Chivalry: Medieval Warfare Strategy Guide pt.1/4

Archer Class

Dear reader, before we begin, please note that this is not a review or a run-down of features, but a strategy guide for those seeking to learn a few things in the art of dealing death from a distance. If you’re unfamiliar with the game and classes of Chivalry: Medieval Warfare, please refer to the following links which will provide you with a gist of the this game by independent studio Torn Banner. Don’t worry, I’ll still be here when you get back.

Chivalry Game Official Website
Chivalry: Medieval Warfare Guide
Chivalry Strategy Guide

 

lright, let’s get started. In-game, there is a lot of hatred against the Archer class, from both other players and at times from the archers themselves. Players like to complain about the cowardliness of lobbing arrows and highly damaging javelins at men with swords and spears, while others complain that they can’t get their projectiles to connect or that they just can’t live long enough to get the kills.

Now, don’t get me wrong — though powerful, the archer is without a doubt a hard class to learn/play; people have good reason to QQ as they do. However, with practice and the right tactical use, the archer is a high kill, low death abuse machine against all the classes. Many archers in Chivalry don’t seem to understand their most effective roles on the field, and that they’re not limited to playing support. Autonomous archer deathsquads of 1 or 2 are possible with the right loadouts and playstyles, and from what I’ve seen on those rare occasions, dominate quite ferociously. An experienced archer is also not to be trifled with in duels, and even has the potential to overcome being outnumbered by heavy melee classes.

The Archer is also the only class that can be affected by the map’s size and amount of cover, so getting to know these nuances will help survival and picking your best opportunities for offense without getting cut.

 

ARCHER TACTICS SECTION 1 – Lerning 2 pwn

Thus, I’ve broken down a simple recipe for getting your archer game up into three simple steps.

Step 1 (the most obvious): Practice

No one is going to get used to the arcs, speeds, and ranges of the projectiles overnight, so try to get in some training time if you’re pulling out your hair over your epic missing skillz. Create targets out of the map’s scenery – like a window, a tree trunk, anything – and practice pegging them from various distances from standstill, then while moving to pretend you’re trying to dodge enemy arrows, then taking cover and trying to lock on and nail your target as quickly as you can. Get to know your weapon.

Step 2: Adjust your sights

Find your favourite camera angle. Experiment with all four options: first person, right, left, and centered third person. These different angles do drastically change the gameplay, so get comfortable with the one that works best for you. In my case, my crossbowman sticks in first person, while my javelineer and bowman rock out in centered third person view.

Step 3: Take it to the streets!

Inanimate object target practice will only get you so far. Once you have gotten your ability to hit standstill stuff, you have to step up the difficulty and learn to land some trick shots in the field. You’re ready to go online and hone your skills in supporting teammates without hitting them, nailing enemies charging towards you, and staying alive in a close quarters fracas.

Bonus Step: Never stand still!

Assume every enemy team has an anti-sniper sniper, and you will live longer.

 

ARCHER TACTICS SECTION 2 – Know thyself, thy strengths, thy weaknesses

Crossbows–

Strengths:
  • High speed, high damage, low arc projectiles.
  • Long range shots made easier and very effective.
  • Not limited to a support role, but has potential for standing own ground.
  • Huge shield on your back which will protect you from enemy projectiles.
  • Said huge shield is also deployable.
  • Ability to punish foolish enemy archers standing still with 1 hit kills (with exception of light xbow.)
Weaknesses:
  • Moderately slow to Very slow firing rate.
  • Reloading hinders vision and leaves you vulnerable.

So you have chosen the path of the sniper, have you? Excellent. You will enjoy the perks of faster and more straight-shooting missiles than the bow or the javelin, and an excellent deal of damage to suit. But be wary, hopeful rifleman, for cover is still a prime importance for you. It is fortunate, however, that a ready source of cover comes attached to your back and can be planted for a makeshift short wall behind which you can reload in safety from incoming arrows. Reloading is not something to be rushed, young padawan, for it could often be your demise if you have not taken a good look at your surroundings and left yourself exposed. Should you spot enemy archers, you can give them your back and delight in the sound of arrows getting stuck in your shield. You will, however, rely on your secondary melee weapon often to protect yourself when the action gets too close. As reloads take anywhere from one to three seconds, you will only be able to do so from a safe distance which is not always available. Thus, you would do well to learn the ways of the knives, swords, or facebeater club in addition to your crossbow.

As a crossbowman, you will be a most excellent support unit for melee classes, but you are also allowed the freedom to secure remote positions and engage the enemy from their rear, their sides, or even far behind your own front lines. Another great strength of this subclass is the ability to specialize in what kind of abuse you plan on dishing out to your enemy – moderately painful support fire in quick succession with the light crossbow, anti-archer archery with the plain crossbow, or a whopping load of damage which can stop archers, men at arms, and vanguards dead in their tracks with the heavy crossbow. Your playstyle paves the way for your approach. Many a game have I seen competent crossbowmen thin enemy ranks in their group rushes and making it easier for the meleers to sweep the floor with the rest of them.

So remember, your purpose is not spray & pray. Line up shots and make them count.

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Javelins–

Strengths:
  • High damage ranged attack (duh).
  • Offhand shield which enables full mobility despite cover available.
  • 2 hands with which you can attack in melee, one for each side of you.
  • Quick thrust with jav from right hand side.
  • Even quicker shield blonk from left hand side.
  • Kick available as a shield bash.
  • Kick is fast @___@.
Weaknesses:
  • Very limited supply.
  • Limited range.
  • Long wait time for next action after a throw leaves you vulnerable.

With the lowest ammunition capacity of the three archer weapons, the javelins should be thrown with conviction and precision! Wasteful tossing of these pointy pain sticks will actually hurt you, since you’ll find yourself needing to get to an ammo box too often to make a real impact on the battlefield. Try to be the least wasteful you can with these little lovelies; they should be counted as precious since they can deal so much damage at a distance and can be used both offensively AND defensively in melee without switching weapons(!!). Believe me when I say running out of these is not in your best interest. I beseech you to take advantage of the only ranged weapon with the ability to defend (with an offhand shield, no less), attack in close quarters, and even kick. Neither the bow or crossbow allows you such luxuries.

Consider, if you will, the alternative to the toss-happy approach.

I like to play this subclass on the melee offensive, being as annoying as I possibly can. Running in and out of the brawl whilst stabbing and shield-clapping opponents drive-by style seems to work quite well, whether as a one-man show, backup for knights, or even as team distraction guy.

 

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Bows–

Strengths:
  • Medium fast to lightning fast fire rate.
  • Decent damage.
  • Two specialized arrow types for effectiveness vs light or heavy armour.
  • Excels as support unit.
  • Versatile: good at long, medium, and short ranges.
Weaknesses:
  • Completely unprotected.
  • Susceptible to enemy archers.
  • No means of defense like block or kick with bow out.
  • Friendly fire is bad mmkay.
  • Unlikely to survive alone.

If your wish is to master the ways of the noble bow and arrow as the Mongols have, then your path lies in either learning to stick with your team, or to learn patience, because you will need it in your study of missile speeds and arcs on an intimate level to nail long range shots on moving targets.

The ideal bow archer makes friends fast and friends that last (last in the sense that they maintain their “tightness” with you, and in the sense that they manage to stay alive for a consistently dependable measure of time.) A model candidate also uses his/her habit of finding cover without being self-obstructive as one of their best assets against the arrows and bolts of their foes.

 

ARCHER TACTICS SECTION 3 — And if all else fails…

Run! Run your squishy little ass out of there towards a teammate while shouting Help through the voice command list (X -> 3) to get their attention. Get behind your team’s defensive lines, or shake off your attacker onto a teammie and make it their problem to deal with.

 

Update: don’t forget to check out the Slinger strategy guide addition.

Fin of part 1. Stay tuned for the next installment of The Bud Factor! Next class: Man At Arms!