It does completely remove the archers ability to do the bull**** shoot and scoot kiting that was very unfun to fight against, but it’s possible that the new and improved movement would accomplish the same thing without hampering the class.
Skilled archers can still jumpshot or 360, it's just not 100% effective anymore.It does completely remove the archers ability to do the bull**** shoot and scoot kiting that was very unfun to fight against, but it’s possible that the new and improved movement would accomplish the same thing without hampering the class.
Skilled archers can still jumpshot or 360, it's just not 100% effective anymore.
Also, light archers are faster than infs so they can run away.
I chased abuzut as a sturgian recruit for 3 mins when he had aserai light archer.With the massive speed increase to some light inf this is luckily only the case for a limited amount of matchups now.
I believe you. Sounds exactly like his regular playstyle. I think the brigand may be faster than the recruit.I chased abuzut as a sturgian recruit for 3 mins when he had aserai light archer.
Don't think you can put it much better than that. I am mainly an archer and early on it feels bad like Warband but as you level the skill you get faster and more accurate which is realistic. Once you get over 100 you start feeling pretty OPRight now, archery is "balanced" but it is less "fun." Fun and balanced are not mutually exclusive. It should be both, not just one.
I think the best way to balance archers and reward skill is to make is so that:
- Archers can shoot relatively fast, rewarding quick aim and accurate flicks
No. Thats the very thing we finally get rid off. xD
I think the best way to balance archers and reward skill is to make is so that:
This means infantry can prioritize blocking headshots, giving them something more strategic and active to do while raising the skill ceiling for archers.
- Archers can shoot relatively fast, rewarding quick aim and accurate flicks
- Archers have a high headshot multiplier, rewarding accurate aim and excellent prediction (at longer range)
- Archers do low damage on a body shot, due to how easy this is
- Infantry are stunned by headshots, but not by bodyshots (based on a threshold so point blank xbow shots would probably stun)
This might make archers too strong at close range (easier to headshot) but ideally a balance would be found.
I like it too besides HS stun. Stuns are not satisfying at all, just frustratingI like this. Add the crosshairs quickly losing accuracy if held. Force archers to actually be good at archery and not just hold their shot at center mass for 3 seconds waiting for an opening.
Lowkey ROASTING by Ebdanian! Sad! Maybe we should make all archers start tripping when running away for too long like Brytenwalda! Add another RNG mechanic into the gameI believe you. Sounds exactly like his regular playstyle.
The argument could be made that decreasing the rate of fire of bows actually increases the skill of the class. With a lower ROF, archers now need to make sure every shot counts, favouring quality shots over just firing as much as possible. One way or another, I think it is necessary that archers do not go back to firing at the pace they were in 1.4.3. Also, your examples are pretty much irrelevant since Bannerlord is a much different game than OW and Quake, although I can see how some people might have confused it with a FPS when you consider how it played before 1.5.0.Why is that a bad thing? You're directly removing archer skill when you make accurate shots 2+ seconds apart. No other projectile based class/character in a game would make aiming that slow.
Overwatch's Hanzo shots -- full accuracy -- are 0.75 seconds apart. Inaccurate shots are 0.5s.
Quake 2's Rocket Launcher is 1.4 seconds apart. Other weapons are faster.
If fire rate is resulting in archers being too strong, then reduce damage. Like I proposed, body shot damage should be reduced in favor of a more interactive game.
I honestly think cav needs a buff against archers, the whole cav is weak against infin. but strong against archers is totally not right. when i see a archer off in the distance i piss my... playing as cav.
I think the best way to balance archers and reward skill is to make is so that:
This means infantry can prioritize blocking headshots, giving them something more strategic and active to do while raising the skill ceiling for archers.
- Archers can shoot relatively fast, rewarding quick aim and accurate flicks
- Archers have a high headshot multiplier, rewarding accurate aim and excellent prediction (at longer range)
- Archers do low damage on a body shot, due to how easy this is
- Infantry are stunned by headshots, but not by bodyshots (based on a threshold so point blank xbow shots would probably stun)
This might make archers too strong at close range (easier to headshot) but ideally a balance would be found.