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  1. flashn00b

    v1.2.4 Balance Changes

    On the topic of Captain AI, skirmisher throwing spears are of questionable usefulness since they also double as the unit's horse stabber, and not having them will make it much harder to defend against cavalry. Perhaps it'd be worth it for spear chuckers to prioritize throwing their javelins first before switching to their throwing spears? While human reaction time and network latency wouldn't stop all of them from throwing their throwing spears, the player would at least be able to use the "hold fire" command soon enough that a throwing spear unit can still have some spears to melee horses with.
  2. flashn00b

    v1.2.4 Balance Changes

    I know I've heard some complaints on these forums about the Knight being too strong cuz their mounts are too tanky, but I feel like they need some adjustments outside that.

    I know no one wants to see them buffed, but I... actually don't find them enjoyable to play as tbh, and part of that is the weapon they carry alongside their polearm. I think it'd be worth it to consider a "Mounted Infantry" perk to replace the admittedly useless Guardian. Perhaps this would allow for Knights to better defend themselves while dismounted, while introducing some downsides to using it?

    Guardian replaced with Mounted Infantry
    - Vlandian Long Lance replaced with Vlandian Long Spear
    - Your horse loses 3 armor (stacks with Flanker)
    - Vlandian Cavalry Sword replaced with Vlandian Axe
    - Shield upgraded to Kite Shield (Voulgier)

    You no longer have a couchable lance, and your cav vs cav utility is also worse, but you instead get a 92 speed axe that's still long enough that you can swing it from horseback, and your shield has better vertical coverage
  3. flashn00b

    Beta servers need bots

    I get that you're trying to make fun of me, but would you rather walk around in a ghost town of a map, unable to get a feel of the game's balance changes due to a complete lack of a testbed to utilize said changes on?

    Bot matches aren't the best thing to test balance changes on, but it's much better than nothing.
  4. flashn00b

    Beta servers need bots

    You would probably just complain about the bots being hackers anyways
    He clearly said training dummies so the bots wouldn't have an attack.
    The last time I played on a custom server with bots, they aren't exactly the brightest. They wouldn't be a substitute for human players but I wanna think they'd fulfill a purpose in trying to get a feel of how the upcoming balance changes perform.
  5. flashn00b

    v1.2.4 Balance Changes

    I doubt anyone will agree with what I've to say but I still think the Recruit could be looked at again. I'm hoping that the Javelin changes will make him less insufferable to play as, though I anticipate that Spatha/Specialist will remain to be the only perk selection worth using. IMO, I think he needs the following:

    Strong Arm replaced with Farmer
    - Javelin (3) is not subject to any replacement
    - Grants a One-handed Pitchfork. Has 180 reach and can be used one-handed, but it's slower than other spears of a similar reach, and its base damage sits at the low 20s
    - Used for non-captain modes. The Pila is still available in Captain

    Considering how terrible the Pila is at stabbing horses, I've only ever seen it used as an admittedly unreliable source of one-hit kill damage, and throwing it will leave you naked. IMO, the Recruit should still have the worst anti-cav options out of all other peasant units since he also has a quiver of javelins for fighting infantry or dismounted horsemen, but I think it should actually be serviceable for that job. And based on my past experience with BL MP, 180 seems to be the absolute bare minimum required for a one-handed spear to competently stab cavalry (Yeah, I know the Strugian Warrior's spear could also use improvement, but that's for another conversation)

    Shield Wall replaced with ?????
    Unsure how the Shield perk could be revisited, but if i'm being realistic, a recruit will rarely ever live long enough to see his shield take more than 80 damage. Perhaps an axe perk would make more sense, and things could be handwaved as the conscript having been a lumberjack during his life before conscription. IIRC, "bonus damage to shields" as a perk bonus also applies to both melee and ranged attacks, which could allow an archer/recruit 2v1 to better fight around an enemy's shield. Perhaps the Woodsplitter Axe currently on the Sturgian Brigand could work as a perk axe?

    Footwork replaced with Survivalist
    Accuracy bonus while moving reduced from 80% to 45%
    Grants +5 Armor

    You know what i said about the 130 HP shield being useless? This perk makes the stronger shield seem useful in comparison, especially since you're still stuck with 10 armor and the second worst melee weapon in the game. You'll still have the second worst weapon melee weapon in the game, though you'll at least have as much armor as other factions' peasants. The extra armor should at least make the Rapid Throws perk worth using, since you might actually live long enough to make use of the larger quiver's higher total damage. I think the +5 armor could be handwaved as not being actual armor, but rather an increased will to live, similarly to how a Sturgian Berserker's resistance to pain gives acts as an increase in armor rating.
  6. flashn00b

    Beta servers need bots

    See thread title, because there's barely anyone on at a given time, and it's impossible to see how the balance changes actually perform. Without training dummies to practice on, we can't even know how the changes have affected the core game.
  7. flashn00b

    v1.2.4 Balance Changes

    As an archer player, I really don't think the Perk Hunter needs to be buffed 50% is already really strong and is the strongest part of the class. If you guys want to buff archer please buff other areas, not hunter perk.
    I feel like archers need to actually be nerfed tbh. I think the only way to go about that without making them completely useless would be to give server hosting tools the ability to set class limits, with official TaleWorlds servers having a 16% limit on archers, and maybe 40% for Cavalry?

    I think for Skirmish (assuming the matchmaking system stops being broken), the default limit for both archers and cav could be 50%

    Iunno, I can't help but think that "play archer and nothing else" shouldn't really be a valid tactic, cuz the game in its current implementation allows for all-archer teams to be a substitute for individual player skill

    I think Captain can afford to not have class limits, since units are usually balanced by their model counts, with light archer numbers being comparable to heavy inf, and heavy archers being low enough that they might hit single digits without the Reinforcements perk
  8. flashn00b

    v1.2.4 Balance Changes

    Renamed the bows given by the Steppe Bow Khuzait class’ individual perks and slightly modified their statistics.
    Renamed 3 spears (Khuzait Long Infantry Spear, Sturgian Long Infantry Spear, Battanian Long Infantry Spear) provided with the Cavalry Breaker perks and slightly adjusted their statistics.

    Would it be possible to know what about their statistics got changed?
    The Khuzait bows seem to just hit harder. Will have to look further into detail about how they got changed

    On the topic of Aserai though, I wonder if the Jereed would need to be demoted to a perk weapon rather than just be part of the Skirmisher's base kit. I feel like they should have slightly stronger javelins than other factions by default, but making the Jereed the standard option makes it pointless to pick anything other than Rapid Throws, since you still have the strongest javelin in the game.
  9. flashn00b

    v1.2.4 Balance Changes

    I dont know what people expect from 1 guy, he buffed sturgia and khuzait (2 lowest wr factions) and did slight vlandia nerf.
    I wouldn't be surprised if Vlandia still remains to be good at everything tbh.

    I personally haven't had too many issues playing as or against Khuzait myself, though I think what Sturgia needs regarding buffs is additional blunt weapons, since one can already imagine the outcome of a Sturgia v Vlandia matchup

    Unfortunately, TaleWorlds seems insistent on making the Varyag an axe specialist. I think blunt weapons can come in the form of Brigand and Hunter buffs.

    Brigand could probably get a small baton similar to the Khuzait Infantry Club as an "Improved Armor" weapon, where it's sub-optimal against light infantry, shock troops, and light archers

    Hunter because the Sturgian Sword from the Shield perk downgrades the Raider Axe. Being able to deal blunt damage might be worth not having a longbow.
  10. flashn00b

    v1.2.4 Balance Changes

    As others have mentioned, I don't think making archers even more anti-cav is a good idea. If anything, I wonder if it'd be prudent to reduce Hunter's damage bonus from 50% to 35%. Head and neck hits might not be affected as much, but it should make leg and torso hits more punishable.
  11. flashn00b

    Beta Patch Notes v1.2.0-v1.2.4

    Reading the patch notes, are the javelin changes for multiplayer buffs? Cuz I can't help but wonder if this will make Empire less insufferable to play as.

    I know this will fall on deaf ears, but I feel the need to chip in with how I think Bannerlord's multiplayer could be improved:

    Additional blunt weapons for Aserai and Sturgia.
    - I think for Aserai, the Guard could use something like a quarterstaff that's faster than the mauls, but its damage is only around the high 40s to low 50s.
    - Sturgia on the other hand, would probably be a bit complicated with the adding of blunt weapons due to the devs' insistence on making the Varyag an axe specialist. I think the only feasible options for extra blunt weapons for Sturgia would be Brigand (either as an Improved Armor weapon or as a replacement for Raider Axe) and Hunter (Shield perk downgrades your melee weapon with its current implementation)

    Whenever Aserai and Sturgia goes up against Vlandia or Battania, one can already tell who's gonna win based on the fact that heavy armor is being pitted against a lack of anti-armor options. The addition of more blunt weapons to these factions should allow for more options for counterplay against heavy armor without overrelying on Tribal Warriors (Aserai) or Berserkers (Sturgia)

    Recruit changes:
    - Stronger Shield replaced with Shield Training
    -- Shield itself is unchanged
    -- Bashing with a shield deals an additional 2 points of damage
    -- Equipping and holstering a shield is 20% faster
    -- Holstered shield absorbs an additional 20% damage when shield is struck
    -- Holstered shield completely blocks projectiles when shield is struck

    Realistically, a Recruit will never live long enough to see his shield take more than 80 damage. I'll admit that I haven't any idea on how a shield perk can suck less for a fodder class, though I think giving the Recruit more utility with how he uses a shield might make it worth not taking a Spatha

    - Footwork replaced with Survival Instinct
    -- Aiming bonus while moving reduced from 60% to 35%
    -- Now grants +5 armor

    This perk still has the downside of being stuck with the Gladius but since you are still a javelin thrower, reworking the footwork perk to also be an "Improved Armor" pick should at least make him as durable as other factions' peasants whenever they pick a weapon perk.

    Battanian Clan Warrior changes:
    - Targe perk now grants +4 bash damage when holding a shield, but changes damage type from Blunt to Cut

    Historically, targes were as much an off-hand weapon as they were a means to deflect enemy attacks. The targe still remains to be the worst shield for blocking projectiles, but will at least give Clan Warriors an impromptu cestus to use in single combat. I think the damage type change would be necessary, since a significant damage increase might be too effective against armor if it remained as a blunt attack
  12. flashn00b

    Next update when?

    Any chances that the update holdup could also involve multiplayer balance changes? Considering how long 1.2.x has been in beta, 8 assume that the better part the update's singleplayer content is already done.
  13. flashn00b

    Slowly losing interest

    Kinda my situation with Warband's early game tbh. My first 72 hours on this game consisted of three abandoned playthroughs before trying out multiplayer. And it almost sounds like I shouldn't really expect too much of a different experience between WB and BL's respective campaigns

    Though considering my Warband playtime, I got a decent amount of enjoyment meleeing other human players, though I would strongly recommend against playing the PVP modes of either M&B game at this point in time. A shame too, cuz Warband between the years 2018 to 2020 were the most fun I had in a Team Deathmatch game.
    GmB90cS.png


    Personally, I can only hope that a huge multiplayer balance patch for Bannerlord is why v1.2.0 is taking way too long to leave beta
  14. flashn00b

    Servers Downtime

    No, you are just crazy.
    So "bully intentionally bad units with overpowered picks" is somehow balanced? Again, see incredibly low player count compared to other multiplayer games in this genre
  15. flashn00b

    Servers Downtime

    I seem to be the only one who wants the game to be balanced. The reason why I say the game should be shut down is because people want OP units to stay OP and for bad units to stay bad, and there's really no hope for MP to be better because of this

    Is it any wonder that almost no one plays BL MP?
  16. flashn00b

    Servers Downtime

    Here's a crazy thought: how about you guys don't fix the master server so that people playing this will have to move to a game where they have to work for their wins?
  17. flashn00b

    Is Vlandia still op in TDM and siege now?

    Also Khuzait and Aserai basically don't have a heavy infantry unit. Very stupid design for a competitive game.
    Khan's Guard is half-heavy archer, half-heavy infantry, half-shock troop. But besides that, their medium infantry is a pretty strong counterpick against most heavily armored enemies, and their shield coverage is only behind that of a Battanian oval shield

    Aserai having heavy infantry would dilute the cultural identity of the faction, though I personally think they need more counters against armored opponents than what they currently have.
  18. flashn00b

    Can you fix Multiplayer already?

    I remember we had those issues I think exactly a year ago when I stopped playing regularly because I couldn't get a decent mm match anymore, did they just give up on fixing it?
    More likely than not, yes. The MM changes are why TDM and Siege are often the only available modes for play x:
  19. flashn00b

    Is there still any MP dev checking?

    If TaleWorlds were able to see the content of this thread, they would realize that it's crucial for them to make a statement regarding their multiplayer plans. Players can't anticipate the future.
    Pretty sure the problems currently in MP are "working as intended"
  20. flashn00b

    Is Vlandia still op in TDM and siege now?

    Worst of it all is, vlandian peasant's price being 80 and the looter perk. This allows vlandians to spam every siege/tdm games with peasants, sergeants and knights. Basically peasants earn coins by spawning and dying, and if they get a kill they get +10 gold.
    Looter usually isn't worth it, since you're giving up the shield perk. I'd argue that Looter on Rabble is much better since their base kit has a shield, and the Khuzait Sickle is probably the best cut weapon that a peasant unit can use.

    the other heavy infantry did have two handers but they removed them idk why they did that.
    I think the object of concern when they removed bastard weapons was that the heavy infantry was overstepping into the shock trooper's gameplay roles. Which IMO doesn't make sense since the Vlandian Greatsword was clearly meant to compensate for the sergeant's loss of Vlandian Bastard Sword
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