Interesting test results. Great video, haha...
@Apocal sorry maybe I missed it, what kind of formation are you using for the cav charging, and would you mind trying tests with these variables:
1. different formations selected before charging; I expect loose to be best and shield wall 2nd best
2. manual charging them with move order that sets them on a collision course; I can't tell for sure, but I think this helps the cav charges
My biggest gripes about archers currently:
1.
If you get a successful hit on an AI archer, they can shoot you back before you can release another arrow. It doesn't make sense. The simplest fix I see (without implementing a new system of attack speed fatigue based on health missing) is to just increase the stagger from being hit with missiles. Another option would be to implement a system of removing arrows/javs/etc from your body, and give a movement and attack speed penalty if there any in you, but that's something beyond the scope of archer balance.
2.
Movement speed at full draw is too fast. Force archers to make more use of the new mechanic of nocking an arrow vs always having to draw from quiver (warband) by penalizing movement speed on the draw.
3.
Archers with polearms as a secondary. Really this is a broader concern of mine, but I personally find spears on the back distasteful. Firstly, it makes no sense. With 2h swords/axes, even if people didn't wear them like too often, at least you could. Same for bows held by wearing it (aka being squeezed by the draw weight). Secondly, the spear on the back gets in the way of the 3rd person camera. Thirdly, spears shouldn't be secondary weapons. If they aren't in your right hand, a spear should be in your left hand. If it's neither, it's most likely on the ground or something similar. Using a bow and a spear should involve dropping one of either, imo, especially since the AI can now interact with collectables. Of course, if spears were more useful, then spear-armed infantry (not swordsmen with spears) would be more useful and probably better at protecting archers from cav.
4.
Switching between weapons is too fast. Just add an animation of sheathing the wielded weapon, and an adjustable gap of time between the end of the sheathing animation for the current weapon and the initiation of the unsheathing animation of the next weapon. Idk why it isn't already like this instead of weapons snapping from our hands to our bodies automatically as we reach for the next one. Obviously this will add more time to get to the "previous" weapon instead of the "next." Maybe I'm missing something that's already there, but I wish we could discretely select which weapon to wield instead of only cycling through them.
5.
I think armor should be more effective than it is currently against cut damage. You can't effectively chop/drawcut through metal, at least through metal specifically designed to be resistant to it. That's why people went for the gaps (especially with thrusts), but of course, simulating gaps in armor and the tiny hitboxes that would require would be too much. And yes, certain armors can literally be penetrated or bent inward enough to be damaging. I think it's simply enough to have pierce damage do better against armor than a similar value of cut damage, but that only works if the difference is strong enough... I think the level of damage dealt from an arrow should mostly come from the bow (as currently), but the type of ALL the damage the arrow deals (including the value derived from the bow) should be based on the arrow type. I can't tell for sure if that's the way it is currently because armor is so poor at protecting against cut damage. Imo it should be such that you can have various broadheads, potentially some that deal quite a bit of damage to poorly armored opponents, but are ineffective against armor and "bodkin" type arrow heads that overall deal less damage, but are more effective against armor than the broadheads because of the damage type. Armor piercing shouldn't be derived primarily through increasing the damage value, as currently...
Extra:
"Hey Bronk, I like your point #5, but what about axes?"
In the case of axes, which deal cut damage yet are effective against armor, I think damage shouldn't be exclusive to one type; axes should deal blunt damage in addition to cut damage with the disparity between the value of cut damage and blunt damage based on the width of the axe head. Larger vs smaller axe heads should deal more cut vs more blunt damage, respectively. In lieu of adding multiple damage types with discrete damage values for a single attack to the game, I think axes could be balanced against a flat increase of armor protection of cut damage by adding an armor penetration value to weapons. Basically, instead of adding damage to the attack, the value would be subtracted from the armor before damage is applied. This would allow 2 different weapons with the same damage type and value to deliver the same damage to an unarmored opponent, yet behave differently with a heavily armored opponent. This could simulate the differences between axes and swords, blade edge type, blade width/geometry and any kind of relevant RPG element.