50% faster dash cooldown
+25% faster stamina regeneration (not entirely sure)
-low health and stamina for a melee fighter
Quiver: changed to restock, will restock your throwing weapon and will also replace your small shield if it has taken damage or you no longer have it. (Ranged headhunter still the same)
Small shield: can now be regained at ammo crate
Skirmisher primaries
Javelin: slash motion added back, 25 damage, comparable speed to overhead
Throwing axe: from 6 ammo to 8 to be on par with javelin
Bolas (new): no normal attacks, overhead, slash, and stab are just different throws. On hit, tie up enemies and have them fall to the ground (10 damage, goes through normal block but not shields), ammo: 4
Chakrams (new): similar moveset to normal fists, but now you can throw each chakram for 60 damage each simultaneously. You have 4 pairs
Boomerang (new): similar to cudgel moveset, can be thrown and does 50 damage on hit. If not blocked, it will return to you, you only get one so if you lose it, you have to use quiver or ressuply
Skirmisher secondaries
The same except for one addition, the raiper. It just feels right for the really light class to get a fast weapon like this
The truth is I also thought about that, but yes, the incorporation would have to be very limited, it could even be used as a skill instead of replenishing PTE, the truth is I don't know if they would want to implement it but it seems like a good idea to me
good idea, the truth is that it is quite complete, a while ago I wanted to write one similar to yours in terms of weapons, but I had not considered the passive ones, that's why I didn't write 😅
had a similar idea, but exclude skirsher completely from archer and make a light support class,
first of all give engies banner and this guy med kit
105-110 health
normal skirmisher loadout + throwing mallets
2 other classes might be one polearm centered and one faster man at arms but im in the desing process right now 😄
ah yes and give more subcalsses structure dmg
I'm working with what we got, if skirmisher just got more weapons and maybe a rework to quiver, I'd be happy, but if torn banner wants to go the extra mile, i think a decent sized rework is the way to go
No
pls NO MORDHAU SHIT
What are you saying, it's far from being mordhau
I don't know much about or even play mordhau. Whatever you see is purely my standing playing chivalry 2 as my only Mideval slasher
I misread the thread title as "LTS reworks" cuz I do think the mode needs adjustments if it is to ever escape limited rotation hell
The truth is that they could put it as a competitive mode, but the truth is that I don't see a future for the implementation of the competitive mode, at least in SA nobody plays that section.
Another direction I would like to see, is to choose the matchmaking of various game modes, so you can select which queues you want to join.
Its's p clear that the bandage kit on Ambusher is just a placeholder. Wonder if this would work as a proper subclass-specific special. Apparently, the concept of throwing a single-use explosive weapon was around as early as the medieval Crusades. https://discord.com/channels/209841695850889226/1175932290082283581