You don't use language-specific operators in pseudocode, moreover the "pseudocode" you attempted to use wasn't even internally consistent. You attempted to show that you have knowledge in an area where you have none and made a fool out of yourself.
An opinion backed up by video evidence. Unless you seriously believe archers should be able to fight an equal number of cavalry on flat terrain and win handily. Because there are plenty of videos of that happening in this thread.
I didn't misquote you. You are disingenuously trying to backpedal on what you said. Calling archers "almost harmless" makes the point you are arguing quite clear... just because I left out the "almost" in my rebuttal does not mean I am misrepresenting what you are saying. Especially when you said this a few posts earlier:
That is taken direct from you and not paraphrased or edited in any way. Notice there is no "almost".
Go ahead. Pretty sure your strawmanning, symantics based arguments, needless contrarianism, and claiming you didn't say things you did actually say fall into the definition of "trolling".
No, and that isn't what I'm advocating. I am just saying we shouldn't balance archers around the AI using shieldwall because it can't and probably never will, and if you have read my other posts in this thread you can see I have been disagreeing with people who think low tier archers should be useless against heavy infantry.
No, the game knows how to deploy the unit in shield wall at the start of the battle and leave them there... or are you too stupid to see the difference?
Apart from your mangling of anything remotely resembling proper syntax... (lol using assignment operator for boolean operation, no semicolons at the end of statements, no scope control, and calling an object like a function and then using a pointer access operator).
And now they are overpowered.
Pointless distinction. You are using semantics and strawmanning to troll, I don't know why you haven't gotten a ban yet.
The AI will likely never be able to use shield wall up to the standards of a human. More then that, it may even be an intentional design choice that the AI CAN'T. To balance archers around assuming it will happen at some point is idiotic.
The AI does not know how to shieldwall. The only time a shieldwall is ever used by the AI in the game is behind the gate in the siege, and that is only because the troops start there when the map is generated and never move. The AI may not even have a system in place to recognize when a good time to use shieldwall would be, or how to react to archers on one side and flanking troops on another, or any other myriad of scenarios. All of that would have to be coded from scratch if they do not have the necessary systems in place. Frankly, your assumption that the developers could just change one line of code and the AI will suddenly start using shield wall intelligently in combat shows how little you know about software development and coding in general.
Which would be ignoring why the devs took it out in the first place, if they indeed did. Overperforming archers is better than useless archers.
Archers are most certainly NOT "harmless" against player armies. And... at the risk of sounding like a damn parrot: THIS DISCUSSION ISN'T ABOUT HOW WELL ARCHERS PERFORM AGAINST THE PLAYER, IT IS ABOUT HOW WELL ARCHERS PERFORM AGAINST THE AI, EVEN IN SCENARIOS WHERE THEY SHOULDN'T BE PERFORMING WELL.
lol
No it isn't. Changing damage resistance granted by armor is as easy as changing the formula within the code. Changing archer shoot speed may perhaps be a little more complicated depending on how the animation system works, but is likewise relatively straightforward. Both changes may not be "one line code changes" but they are certainly less work than rewriting a portion of the combat AI.
You may very well be correct, in which case "just let the AI use shieldwall" is not the solution to the balance issue because it is intended NOT to be that way by the devs.
You are wrong. Archers (especially archers that can hold their own in melee) are the most dangerous units against the player outside of getting swarmed by infantry in melee. Furthermore, we aren't talking about how well archers do against the player. We are talking about how well archers perform as a part of player army composition against the AI armies, where they outperform every other type of army composition regardless of situation, opponent, or sometimes even tactics.
I'm hearing "The solution to archers overperforming is the AI being better in general, and being able to use shieldwall specifically." That statement isn't constructive to this discussion because it renders this entire discussion moot. It is pointless to talk about combat balance at this juncture if such a major change will be implemented, and it is not clear if it ever will be.
The solution to that is to make AI armies level better so that they aren't bringing stacks of low tier troops to battle (totally doable through tweaks to the AI experience formula). A high tier army SHOULD wipe the floor with a low tier army. Combat should not be balanced around the need for a low tier army to compete with a high tier one in order to create artificial challenge for the player.
I have already explained that saying "well the AI should be better" is a cop-out that makes the discussion moot because such a thing is totally out of our hands. We are discussing concrete ways in order to fix the imbalances in the game the way it works currently, not in a theoretical future iteration of the game. These fixes will involve much less work then rewriting the combat AI. If you have anything constructive to add, please do. If you do not, please stop pushing a solution that will possibly never happen, and renders the discussion of combat balance pointless until it does.
There you go strawmanning again. I am aware of the differences between a peasants/serf and a freeman. That is totally beside the point. A large amount of the farmers in the middle ages WERE peasants/serfs.
Right here.
"Raising armor resistance" is functionally equivalent to lowering DPS across the board, because even t1-t2 units wear armor (crappy armor but still armor). If damage resistance is raised on a per armor point basis, the proportionality of damage resistance between low tier toops and high tier troops will be maintained. The only effect will be to slow combat down. It may have the effect of making heavily armored troops stronger then they are currently, but I think that is a good thing: There isn't enough of a performance difference between a t2 unit and a t5 one right now.
You don't know how the AI is coded, it very well could. I also seem to remember the devs talking about the AI being able to use shieldwall at one point but they purposely took it out because it made archers useless against shielded infantry... I do not have a direct quote though. It may very well be that the AI not being able to use shieldwall is an intentional design decision. If that is true, the solution to archers overperforming is never going to involve the AI using shieldwall. What then?
Because I like the restaurant and want the food to be better.
Don't need to be a chef to know when food tastes like sh*t.
That is part of the problem. The other part of the problem is that cavalry are so hilariously bad. I've seen a cavalry charge of 25+ horsemen get zero kills on LOOTERS.
As opposed to disingenuously strawmanning peoples' arguments like how you do it? I've read all your comments, especially your conversations with Sheepify and Alescor... you're a contrarian troll.
True. But the whole archers>spearmen>cavalry>archers isn't exactly "wrong". Sure, it is WAY overexaggerated compared to IRL, and perhaps even tiresome for some. But, the fact remains that different unit types need niches and uses within the game in order to have a place, otherwise players will just find the mathematically most efficient unit and spam them. The combat system in the game is far too simplistic to model the true-to-life uses for these actual units, and so reality must make a few concessions. This usually means units have strengths, but also "counters". Game design 101.
Archers will absolutely still win in this scenario. Where have you been this entire thread? People have posted VIDEOS of this happening, with no strategic trickery and on flat terrain no less. This is the entire basis of the argument that archers are overperforming.
It's a trope of almost all games featuring medieval era combat, strategic or otherwise. A good example that is very close to Mount and Blade (albeit with fantasy elements and a hack and slash combat model) would be Kingdom Under Fire: Crusaders. Your strange notion that only "strategic" medieval games play to this trope and that this somehow "separates" Mount and Blade from the genre (and the tropes that go along with it) is both ridiculous and perplexing. There is also the fact that Mount and Blade on some level IS a "strategic-tactical" game, with mechanics that include: mustering armies, army upkeep, and commanding forces in battle.
You misunderstand him.
Of course... putting archers on rocky, uneven terrain, or unreachable high ground should definitely change the dynamic. I am not advocating cavalry beat archers 100% of the time in every conceivable scenario just because of the fact that they are cavalry. But, no way in hell should archers be beating equal numbers of cavalry on flat terrain in a head to head fight. The fact that they are doing so in almost all cases (Apocal's tests withstanding) speaks to a fundamental imbalance in the combat system.
Agreed. I wouldn't want to play bannerlord if low-tier archers were "effectively useless" vs heavy infantry. I mean, they are overperforming now but that would be too much of a nerf. Though, I'm glad we seem to agree on the fact that archers are indeed overperforming, rather then debating whether the problem even exists like some denialists in the thread.
Absolutely 100% agreed. Overpowered archers should not be a crutch just so that players can defeat AI forces of greater strength.
Yes. Straight up. You have to balance for the game you have, not the game you want. Unless the developers have stated otherwise, I do not see the battle AI changing at any point going forward in development. AI systems are, as a general rule, the most time-intensive and complicated part of software development, and messing with it at this point MAY be too much of a risk vs reward for Taleworlds. Archers need to be balanced around the fact that the AI cannot use shieldwall. If the AI somehow gain that ability later we can re-evaluate.
Absolute bull. You are wrong from an IRL perspective (Apocal already explained things adequately so I'm not going to harp on about it). You are also wrong from a videogame perspective. Cavalry has always been the traditional counter to archers in medieval strategy games, and I do not see why they shouldn't be considered so here.
Um... This IS a computer game. I do not understand why you are so consistently opposed to the rock/paper/scissors concept of spearmen>cavalry>archers>spearmen. Is it (slightly) inaccurate? Yes. But, it is a concession for fun gameplay and an expected trope in the genre.
And absolutely useless vs armor. No way to switch between arrows, and no way to tell your troops which arrows to use. No thanks.
Buffing damage reduction from armor would also fix this problem.
Completely irrelevant. The AI cannot utilize shieldwall formation.
And that is a cop-out of a response. "Histotricity" doesn't matter past being immersive. Thrust damage being lower than swing damage is fine for laymen, since you SHOULD be swinging in 95% of situations anyway. However, an arrow that does 50 pierce damage is better in 95% of situations than an arrow that does 60 cutting damage, and that is simply counter-intuitive.
You completely ignored my response to this in my previous post so I will re-iterate. To my understanding there is no way to change between arrow types, they are lumped into one stack and used from the top down. What about a player that takes half cutting arrows and half piercing arrows in an effort to be useful against lightly armored troops and heavily armored troop?. Are they just supposed to be SOL? What you are asking for would REQUIRE extra developer time to be implemented correctly. Whereas blunt damage is similar in armor penetration qualities to piercing damage so this matters less.
I assume you are using my example of a "low tier" archer with cutting arrows doing too much damage vs lightly armored troops and not enough damage vs heavily armored troops. "Turning down" the cutting damage would make their already abysmal damage vs heavy armor even worse and is not a solution. Unless you mean turn down the amount of cutting damage that is blocked by heavy armor which would also affect every melee weapon in the game and is even worse from a balancing perspective.
No. Archers are overperforming against every level of enemy, both armored and unarmored. Making a distinction between "light archers" and "heavy archers" is unnecessary. Low-level archers should NOT be "effectively useless" against heavily armored troops, that is a terrible balancing decision.
You aren't listening. Archers being so dominant is simply a symptom of a larger problem: Which is that armor simply does not do enough to protect the wearer. You are attempting to argue that curing the symptom is curing the disease, it isn't. There are far deeper balance issues in the combat model at present than simply archer dominance.
Yes. Two handers should not be a one-hit kill on heavily armored enemies. The entire point of this is to slow combat down. Nobody should be getting one-shot unless it is an unarmored peasant taking a head hit from a two-hander or something along those lines.
Not untouchable, but they should be better vs unarmored recruits than they are currently. A small force of high tier soldiers should be able to defeat a force of recruits many times its size.
Both arrowheads pierce. The bodkin just has a smaller surface area to concentrate the force of the impact and reduce friction.
This would be overbuffing armor. However, I would like to see a peasant whacking a fully armored knight over the head with a cheap sword do like 7-10 damage out of 100 HP, that is about where it should be IMO. As it stands now it's more like 20-25 damage.
You wouldn't have to touch troop loadouts, just... oh say roughly double the amount of damage mitigation that each point of armor value gives. Perhaps that is a bit hamfisted and it would need to ultimately be tweaked, but that is a good starting point.
It doesn't make sense for some arrows to arbitrarily do cutting damage and some to arbitrarily do piercing damage. Armors' affects being increased across the board achieves ROUGHLY the same affect as switching arrows to cutting damage. It also solves the problem of infantry fights not lasting long enough, so that is a better change IMO.
I personally think this is a big part of the issue. Archer forces should be getting wrecked by cavalry charges without screening infantry to protect them and they really just aren't at the moment. Archers can even sometimes beat cavalry in melee.
To use your analogy, the lion SHOULD be winning the fight with the gazelle 99 times out of 100. Right now the gazelle is somehow winning and that means the gazelle is too strong or the lion is too weak.