You mean melee cavalry or HA? They act differently. Melee cavalry dont go in circle so the foot archers will have better time shooting them.
True. That is why I did the second test. To see if I could shoot down the rider in 1 vs 1. And I did. By estimating and leading the shot AHEAD of the HA. Which I did not see the AI foot archers had done in the first test. They more likely aimed AT me than AHEAD of me. Resulting in most of the arrows flew past BEHIND me. That is what I want to be changed, at least they should lead the shot a little since it is only logical doing so.
The thing is.. It is very weird seeing them doing very well against infantry. But suddenly against HA, they become incompetent. Surely there can be some middle ground and not 2 polar opposites between infantry and HA. I dont believe they should hit HA as well as hitting infantry. As you can see in the second test, I tried to be a foot archer shooting at 1 HA. It was hard, but after like... 2 tries to get used to it., I can reliably shot the rider down (except with longbow, longbow sucks). And that was 1 vs 1, it is even easier to hit someone in a HA formation.
I notice that they are godlike when it comes to stationary target vs stationary target and they do alright when a target is moving somewhat in front of them. But from what I have seen after the test, going in circles is what makes the AI struggles. So many arrows wasted on empty space just behind my horse, some hit the rear of my horse, and none hit the front of my horse. It seems the AI's estimation is a bit off and it needs to lead the shot a bit more. The preferable area to hit is, of course, the middle where there is a chance of hitting the rider.
Yeah the problem is never about how to counter HA as the corner tactic always works, for a few times, and then you got bored of it. Because it just seems like a workaround or even an exploit but if you don't use it, prepare to have a bad time.
These guys kill everything, they kill at range with bows, they kill in melee with their "totally-balanced" glaives. Using melee cavalry to try to stop them? Then you are, again, in for a bad time. But that is a different problem for a different day.
Correct me if I am wrong but from what I have seen from @kweassa post, he criticizes the mod for exactly this point. He wanted the ability to push enemy back in a spear/pike formation which the mod does not provide. When two formations clashed, they still... hugged each other tightly with or without the mod.
I see. So basically the mod turns spear into a thrusting sword in which it deals normal damage at any distance within its reach. The mod also removed some animation blocks in formation.
Agreed with the pushback effect. That would create a difference between sword and spear. Right now, a spear is like a sword but worse.
Nope. Not implemented. Wish it was tho. Spear and its formation seem to be underperformed in the current state.
Interesting. I think I saw and felt this, just didn't know how to describe it.
Not only that, but let's say... some enemy cavalries got stuck in the pike formation. The spear/pikemen would never get back to the bracing stance again and I mean the whole formation. They all try to both eliminate the enemies in the ranks and to get back in the old formation before doing anything else. They would try those so hard that they forget about another wave of cavalry charge coming. So a clean charge coming through all the way of the formation actually helps the spear formation than the cavalry. Because then the spearmen would re-organize and brace again.
Hm... Do you think it is possible to adjust the formation a bit like creating some gaps so that other ranks can thrust without being blocked? Or the dev could expand the brace formation of pikemen a bit. Creating a different animation than what is implemented currently. The animation and formation should look like Macedonian phalanges for example. With that custom formation, there would be no more blocking by the first row.
IRL, just by pointing spears ahead is enough to stop infantry from pushing themselves into pointy points. Again, maybe a new stance and proper phalanges formation can solve this? Let's say the stance is you pointing the spear in front of you. You can move but only slowly. You can thrust pretty quick but because it is quick, the damage is not really big (unless a horse charge right into your spear). Infantry can clip into your spear and move in between your thrust animations. But then again, there are other guys in the formation thrusting too so approaching the formation in the front would not be easy. Would this implementation create a somewhat solid front line for spear formation?
HA are terrible at landing hit at one man. But when they surrounded a formation, they just need to aim at the general direction of that big blob of infantry to have a chance to hit someone. That seems logical, no complaints here.
I second that. The archer's AI is having trouble with hitting horse archers even with fians and sharpshooters.
The thing about Multiplayers mode is it is more about 1 vs 1 more than fighting in formation. So right now polearms (the thrusting kinds, not the swinging ones) are not good 1 vs 1. But are they at least good to use in a formation? Also no.