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  1. Halvdan

    Sturgia low tier troops ineffectual

    Sturgis still has not been buffed enough. Arguably the recruits from some of the worst in the game. You would think they would at least start out with slightly better armor. Especially when it's challenging to get to the level of Archer with sturgeon troops. They should have some strength...
  2. Halvdan

    Disarm shield

    what if they added the weight of the javelins and arrows stuck in the shield?
    That would be good but I think it should also affect handling as it would affect where the weight is sitting on the item. Just meaning it would take longer to raise and lower your shield to the excess weight and projectiles sticking out of it
  3. Halvdan

    Disarm shield

    A shield disarm ability would be an awesome thing to see added to the game. Instead of having to literally break somebody's shield to pieces you should be able to knock it out of their hand with a forceful enough blow or by throwing several javelins or throwing axes in it to where it is...
  4. Halvdan

    Most significant imbalances remaining post-release

    IMO javelin vs shield is not understood correctly by devs. Proper use would be:
    1. As already mentioned, to penetrate the shield to an extent that would harm the shield user
    2. To force shield user to drop it, as sticking javelin or two make it unweildy,unbalanced and heavy

    Similar issue is with 2 handed axes, billhooks (wrong representation in game) and voulges. Idea that those weapons were used to mindlessly bash against enemy shield thinking it would disintegrate to shreds is...naive. Axe heads, particularly their pointy "beards" were used to hook the edge of enemy shield and either knock it off enemy hand or in better case to tear enemy down if he clings to the shield too much.
    A shield disarm ability would be an awesome thing to see added to the game. Instead of having to literally break somebody's shield to pieces you should be able to knock it out of their hand with a forceful enough below or as some o
    Experiments by Connolly suggest the pilum bent when hitting level ground, the point would penetrate dirt a bit then halt, then the heavier shaft would cause the shank to bend about halfway or closer to shank/shaft juncture, the angle bent making it useless until reheated and straightened. But D.B. Campbell's Osprey book on the pilum says the opposite, that hitting dirt wouldn't cause the bend, that they'd be caused by soldiers advancing who'd shove down the semi upright pilum shaft to make it easier to walk past.

    Penetrating a shield wouldn't cause a bend, but wrenching on it to remove the pilum could bend it significantly.

    A pilum hitting a shield or armor and not penetrating could cause the point to deform or a bend in the shank immediately after the point.
    f the other individuals have stated filling it full of thrown weapons that make it too heavy and unwieldy
  5. Halvdan

    Pilum The shield breaker

    There is no proof for this theory of the pilum as anti-shield weapon. It's not backed up by results of material analyses of findings, for example.

    I prefer the theory that the pilum was meant to penetrate deeply, through shields or armor. For penetration you need a stiff projectile, that contradicts the "bending as purpose" theory.

    I think pila ahould.penetrate shields and apply a certain amount of damage.
    Experiments by Connolly suggest the pilum bent when hitting level ground, the point would penetrate dirt a bit then halt, then the heavier shaft would cause the shank to bend about halfway or closer to shank/shaft juncture, the angle bent making it useless until reheated and straightened. But D.B. Campbell's Osprey book on the pilum says the opposite, that hitting dirt wouldn't cause the bend, that they'd be caused by soldiers advancing who'd shove down the semi upright pilum shaft to make it easier to walk past.

    Penetrating a shield wouldn't cause a bend, but wrenching on it to remove the pilum could bend it significantly.

    A pilum hitting a shield or armor and not penetrating could cause the point to deform or a bend in the shank immediately after the point.
  6. Halvdan

    Raiding usefulness

    You're sort of right

    I'd say the issue is more how quickly Villages recover. Honestly I think villages should have to be manually "rebuilt", that way you have to decide more whether you want to stay offensive or defensive. Do you keep attacking your enemy with what you got or do you go back and repair your villages so you can get recruits later? Basically until a Lord rebuilds a village, it's going to remain a burnt crater or at least it should take an extremely long time to recover on it's own (like a year).

    This could be something you, the player, do during peace time too. Since there's nothing to do really besides trade and arrange marriages, if that.

    Also if some small band of mercenaries does eff up your villages and you get there a little too late, it's not a total waste to show up there like it is now. So annoying to just watch your villages smoke as it were for a couple days and not do anything about it, especially since you're encouraged to recruit from your villages.

    Rebuilding villages could be good way to add some much needed way of gaining XP for Medicine and Engineering too.


    I do recall being in a pretty long war with the Aserai once, where I got really fed up with my fellow vassals incompetence. So instead of trading fiefs back and forth with armies, I just took my well equipped party and went about raiding just about every single Aserai village. Needless to say the war dramatically shifted in my Kingdom's favor since the Aserai really weren't able to field many units after that.

    So raiding is somewhat effective thing to do in-game, especially since defeating single Parties often does more good in the long run anyways. Also really hurts foreign invaders since it creates both Loyalty/Security debuffs to Towns I believe.


    My biggest gripe with raiding is how little loot you get. In Warband raiding is very profitable, so yeah it's a bit heinous, but think of all the loot! In Bannerlord raiding just makes me feel like a petty ****. There's no real benefit to the player other then a kind of middle-finger to the would be owner.

    Be nice if Bandits and such raided villages, rather than simply harass travelers.


    Also be neat if you could "Sack" Town/Castles, i.e. instead of taking over a Town/Castle you run off with a ton of loot/gold and leave it a smoking ruin for your enemies to rebuild. Seems really odd to devastate a Town/Castle and then take it over when everyone should hate your guts for doing so. Then you could apply my aforementioned rebuilding mechanic to them as well (again more ways to get much needed Medicine/Engineering XP) and do something besides murdering all the common folk of Calradia all the time.

    Heck you could actually do a true "good guy" Saint playthrough where you just go around rebuilding all the villages ruined by war. Make future Jeremus proud.
    I 100% agree with you it would be nice to see the experience game in things such as engineering and medicine for repairing your own villages and healing the people wounded within. Otherwise the best way to increase your medical is to get your ass handed to you in a bunch of battles
  7. Halvdan

    Most significant imbalances remaining post-release

    1. Battanian culture bonus (forest speed) which absolutely dwarfs the general utility and power of every other. It's subtle, but I'd still put it at the top.
    2. Swinging vs. thrusting reach weapons on cav especially. Take 50 Khan's Guards, hold fire and F1+F3 vs. 100 Noble Cav(any) in a custom battle. This is the most obvious imbalance issue in the game currently.
    3. Archer noble units get substantially more damage(more/better bows/arrows) and durability over T5s while Cav only get significantly more durability(about the same or even literally the same weapons as T5).
    4. Mounted unit favorability in auto-calculations and for map speed. Mounted units cost more, I get it, but the advantage here is much too high such that if you're inclined to make liberal use of scouting and tactics, you can eventually just kind of point and click and take prisoners to effortlessly wipe out most enemy AI in the field, and then siege with nigh impunity. You can achieve superior results to manual battles with very little effort or strategy involved, granting it's a boring way to play that skips all the fun of real time battles. It also overly favors already strong factions due to their cav heavy parties - Vlandia, Khuzait, Aserai.
    5. Shield durability. Despite archers being all the rage, a patient player can use shield squares to grind remarkable odds to death by kinda just sitting there. Anti-shield units do not work at all in this role - they almost always either kill the shield units before any substantial number - if any at all - are broken, or they die to the shield units in basic meat vs. meat combat due to more brute numerical superiority in non-shield related aspects. Archers will also rarely break most shields (T3 unit+ roughly) even firing at close ranges, emptying entire quivers.
    I think all of these could be fixed (to the point of not being so major or so obvious anyway) without any big or complicated changes - just tweaks to some numbers here and there. That's my two cents, anyway. I have about 1500 hours played and these are what continues to stand out to me from beta to post-beta, aside from odd nitpicks.
    Really for defeating Shields we should be using thrown weapons. Historically they would throw things like pilums that would bend after impact and then make a shield useless
  8. Halvdan

    Smithing pommels for each weapon seperately?

    Really once you discover the pummel it should be made available across all weapon types
  9. Halvdan

    Smithing parts unlock grind solution

    Something as simple as a pummel should only need to be unlocked once and then be available to be applied to all models
  10. Halvdan

    How can the Sturgian Archer line be rebalanced?

    It makes sense to give them a larger stack as sturgia rely on fairly defensive tactics hiding behind their shield walls.

    They're not a particularly mobile Force so it would make sense that while hiding behind a wall of round Shields they would be pouring arrows down from behind the line. The problem is now they don't have enough arrows to be used defensively which doesn't sit with the rest of the military's build out.
  11. Halvdan

    Pilum The shield breaker

    Historically these were made with cheap metal. That meant when they punctured a shield they would bend and make a shield useless or when they were thrown and they hit anything they would have a Bent and would not be able to be thrown back at the originating troops hurling them... This would be...
  12. Halvdan

    Raiding usefulness

    Raiding Doesn't do much in its current iteration. It would be nice to make it a more strategic thing to do such as raid all of an enemy Nations villages early in the war to prevent them from being able to replace troops lost in combat. The system already seems to provide better troops when...
  13. Halvdan

    Troops that need changing in the near future

    Top tier heavy cavalry are better pikemen than any pikemen. Not literally, but contextually.

    They're good enough when dismounted at defending against other cavalry + you can mount them again and use them as cavalry. For this reason I never hire pikemen.



    This is a good idea... there is no context for Sturgia to have horse archer generals, with no other horse archer troops.
    Agree sturgia should have the heaviest infantry lines. Not noble calvary.
  14. Halvdan

    SP - General Lords should only recruit from their own faction

    +1

    I'd take it a step further: Recruiting from the notable pool should only be possible for the lord who owns the bound caste / town or the faction leader which the lord belongs to. These are his/her levies. Nothing makes me more mad than seeing random lords empty all MY villages of recruits.

    Hostile / neutral lords still have the option of forcing villages to provide troops, which incurs a relationship penalty. Maybe add a new notable for "adventurer" troops who are volunteers and can be recruited by anyone, including the player as a neutral option. They should upgrade into merc soldiers.

    So we'd mainly see faction specific troops + mercs in every army, which is far more immersive, until settlements start changing hands and notables provide troops for their new overlord.
    Maybe add a new notable for "adventurer" troops who are volunteers and can be recruited by anyone,


    That is a great idea
  15. Halvdan

    Smithing Bows and crossbows

    Disagree. Craftable bows and crossbows would make modding them more difficult, it's annoying enough you have that with the other weapons. And for me it does not matter wether my bow/crossbow looks a bit differently or has tiny bits of other stats. Vanilla covers all the needs.

    Generally, the game would be better without smithing at all.
    Well I hate to be the one to tell you but your opinion is wrong...

    Smithing allows you to add variety to the weapons you see in the game. If you fight 100 bands of looters you're going to find just a couple types of weapons no variety between them because they don't randomly show up. The only way to separate yourself from the baseline constantly repetitive items in the field is to fiddle around and make your own. Do I think the value system of smithing is ridiculous 100%. However the ability to Smith is not
  16. Halvdan

    Make pikes kill horses

    spears no so much because that would depend on leverage and grip strength, which directly translates into technique and formation.
    Piercing through an armored horse would be incredibly difficult in reality, so why did pikes work while other shorter spears didn't? because of leverage, technique and weight. If a light spear meets a horse at full speed (anywhere from 40kmph to 60kmph, not counting contemporary speed recordists) the spear would break and likely fail to penetrate, that if the hand of the person holding the spear didn't snap and it dropped to the ground. - With pikes it's an entirely different tale, in which their size and weight alone would already be enough to stop a horse just by placing the butt of the pike on the ground on a diagonal angle. Than there was technique + formation which guaranteed that no horse could go through formation gaps.

    Keep in mind that real frontal charges were not at full speed at all and cavalry would skirmish on melee, not fight like infantry until dead or until defeating the enemy. It was a hit & run unit, not a "stomp" unit.

    Now, I agree that pikes should instantly kill any horses when braced in-game, for both balancing reasons and for less delusional unrealistic absurdities for me to watch in-game... There are already too many of those (like swords going through armored opponents like butter - all weapons would bounce back when hitting armor - it should be like that, yet it isn't - even if we're talking about mail, if the weapon didn't bounce back it would get stuck)
    Look at any medieval writings or depictions of dealing with cavalry and they all use some form of long spear or Pike..


    And the second cavalry is stopped Spears are pretty much ineffectual as a general weapon in the game . Whereas stationary or slow moving courses mixed in with the rank should be easy targets for somebody with a spear to jab up at and remove from the saddle
  17. Halvdan

    Make pikes kill horses

    Pikemen and spearman should be a huge deterrent for any cavalry based army. Easily forcing cavalry to be dismounted against their will if they're foolish enough to charge a line of spearmen or men with pikes However as it stands now in unarmored horse can charge into a line of spearmen and...
  18. Halvdan

    If no nerfs for Fians or Khan's Guard then..

    Well, I think the deviation can be high if there's a legit reason to bring specialist units to the battlefield, but there isn't for the pikeman. Putting shield infantry in square formation is just better. Pikes don't seem to work well in square formation either so you can't combo them well with it. They are basically specifically for dealing with cav charges, but they're not even worth using for their singular purpose over other options.

    Like if I'm bringing a good % of my infantry as pikemen, they better be pulling a lot of weight against cav charges considering how vulnerable they are to archers and other infantry.

    As for cost offset for the player for noble units.... I think because it's more expensive to replace units than pay their wages, and because winning battles gets you way more loot and thus more money to pay wages, and because elite units tend to die less, and because archer units die less than infantry and cav.......... there's no way to balance this unless the cost in wages is way, way higher than it currently is. Like they could cost 5-10x the wage and doomstacking them would still be a good option for your main party. And even playing without intentionally stacking, over time if you simply keep the most effective units via prisoners and so on and integrate them into your army, you can still end up with a doomstack just sort of by doing whatever you find works.


    Some players can do extremely well with lesser units using more complex strategies or just cheesing the AI, but it's not that much cheaper plus that can be time and/or micromanagement intensive.
    It seems like an easy solution would be just to make certain whole arms such as the pike obliterate horses. The problem right now is if you have a bunch of spearmen or Pikmin and you're charged by cavalry the cavalry easily breaks through and then they are completely defensive against the cavalry melee weapons.

    We should be able to use Spears to thoroughly deter cavalry

    Not to mention making a pike kill a horse instantly if it charges a line of Pikmin makes a lot more sense. It would do a ton to balance out the game. At least for unarmored horses. As it stands right now a horse bandit can charge through a line of Pikmen unscathed
  19. Halvdan

    SP - General Lords should only recruit from their own faction

    Its something you are going to have to get used to with the new clans system. Each clan has multiple family members who can all lead a party when one of their members loses their parties, for each faction your going to have about 27 parties you have to actively fight and ~20 reinforcements that can start new parties when an active party goes down (and thats before each factions ~20 kids at the start of the game grow up, plus any newborns throughout the playthrough). Just have an understanding that the average army has maybe 5-10 parties in it, so you have to defeat 3-6 armies to get through the active parties, meanwhile reinforcements will start new parties when their family members get defeated and will take troops from their garrisons and start recruiting new troops often on their way to their next battle or army formation. So really your going to have to defeat 5-10+ armies to even start making a dent into their garrisons plus whatever they can recruit from villages. Bannerlord is slog of constant battles and a single large fight will make little difference.


    If you actually pay attention to the story the empire hires other factions to help with their battles, like how they hired the aserai and vlandia to help against the battanians and sturgia. The aserai got slaughtered and the Vlandias decided not to help once they saw the battle start to go south. But the empire has always outsourced its fighters, so not sure what your point is there. Regardless of lore they are going to do their best to maintain their party levels whereever they are located, so if they are traveling through batannia to fight vlandia they are going to pick up some batannian troops.
    I did pay attention to the story that is exactly why there is an issue.

    Not to mention one of the mechanics is improving relations with notables and villages so you can recruit troops...

    When you're at war against their Nation you would think your relationship with them would be deteriorated so they would not want to work with you. I can see recruiting in Nations during peacetimes but during conflict it should not be an option. Unless you are doing the negative assault on the village where you're forced recruiting
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