Armor protection goes up to 80-90% (look for exact formulas posted out there) depending on type of the damage (with armor been the most effective against cut). That's not squishy.
It's evidently not enough.
I used RTS camera to play as a peasant and I was able to do significant amounts of damage to absolutely everything. A bonk over the head would take out the majority of health for every single enemy I hit.
My peasant can do decent damage to even cataphracts. I dont even know if cataphracts
have weakspots exploitable by peasant weaponry.
Even putting aside my personal input, I regularly see high tier troops get killed by recruits and peasants. Its just not right at all.
Its basically not an argument to suggest that armor is functioning as it should, because its apparently that it isnt, and makes the game a hell of alot less fun and less balanced as a result.
And what would sword or spear do to big chest of lamellar? That's right, absolutely nothing.
Balance and gameplay. For realism, in the hands of a skilled user, at point blank range swords and spears would have a higher chance of hitting weakpoints in the armor than stray arrows being shot hundreds of meters away.
But im getting sick of arguing about realism. Bannerlord is not a realistic game. Realism should act as a special touch or afterthought than be the basis for making a fun video game thats supposed to be fun.
What you don't seem to understand is that armor model in Bannerlord does not represent just penetration, it also represents that armor does not cover everything and it have weak spots. Big chest lamellar will do absolutely nothing against arrow hitting an arm pit next to it.
News to my ears. Where exactly is this implied?
And god damn these arrows must be hitting hitspots every single time then. In that case I cant recall a single time where arrows actually landed in the uparmored areas.
You can't have more complex damage model because it would slow game to the standstill. It have to be reasonably simple and abstract. Calculating coverage in the damage model would require to trace hit boxes of not just different body parts, it would require to trace hit boxes of individual armor pieces. And that would mean dozens of hit boxes per simple piece of armor. Every single piece of armor in the game. That's not reasonable in the game with potentially hundreds of AI bots on the battlefield.
Then they should just universally increase the effectiveness of armor like how everyone wants them to.