Philozoraptor
Sergeant
This.I think RBM doesn't do any changes to autocalc so AI vs AI battles are not affected by it. In autocalc armor and weapon doesn't matter. Only tier and if its mounted or not.
This.I think RBM doesn't do any changes to autocalc so AI vs AI battles are not affected by it. In autocalc armor and weapon doesn't matter. Only tier and if its mounted or not.
There are different "mini tactics" for each formation like are we gonna charge or wait, are we gonna do some semi-scripted movement or whatever. But yeah tactics currently are limitied, most variation comes from map and from unit composition, both of these things affect behaviour. Main problem is that you either need like 30 different tactics or few that fit every situation, if you fail at this you end up with situations when AI does not react to player or other AI etc.What You mentioned is just positioning. Attacker is only marching forward with everything while defender is either waiting or also marching with everything. So there's no tactic at all.
There are different "mini tactics" for each formation like are we gonna charge or wait, are we gonna do some semi-scripted movement or whatever. But yeah tactics currently are limitied, most variation comes from map and from unit composition, both of these things affect behaviour. Main problem is that you either need like 30 different tactics or few that fit every situation, if you fail at this you end up with situations when AI does not react to player or other AI etc.
RBM is pretty much the best mod for the game
Of course the attackers have to come forward. Bannerlord has a few different types of approaches but you're just hard-pressed to notice a difference for a variety of reasons, mainly because the given a certain player party composition the same few tend to fire over and over but also because some of them are basically just RPing because they are actively bad.What You mentioned is just positioning. Attacker is only marching forward with everything while defender is either waiting or also marching with everything. So there's no tactic at all.
Yes, I'm aware that it doesn't affect the AI simulated battles. What I'm referring is to actual implementation of effectiveness of armor to the game.I think RBM doesn't do any changes to autocalc so AI vs AI battles are not affected by it. In autocalc armor and weapon doesn't matter. Only tier and if its mounted or not.
If they will ever implement RBM or similar option to make armor effective, it should be optional. A campaign options that can be change anytime and you can choose the level of armor effectiveness, for example:Overall I much prefer the battles in RBM but find that heavy Armour is just a bit OP for my liking even if that is realistic. It seems obvious to most that Vanilla battles are way too fast paced, amour is pathetic and archery is OP. For me the balance is somewhere between vanilla and RBM.
While it's good to give players options, maybe too many options sliders is a bad thing? After all, TW has limited time to work on these things. And we have heaps of sliders on the main menu which could be pretty confusing for new players. Perhaps sliders/checkboxes should be saved for very controversial things, but I think the vast majority of players want to see armor just get fixed.If they will ever implement RBM or similar option to make armor effective, it should be optional. A campaign options that can be change anytime and you can choose the level of armor effectiveness, for example:
Option #1: 25% armor more effective
Option #2: 50% armor more effective
Option #3: 75% armor more effective
Option #4: 100% armor more effective
So in this idea, players have a free will to use it or not. I posted a similar suggestion like this before: post
It does work like that though, as long as those light troops have the basics (decent weapon + shield) they'll probably win.Lets imagine a Situation.
I plan an campaign. I have 3000 gold and can decide if i want to spend them on light or heavy infantry.
I decide to go with the light infantry because of the terrain that i expect. I believe to be able to lay an ambush and meet my enemy unorganized, giving my supperior numbers the abillity to split up my enemys and surround them, granting me victory in the end.
Why does the game not work like that?
They already do. That's the basis for many of the complaints about armor.Low Tier units should beat high Tier units in terms of cost efficiency (cost efficiency = Same amount of gold invested on both sides.).
Sounds weird but that is actually how it works in most games. Why? Because that gives tacticall choices = more interresting gameplay.
Well no it doesn't really work like that. I mean of course if you have enough light troops they will beat heavy troops. But if you don't put any numbers on that than you can't really discuss if it is well balanced. Does light infantry beat heavy infantry cost efficiently? Thats the question.It does work like that though, as long as those light troops have the basics (decent weapon + shield) they'll probably win.
They already do. That's the basis for many of the complaints about armor.
Not to be rude, but you put a number on it, implicitly, when you said that light infantry should be more cost-effective, i.e. 500 denars of light infantry beating 500 denars of heavy infantry. Or 1000 or 2000. I said that they already do (edit: in native), once they have basic weapons and shields. It just doesn't scale endlessly because of the party size cap and other soft factors that discourage massive sizes. But cheap troops already outperform expensive ones on per-cost basis.Well no it doesn't really work like that. I mean of course if you have enough light troops they will beat heavy troops. But if you don't put any numbers on that than you can't really discuss if it is well balanced. Does light infantry beat heavy infantry cost efficiently? Thats the question.
And at the same time its not the question, because to make this question mather in the first place you would actually need to have a choice between light or heavy troops.
People complain because there heavily grinded army with hight tier units doesn't perform well enough. I can understand that. But at what point to numbers mather more than quality? Nobody gives any numbers. Do they have to be 3 times as much? 4 times? Or just when they have the same price? I argue if they have the same price.
I didn't say anything about it because I agree with it and TW has not once suggested or implied they were going to add more than that, so it isn't like anyone was mislead.But my entire post was more about the fundamental lack of mechanics which are the core of the problem why battles are so boring.
Changing armor values won't change that.
My example that you quoting is not about "does light infantry beat heavy". Without any numbers you can't discuss that anyway. Its about what mechanics are missing for example to make the gameplay actually interresting. A choice what units i want to recruit would be important. The Player should actually have to face tough finacial decisions. You can't make ambushes. There aren't even roads that you could camp. There are no real scouting mechanics. Maps don't offer any chokepoint 95% of the time. You can't really choose the battle map. You can't make suprise attacks on camps etc. Changing armous values won't make the game bether. It just extends 3mins of mindles bashing to 6mins. At least you have to grind less often though.
How do you know that? Im honestly not sure on how cost efficient light troops perform against hight tier units. It his hard to compare if high tier units can't really be purchased. Also you won't really get into money problems as long as you hunt weaker partys often enough and sell their loot. So does cost efficiency even mather right now?Not to be rude, but you put a number on it, implicitly, when you said that light infantry should be more cost-effective, i.e. 500 denars of light infantry beating 500 denars of heavy infantry. Or 1000 or 2000. I said that they already do (edit: in native), once they have basic weapons and shields. It just doesn't scale endlessly because of the party size cap and other soft factors that discourage massive sizes. But cheap troops already outperform expensive ones on per-cost basis.
Yeah thats true. The main purpose of my post was to find out if others are actually annoyed with the few mechanics the game has, or if they like the grind how it is. I was expecting replies likeI didn't say anything about it because I agree with it and TW has not once suggested or implied they were going to add more than that, so it isn't like anyone was mislead.
That's something that can be solved by the morale systems being better. Unless they have a leader present to offset the morale loss (such as the player), then troops- even if they're T6 - who are outnumbered by nearly 14x should be... "tactically retreating" from the battlefield.I prefer the battles on RBM but I do think it goes a bit far in the opposite direction regarding Armour strength. Maybe this is down to it trying to maximize realism rather than play-ability.
Couple of examples from a play through I started yesterday:
Extortion by deserters quest. my 55 or so men take over 10mins to kill 4 troops. namely the T6 Aseri noble Cav. I have a few merc xbow men and a load of T3 cav as well as a stack of infantry T1-T3. Chasing these guys around the map for 10-15mins wasn't great.
I just play the game a lot, but if you want to see a test, here is one I just threw together in Custom battle.How do you know that? Im honestly not sure on how cost efficient light troops perform against hight tier units. It his hard to compare if high tier units can't really be purchased. Also you won't really get into money problems as long as you hunt weaker partys often enough and sell their loot. So does cost efficiency even mather right now?
In the threads that i read so far, nobody did really put numbers on it. So i did it to allow an discussion on how the numbers should be.
You are not rude. No worries. I hope im not rude either.