Evanovic
Knight at Arms
Hi all,
Like many I believe that Lancers are an imbalanced force on the MM battlefields, rather overpowered if I may say. But the situation is not dire; there need be only some small alterations to make them fit in to the game better.
This post will give an overview of my observations, conclusions and solutions to the Lancer problem.
This will be done via process of: going through the Macro reasons as to why Lancers are overpowered, the Micro reasons to define their source of power and finally, some ideas as to how they can be changed for the better.
1. Macro Scale Overview:
The reality of the situation is this:
In Lancers vs Sword Cavalry: Lancers > Sword Cavalry
Vs Infantry : Lancers > Sword Cavalry
Risk when fired upon: Lancers = Sword Cavalry
Lancer comes out on top. They win more on average in the cavalry battles and they can take down infantry more easily than Sword Cavalry can. The argument that they are not overpowered because they can be shot by infantry is not strong because both Sword Cavalry and Lancers (and indeed Infantry) can be shot with similar results occurring; shooting is just a prerequisite.
2. Micro Scale Overview
Let us now look at the intricacies that cause Lancers to perform so well. I have created profiles of the strengths and weaknesses of Lancers compared to other Sword Cavalry.
Lancers’ profile:
Strengths:
-Fast/relatively fast horse; can attack at speed
-Decent weapon damage
-Large distance of attack
-Can couch the lance to produce an ‘insta-kill’
Weaknesses:
-Vulnerable to projectiles
-Vulnerable in close range melee
Other Cavalrys’ profile:
Strengths:
-Fast/relatively fast horse; can attack at speed
-Decent weapon damage
-Can use a Carbine for ranged attack (Dragoons only)
Weaknesses:
-Vulnerable to projectiles
-Vulnerable in close range melee
-Cannot reload on horseback (Not of Concern)
-Slow horses; cannot evade danger so easily (Dragoons only)
As is evident, both cavalry types have the same weaknesses and are mainly in competition regarding their strengths. We can omit any Dragoon-unique features from this, as their effects are not so persistent in battles and thus negligible in the grand scheme of things.
So how do the strengths compete? Who comes out on top? It’s Lancers. Let us compare each strength and see which one is better at it:
‘Fast/relatively fast horse; can attack at speed’ – Both are equal on this. (Lancers 1 – 1 Sword Cavalry)
‘Decent weapon damage’ – Both are equal on this. (Lancers 2 – 2 Sword Cavalry)
‘Large distance of attack’- A strength that only Lancers have. (Lancers 3 – 2 Sword Cavalry)
‘Can couch the lance to produce an ‘insta-kill’’-A feature of lances only. (Lancers 4 – 2 Sword Cavalry)
Final score: 4 – 2. And this exists on top of the prerequisite of equal threat from being shot and the Lancers’ better abilities versus Infantry.
3. Conclusions and Ideas
It’s these strength advantages that Lancers have that needs to be corrected, in order for more balanced gameplay.
Considering that this mod is also concerned with historical accuracy (as well as gameplay) it is important to make sure that Lancers are not altered contra to history too much, as well as to improve gameplay.
Here are some ideas as to how to go about this:
1. Reduce the damage of lances when in couch mode. Lances should at most inflict the same amount of damage in couch mode as in normal jab mode, opposed to an ‘insta-kill’. Couch would retain its ability to go through blocks and knock over infantry, thereby giving itself enough purpose to exist. Not only would this lessen Lancers’ strength against Infantry to more reasonable levels, but it would also mean couch manoeuvres would be more risky against Sword Cavalry, because of how dangerously close one must get in order to couch kill an enemy cavalryman or its horse.
2. Reduce the damage of the lance jab. This would force the Lancer to increase its frequency of attacks on both Infantry and Sword cavalry in order to get kills, moreover putting him in more risk-prone situations than before. This would be a suitable direct compromise for the range of attack advantage that a Lancer currently posses. In conclusion, Lancers have more attack range but have to attack more to get kills.
3. Prevent the lance from doing damage at short range. Similar to how you cannot do damage with a pike from too close a range, lances should not be able to do much damage either, because in reality, there would be lacking energy behind the lance before it pierced the enemy. This would give lancers the disadvantage in close range melee against Sword Cavalry. Swords are swung and swiped, there is room for that in a close up melee fights with other cavalry, but with a lance (let’s say a Lancer and Hussar are side by side) there is no room for gaining the impact needed to do damage and the Swordsman has a clear advantage. Finally there would be a situation where a Sword Cavalryman has an obvious advantage versus a Lancer.
4. Make Lances break after a certain amount of uses. This would not only be historically accurate, but it would also prevent Lancers being a persistent threat in the battle. Much like with Dragoons’ shooting, Lancing would become only a phase in the battle and would not dominate so much as to be an imbalance.
With simple solutions like these I believe Lancers can become a balanced force in the game and still be relatively historically accurate and fun to use. They can still be the better cavalry, as historically I understand they were, but more to a level that gives other unit types a chance to compete.
Thanks for taking the time to read my observations, conclusions and ideas. I hope you can add your own ideas to this thread and perhaps critique mine. I am just happy to get this all out, opposed to leaking it in places I should not (like the ‘Suggestions’ thread ) and pissing Vince off in doing so
Once again thanks,
Evan
AKA: 13e_2Bat_Cpl_Evanovic
Like many I believe that Lancers are an imbalanced force on the MM battlefields, rather overpowered if I may say. But the situation is not dire; there need be only some small alterations to make them fit in to the game better.
This post will give an overview of my observations, conclusions and solutions to the Lancer problem.
This will be done via process of: going through the Macro reasons as to why Lancers are overpowered, the Micro reasons to define their source of power and finally, some ideas as to how they can be changed for the better.
1. Macro Scale Overview:
The reality of the situation is this:
In Lancers vs Sword Cavalry: Lancers > Sword Cavalry
Vs Infantry : Lancers > Sword Cavalry
Risk when fired upon: Lancers = Sword Cavalry
Lancer comes out on top. They win more on average in the cavalry battles and they can take down infantry more easily than Sword Cavalry can. The argument that they are not overpowered because they can be shot by infantry is not strong because both Sword Cavalry and Lancers (and indeed Infantry) can be shot with similar results occurring; shooting is just a prerequisite.
2. Micro Scale Overview
Let us now look at the intricacies that cause Lancers to perform so well. I have created profiles of the strengths and weaknesses of Lancers compared to other Sword Cavalry.
Lancers’ profile:
Strengths:
-Fast/relatively fast horse; can attack at speed
-Decent weapon damage
-Large distance of attack
-Can couch the lance to produce an ‘insta-kill’
Weaknesses:
-Vulnerable to projectiles
-Vulnerable in close range melee
Other Cavalrys’ profile:
Strengths:
-Fast/relatively fast horse; can attack at speed
-Decent weapon damage
-Can use a Carbine for ranged attack (Dragoons only)
Weaknesses:
-Vulnerable to projectiles
-Vulnerable in close range melee
-Cannot reload on horseback (Not of Concern)
-Slow horses; cannot evade danger so easily (Dragoons only)
As is evident, both cavalry types have the same weaknesses and are mainly in competition regarding their strengths. We can omit any Dragoon-unique features from this, as their effects are not so persistent in battles and thus negligible in the grand scheme of things.
So how do the strengths compete? Who comes out on top? It’s Lancers. Let us compare each strength and see which one is better at it:
‘Fast/relatively fast horse; can attack at speed’ – Both are equal on this. (Lancers 1 – 1 Sword Cavalry)
‘Decent weapon damage’ – Both are equal on this. (Lancers 2 – 2 Sword Cavalry)
‘Large distance of attack’- A strength that only Lancers have. (Lancers 3 – 2 Sword Cavalry)
‘Can couch the lance to produce an ‘insta-kill’’-A feature of lances only. (Lancers 4 – 2 Sword Cavalry)
Final score: 4 – 2. And this exists on top of the prerequisite of equal threat from being shot and the Lancers’ better abilities versus Infantry.
3. Conclusions and Ideas
It’s these strength advantages that Lancers have that needs to be corrected, in order for more balanced gameplay.
Considering that this mod is also concerned with historical accuracy (as well as gameplay) it is important to make sure that Lancers are not altered contra to history too much, as well as to improve gameplay.
Here are some ideas as to how to go about this:
1. Reduce the damage of lances when in couch mode. Lances should at most inflict the same amount of damage in couch mode as in normal jab mode, opposed to an ‘insta-kill’. Couch would retain its ability to go through blocks and knock over infantry, thereby giving itself enough purpose to exist. Not only would this lessen Lancers’ strength against Infantry to more reasonable levels, but it would also mean couch manoeuvres would be more risky against Sword Cavalry, because of how dangerously close one must get in order to couch kill an enemy cavalryman or its horse.
2. Reduce the damage of the lance jab. This would force the Lancer to increase its frequency of attacks on both Infantry and Sword cavalry in order to get kills, moreover putting him in more risk-prone situations than before. This would be a suitable direct compromise for the range of attack advantage that a Lancer currently posses. In conclusion, Lancers have more attack range but have to attack more to get kills.
3. Prevent the lance from doing damage at short range. Similar to how you cannot do damage with a pike from too close a range, lances should not be able to do much damage either, because in reality, there would be lacking energy behind the lance before it pierced the enemy. This would give lancers the disadvantage in close range melee against Sword Cavalry. Swords are swung and swiped, there is room for that in a close up melee fights with other cavalry, but with a lance (let’s say a Lancer and Hussar are side by side) there is no room for gaining the impact needed to do damage and the Swordsman has a clear advantage. Finally there would be a situation where a Sword Cavalryman has an obvious advantage versus a Lancer.
4. Make Lances break after a certain amount of uses. This would not only be historically accurate, but it would also prevent Lancers being a persistent threat in the battle. Much like with Dragoons’ shooting, Lancing would become only a phase in the battle and would not dominate so much as to be an imbalance.
With simple solutions like these I believe Lancers can become a balanced force in the game and still be relatively historically accurate and fun to use. They can still be the better cavalry, as historically I understand they were, but more to a level that gives other unit types a chance to compete.
Thanks for taking the time to read my observations, conclusions and ideas. I hope you can add your own ideas to this thread and perhaps critique mine. I am just happy to get this all out, opposed to leaking it in places I should not (like the ‘Suggestions’ thread ) and pissing Vince off in doing so
Once again thanks,
Evan
AKA: 13e_2Bat_Cpl_Evanovic