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Its actually not super easy to do well. Thats basically spawn camping numbers.
- A reasonably experienced cav player can dominate the battlefield single-handedly in a way no other class can do so, as a single unit. It doesn't feel like the class is properly tuned.
- Most players do not seem to hear, or care, when they hear cavalry hoof-steps and just charge on without even looking around.
I think overall cav is mostly balanced but yes the sword reach is pretty insane sometimes. I hid behind a tree once and the cav came at me and swung the sword, and it HIT the tree, and the sound and smoke came from the tree, yet I also still died.
When a cav swings their sword, the problem isn't it's reach. It's that a very spatially and temporally generous deathbox surrounds them.
Of course, there is also the problem of the horse itself being a tank that takes at LEAST two bullets to kill, often three. I feel like in some way if the horse takes a bullet, then either the horse rears up and the rider is thrown off, or the horse should become wild and uncontrollable for some time. You can train a horse to move swiftly and jump stuff, you can't train it to know how to just casually shrug off being hit with a bullet, so it should really go a bit wild for a time.
No I'm implying that the shots at the horse are random and every one is counted as non fatal. Yet by sheer dumb luck many shots (that hit) would do more damage. I don't think one shot would be a fair solution since that would be assuming the opposite ie that every shot is fatal. So 2 would be a compromise or a lot of programming on random stuff like fatal shots, horses bolting, horses throwing the rider etc. Lets face it none of that's going to happen. So reducing Horse HP to 2 and fixing the 20ft sword would be all thats needed imo.
Cav swords pass through the horse from the right and kill the person standing on the left. They hit trees, throw debris off of the tree, make a dink sound as they hit the tree and still kill the guy standing by the tree. I've had the misfortune of being hit with a machete in rl (it was an accident) It glanced off of a tree and hit me in the shin and did virtually no damage. I have a small scar about 2cm on my shin. But by the laws of Holdfast I'd be dead. It takes quite a bit of force to hack through a person and that force is lost if the blade hits a tree first. Also blocking the sword is weird and unpredictable. Yes it's true most ppl don't use the tilde key and look around themselves while running in the open (they really should) and cav are fairly easy to shoot out of the saddle if you let them get close enough. But that doesn't mean they don't need a tweak.
Soldier melee requires expert timing, direction and control. Cav, you just click melee button and anything near you dies from the start to the end of the animation.
It hasn't been like that for ages, though. Cav honestly kind of sucks now unless you're actually pretty good at it.
Needs an adjustment even if ever so slightly, they will most likely always keep dominating public battles but thing is, right now their way too ridiculous.
My experience is from the same. There's a few good cav maps, but that's true of every class. I've seen a cannoneer go 120-0 on Fort Cristiana, not because mortars are OP but because the map favors mortars and he knows how to exploit that. Cav has the same thing, where it's really good on a lot of open maps but mediocre on others.
Granted, I also main line infantry because I'm ♥♥♥♥ at cav. I can barely pull 6 kills with that many deaths on horseback, so most of this is just from watching cav while standing in a line.
If you look at muskets. There have been numerous threads about musket inaccuracy supported by youtube vids of beardy historians firing muskets under lab conditions. Trying to prove that muskets were more accurate in rl. But from a game play pov I think muskets are about right. On balance. There would also have been misfires, wet powder and even cold fingers. So if you look at rng as balancing the muskets overall performance it feels kinda right to me.
As I've said earlier the Horse is just a tank. It's strong HP doesn't seem to compensate for any horse behaviours. And is set from the pov that all wounds are non fatal.
The sword is clearly needing some work.
Cav are (I believe) as accurate with a fire arm while on horseback moving at speed as they are standing or kneeling. That can't be right.
And finally cav get stuck to trees and can climb over rocks.
My opinion is cav need some nerfing (fixing), but not nerfing down to the point where they are not a danger. They should be a danger. And it should still ultimately be down to Infantry to work together and look around them to fully combat them.
But I've also had rounds where the enemy team was strong. Always looking around, listening, good melee, and very good shots.
If you think cavalry is still op here's some facts about it. Running people over stops horse, any damage done instantly stops it and makes it writhe around for 2-3 seconds. The horse has no head hitbox, the horse's hitbox it self a bit large. Rider hitbox clips into and even through the horse's neck. Most objects stop horses, and sometimes they even just get it stuck and go vertical especially fences and rocks.