Store
Subscribe
Archer Arena Kit
As someone has played Archer for all 13 seasons of its existence, I can honestly say that I believe the kit/map combination right now is the best it's ever been. The scaling by distance is perfect, four hits is a good number for long range and short/mid range bow can be damaging but not OP like in old three-hit archer. The maps are great, there's some gentle terrain but no real hills or big things to hide or jumpshot behind. The number of pearls even, is optimal. 16 was essentially unlimited and was way too many. You could decrease it to two pearls, but honestly, I think three is enough that pearling for short range isn't really a viable strat anymore. I've always been a fan of the punch.

The only problem I see with archer right now, is bow boosting. People like m0xy can beat better archers by boosting themselves back and forth across the map and constantly getting mid range shots, something which throws off the balance created by giving the players only 3 pearls. It just seems stupid that you can shoot across the map with no health lost, effectively accomplishing the same thing as a pearl. It just really shouldn't work.
 2
PM Link
I'm gold 4 in archer, I like it how it is. :)
 0
PM Link
Kohi Archer like everyone is saying.

Regular damage
Regular regeneration
Infinity bow
Full leather armor
10 bread
1 arrow
 0
PM Link
Kohi Archer - No speed No bow boosting
 0
PM Link
I believe it should have no speed, I don't really see badlion as a HCF practice server anymore, which I believe is why the speed was there in the first place to resemble HCF archer, now it seems more UHC oriented.
 0
PM Link
3-hit durability wooden sword. And maybe BuildArcher? LOL
 0
PM Link
Regular damage, power 1 (power makes arrows go further), projectile protection 1 or 2 (to make up for the power), keep punch (harder to get combos that way), 3 pearls
 0
PM Link

BlacktimusPrime wrote

I believe it should have no speed, I don't really see badlion as a HCF practice server anymore, which I believe is why the speed was there in the first place to resemble HCF archer, now it seems more UHC oriented.

there's already a uhc kit
 0
PM Link

Zaverus wrote

put in less arrows because people bowspam too much.

also put in a pickaxe just like kohi did


it's literally called "archer" and you're complaining about bowspam
 1
PM Link

Bestaquiio wrote

Zaverus wrote...



it's literally called "archer" and you're complaining about bowspam

This guy is retarded , always that odd one out
 0
PM Link
No kohi archer, keep it the same. We already have uhc, adv uhc, iron (mostly bow)
I haven't played in a long time but I think that's better
 0
PM Link
Remove the speed an the punch bow as kohi archer. It would be more usefull and such an amazing update!
 0
PM Link

Verillium wrote

HIVLIK wrote...

 0
PM Link
REMOVE SPEED
 0
PM Link
Also add better armor, and no punch on the bow.
 1
PM Link
@Hivlik

I get your point: With enderpearls, speed and bowboosting it's extremely easy to get close to someone without taking damage. Once you're close it's still an even fight since the players would both be at equal health and the distance-based affects both players equally.

Even with that in mind I fail to see how your suggestion would make the ladder any different from UHC. What you are trying to do is to make getting closer to your opponent more risky. That, by itself, isn't going to encourage long ranged fights though, but rather mid ranged fights (just like UHC). Distance-based damage is still definitely the way to go in my opinion.

I suggest we do make it harder to get close to your opponent by removing speed, removing enderpearls and keeping punch but removing bowboosting (punch does make it harder to get close to someone if bowboosting is disabled). Ontop of that we can keep distance-based damage and perhaps change the current settings of distance:damage. This should not only discourage people from fighting up close but also make it a lot harder to achieve.

The current maps are fine for this I think. Not much of a point in adding melee if we're encouraging long ranged fights anyway.

tl;dr
enderpearls: no
bowboosting: no
distnce-dmg: yes
infinity: yes
speed: no
punch: yes
regen: no
melee: no
 0
PM Link

Cornfake wrote


Maps with objects such as trees to shoot and strafe/juke around.

nope nope nope nope please no

The old maps with trees and other objects just resulted in people corner camping and jumpshotting.

As for the kit itself, I don't think it needs changing.
 0
PM Link

HalfCreeper wrote

@Hivlik

I suggest we do make it harder to get close to your opponent by removing speed, removing enderpearls and keeping punch but removing bowboosting (punch does make it harder to get close to someone if bowboosting is disabled).



I don't think removing speed is necessary if enderpearls and bowboosting are both removed, as far as trying to get close to your opponent goes. If there was another argument for removing speed then maybe but I haven't read all of the posts.
 0
PM Link
In the past I used to always complain about the archer kit but now thinking of it (uhc having infinity affected my opinion aswell) it is really balanced. With bow boosting and ender pearls it is really easy for short/mid range players to come closer and that is balanced by the punch effect that knocks players back (so there is more distance between players) and the long shot rewarding distance based damage. I would say kohi archer is a better representitive of a real bow fight but we have Iron for short range and UHC for mid range.Archer really rounds it up
 1
PM Link
We want Kohi archer, I was actually decent at it. +1 and quote if u agree.
 0
PM Link
Thread is locked