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  1. Captain

    Varyags aren't better units than legionaries or sergeants. Legionaries have better armor and a mace option, sergeants have a mace option and can get throwing weapons the legionaries can't(pilas suck). Both factions also have shieldless infantry of their own in the form of voulgiers and menavliatoi, who have an additional edge against cavalry(OR WOULD HAVE, IF THE AI KNEW BOTHERED TO TRY AND FIGHT CAVALRYMEN AT ALL)

    That's two out of five further factions whose infantry can at least go toe-to-toe with the Sturgians. It's true the Khuzaits, Aserai, and Battanians basically can't; Khuzaits and Aserai just aren't infantry factions, so that's fine. Battania is a bit undertuned in general and just needs to get some of its options buffed.

    And really, if your team's archers can't figure out a way to commit crossfire tactics or fire from elevated points, they deserve to waste their dumb ammo against the shield wall they're up against.
    The shock troop is far more important in an infantry engagement than the backbone infantry. Berserkers are a lot better than voulgiers. Peasants used to be as good as berserkers but got nerfed. Menlavions are ok but not as good as berserkers.
  2. Captain

    Yes, Sturgian zerkers can roll up with 2h maces, and then get absolutely dabbed on by the enemy infantry's javelins or just archer fire. Or we could recognise that it's not very fun for varyags and oathsworn not to have maces and thereby let them pick such weapons just fine.

    Insofar shields are concerned, I think shields tanking arrows indefinitely is fine, they just last too long vs melee strikes.
    The Zerkers can use the shields of the varyags as cover. Sturgian infantry already beats all other infantry basicly, mostly due to berserkers beeing extreemely strong but varyags are also very good backbone units. They have big shields to a point that they are basicly immune to arrows in a shieldwall from the front and have spears and thus counter cavalry. Making them even stronger is a bad idea imo.

    - Controlling the flags should make the stars(morale?) switch sides faster. They move so slowly they're basically meaningless in 9/10 matches. Everytime a round ends this way I see at least one player who literally did not know the flags did anything at all.
    I think the reason for the points is not to be a common win condition. They are supposed to prevent camping of both teams and force a fight. Keeping them slow is good due to it meaning the fight is what matters and not which team got lucky and stood on the right point.
  3. Shield walls and choke points in Captain mode.

    They use their shields aswell in line
  4. Is matchmaking good for Bannerlord?

    I think both have a place. I like matchmaking for captain and would love an mmr system there.
  5. Shield walls and choke points in Captain mode.

    There is life beyond the Vikings... hoplitic phalanxes, triple Roman line, chiliarchai and Byzantine parentaxis etc.

    Yes but this is not quite how this game works. I also think it never will. Spears in this game have an anti cavalry purpouse and are not the alround good weapon it's in reality. This is due to make the rock paper sissor that is the strategy part of the game more pronounced and fun.
  6. Multiplayer - Captains Mode suggestions

    I appreciate that, don't get me wrong I enjoy the current gamemode.

    But when you have three points to capture and a bunch of random players together with little means of communication, you end up with teammates all going their own ways and the battle is quickly lost. So by having a mode without any points at all, leaves no room for there to be any confusion about what the objective is...to slaughter :smile:

    The one player going somewhere is due to new players. This went away in the beta pretty quickly so I suspect the same will happen for ea. Removing the points is a horrible Idea as origomar said it will just end up in stalling matches where both teams don't move.

    For the select I actually would love that unit types are beeing locked a bit before perk selection is locked due to people often switching last second and destroying the team comp and you can't properly react because if you would switch units you are stuck with wrong perks some times.
  7. Factions in Captains mode seem super imbalanced

    Again the servers are currently 6 new players vs 6 new players in like 90% of games. You can win with any faction against any faction.

    I stopped playing because the level of games was so painfully low and I imagine other beta players have done the same. It was possible to solo queue captain in beta because most people got to an average level understanding. Currently, everyone is just running in random directions and camping the back of the map. Give them the slightest bit of advice and you get flamed to hell and back.

    I want MMR primarily for Skirmish, but it would be so satisfying in Captain as well.

    I agree that currently the games are just won by random chance because everyone is so bad still. Was playing in the beta aswell and the difference is extreeme.

    However I think there is a small problem with sturgia. Their varyags counter everything except things berserkers counter. The combo of these two makes it really hard to set anything up against them. Khuazit horse archers can do something against that with good coordination but those are countered by adding some archers to the mix.
  8. Shield walls and choke points in Captain mode.

    That AI behavior you're talking about should honestly be questioned internally by the AI team. Why is "more passive" and "defensive" behavior in shield wall mode? Instead of limiting the agent's aggressiveness why don't you limit the agent's mobility (let it go to walk mode like when we press Capslock)? Why do you deliberately limit my playable experience if I want to position spear or pikelike units without shields in shieldwall formation conditioning the ai to a passive and less aggressive behavior?


    Let me choose, to get right and to fail. Indeed I'll worry about rotating the formation if it's being flanked or positioning it correctly if I'm receiving enemy fire. I honestly don't understand why you castrate Ai in this way; the best defense is a good offense.


    In defensive (theoretically static) formations like the square or the circle, I'm fine with this kind of limitation of the bot's "aggressiveness". However, the same aggressiveness of the agents has to be considered equally in line, shield wall and wedge formations.

    (*) And all this can also be extrapolated to the SP.

    The formation you're looking for is line. Shield wall is there to tell the ai to defend itself from arrows mostly.
  9. Shield walls and choke points in Captain mode.

    The arrows are only a problem if you are using small shields. Otherwise the amount of dmg coming through is so minor that the archers will run out of ammo before they did considerable dmg.

    And yes the units in shield wall are passive to an extend where they sometimes don't defend themselfs when outranged by polearms. so don't use it in a meele engagement.
  10. Shield walls and choke points in Captain mode.

    If you are using shield units and are up against shock troops they will break through. It's literally their job to beat shield infantry in this game.
  11. Shield walls and choke points in Captain mode.

    Realistically you'd probably have polearms and shield or armor dominate unlike in game where to make gameplay more interesting 1h swords, axes and maces are actually better weapons against infantry than spears.
  12. Split Multiplayer Forum into Captain and Other modes

    The captains mode is so different from the other modes that you often would have to specify which mode you are talking about. I see that for example a lot in class balance discussions.
  13. Some Archers are too OP

    Is this talking about captain or one of the other modes? Because in captain there is ways to deal with archers and if it's only having a shield wall up and waiting for them to run out of ammo if nothing else works.
  14. Class system poll

    I prefer the class system, but that is due to playing captain mostly.
  15. Shield walls and choke points in Captain mode.

    Shield wall is a very bad formation once the meele begins. Your units will just stand around when there is no enemy in range causing the following: Enemies with more range just can hit them free, When one unit has no enemy in front it just waits for another instead of helping another unit out. I suggest using line formation and charge even in choke points. If your units push to far pull them back a bit and then charge again.
  16. Give us experience from arena fights and tournaments

    I think giving xp in arena training could be abused, due to no time passing and still getting xp. Tournaments should definetly give xp tho.
  17. Some mechanics breaking the single player

    to the first point: Having horses in your inventory while having infantry gives a speed boost aswell.
  18. Who developed the Quest "Family Feud"? So bad

    The only problem I have with this quest is when the guy isn't loading into the village map but 2 of your compagnions instead so you can#t trigger the dialog. I suggest positioning properly before talking. You only have to kill the person you're talking to to end the fight. This is rather quick and easy with 1 compagnion around since he has no proper armor.
  19. PLEASE balance hideouts

    coast can be difficult too. Their javelins are very accurate at times and 1 shot you if they hit the head even with t5 armor. Happened to me twice.
  20. Quite insufferable...

    Sea raiders 1 shot me over crazy distances twice with full t5 armor and t6 body armor with a javelin. I decided to let them be after that.
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