Cav AI improvements are planned right after the AI weapon selection/switching improvements, which are currently in progress.Don’t buff cav stats
Buff Cav ai
What we have in mind: Instead of flat out increasing the charge damage of heavy cav, we are thinking of slightly decreasing charge damage on light cav and slightly increasing it on heavy cav, to be somewhat similar.
On top of that we want to go over the horse perks, for them to be more interesting and not instant- or non-picks anymore, but rather fit a playing style.
Additionally we would like to bring out cultural/breed differences between horses more, making them more distinguishable and fit the lore.Also there will be a slight nerf to camels, sorry humphrey.
1) Cavalry is not maneuverable at high speeds as OGL suggested it is, it feels like turning a tank unless you're riding the camel.
On top of that we want to go over the horse perks, for them to be more interesting and not instant- or non-picks anymore, but rather fit a playing style.
Additionally we would like to bring out cultural/breed differences between horses more, making them more distinguishable and fit the lore.
Big plus for opening a discussion like this, it's a breath of fresh air.
The moment they knockdown teammates is the moment public playing becomes even more frustrating.One big problem that I have with cav is what was already mentioned in this thread that they do not knockdown teammates. I never understood why. Another one which was mentioned aswell is the time a player is knockdowned.
+1I think its still kind of hard to bumpslash with a onehanded properly because the speed needed for a bump is often too high, so slightly decreasing the threshold sounds nice.
I think Horses with barding tank too much, maybe lower armour of them by 10 and give them a few more hitpoints so you don't get the very low damage hits by cutting weapons.As a spear man and infantry main I cant really talk about how fighting as cav feels but fighting against a cav is a pain in the ass.
Of course Cav should be fast and strong but I think that they are too tanky even when they stand right in front of you. Many horses are so tall that if you swing at them with any weapon but a long two handed / polearm, you will most likely hit the horse instead of the rider while the rider can still easily hit you.
One-handed weapons still do no dmg to standing mounts whichdoes not allow you to punish a Cav players who chose to stick around in a meele. Spears are iffy too. While the long spear is only good vs Cav coming in fast, it is useless for any other purpose. Many Div A teams let the light cav drop the short spear for the inf because it is not as useless as the long one.
Long story short, Mounts tank way to much dmg from1 handed weapons in melee while protecting the rider very well.
Hey!
Thank you all for your feedback and keep it coming. I just want to jump in here and clear some small things up and kinda update what we will be looking at. So first of all we will see quite a few changes with 1.5.5. Which will be coming soon to live. Those are the cav related changes in there:
By the way, with the hotfix to 1.5.5, we made it so you can have a shield again when picking camel on Beduin. So it's just like it is in live right now.
- Knight | Heavy Horseman's Kite Shield, Hitpoints increased from 105 to 130
- Courser | Price 140 → 130
- Courser | Throwing Spear stack reduced 2 -> 1
- Raider | Throwing Spear stack reduced 2 -> 1
- Combat Archery changes:
- Will make horse archery / throwing more viable
Also couch lance changes are already in the works! (It won't be easier, but deal more reasonable (higher) damage than now) .
Additional things (to what was mentioned in OP) we will look at:
About bumps and knockdowns on friendly troops. I cant give you any promises on it, its something we will have to discuss internally first since its quite the design change. What I can say though, is that implementing it will come with problems for singleplayer and captain, which will need to be solved somehow, so its not as easy as to flip a switch!
- Knockdown animation lengths
- We will check and probably change some cavalry perks
- And some individual horses
- Slightly decreasing the bump threshold, since we are removing many extremes with bringing light and heavy cav closer together, charge damage wise