Pizi_G
Sergeant
thinking of it that was the first time i got it since it was implemented ...Cheers!
the chance must be low
Last edited:
thinking of it that was the first time i got it since it was implemented ...Cheers!
Could you capture a video of this issue happening?Battles are starting to look MUCH better now that armour has been fixed against melee weapons and cavalry can actually charge down infantry.
But four glaringly obvious flaws still remain:
* Melee cavalry miss 90% of the stab attacks they attempt, and only couch their lances in the specific situation of charging downhill.
* Archers/crossbowmen are still the most deadly thing on the battlefield by a big margin, they frequently have the highest killcount. Armour's resistance to arrows needs to increase by 1.5-2x.
* Troops vibrate at high speed like Radical Larry when fighting at close quarters.
* Spears don't exist in melee combat, troops only use them for fighting cavalry. When they do use them, they're super underpowered.
Any news about the future hotfix for 1.8.0? Is the decal missing bug fix on its way to 1.8.0? U guys fixed in 1.7.2, but forgot about the betaCould you capture a video of this issue happening?
They're paying attention to these issues, this is our chanceCould you capture a video of this issue happening?
There is no need. Fight a huge battle and check it out for yourself. I think on the last beta patch notes someone made a short video, but you can literally start a custom battle and you will see how infantry bump like crazy when they are up close.Could you capture a video of this issue happening?
https://forums.taleworlds.com/index...on-agents-wild-jittering.444987/#post-9805950 pretty sure they mean this issue that has existed since releaseCould you capture a video of this issue happening?
And probably the feedback would be still the same...https://forums.taleworlds.com/index...on-agents-wild-jittering.444987/#post-9805950 pretty sure they mean this issue that has existed since release
I wholeheartedly agree with this, unfortunately the decals are missing in 1.8.0Any news about the future hotfix for 1.8.0? Is the decal missing bug fix on its way to 1.8.0? U guys fixed in 1.7.2, but forgot about the beta
i think in 1.8 its got waaay harder to shove peopleinfantry bump like crazy when they are up close.
Sure. Apologies for the terrible quality, I don't usually record videos.Could you capture a video of this issue happening?
Sure. Apologies for the terrible quality, I don't usually record videos.
Archers dealing too much damage to armour
Here is a video of archers massacring infantry before they can even reach melee range.
Tested again with different units, me commanding the infantry. Loose formation to present a harder target, and hold fire to reach melee range as quickly as possible. We did better than the AI, but still got murdered.
I also tested with other types of infantry such as Pikemen and got similar results.
Archers are strong against too many types of unit. Even their counter (shield infantry) can be quickly defeated by archers, if there is a small amount of infantry who make the shield infantry drop their shields.
The only thing archers cannot defeat with a tiny bit of assistance is horse archers, because archers do not understand how to lead their shots, and will shoot at where the horse archers were, rather than where they are about to be. This is not representative of real life (where massed archers was the answer to horse archers) and means horse archers effectively have no counter. I have tested battles of mixed T5 armies against just T5 horse archers, where the horse archers easily win with minimal casualties.
Therefore, massing either archers with a small number of distraction infantry, or massing just horse archers, is the obvious best army composition and strategy in Bannerlord that gives the best results in almost all situations and makes Bannerlord a boring solved game.
Two fixes are needed. 1: Make foot archers shoot at where a horse archer is likely to move rather than where it is, and 2:
The protection of armour against arrows should increase 1.5-2x, so that it takes an average of 7-8 chest shots for a T5 archer to kill T5 infantry.
Cavalry being unable to consistently land their attacks
Here is T5 cavalry not couching their lances, and not consistently landing attacks. Framerate is awful, but you get the idea. Similar results with different cavalry and different infantry, and in massed battles of mixed unit types cavalry is even more inaccurate for some reason.
Troops vibrate at high speed like Radical Larry when fighting at close quarters - I think this one has been amply attested as others such as @Terco_Viejo have mentioned/posted proof:
But here's my video anyway. Despite the bad framerate, hopefully this is good enough proof that the problem still exists.
Another on wall.
https://www.youtube.com/watch?v=zQSpkPCY_us
Spears not being used in infantry combat -
Here you can see Sturgian Heavy Spearmen not using their spears to fight recruits. I redid this test with a number of differerent spearmen and enemy infantry, e.g. Vlandian Spearman vs Empire Trained Infantryman, Aserai Infantry vs Aserai Infantry; same result. Spear infantry will instantly unequip their spear and equip their sidearm if they are fighting infantry. Though they do use throwing weapons if they have them.
spear infantry not using spears for melee combat vs infantry
www.youtube.com
Archers should absolutely massacre infantry units running straight at them with no shields. I don't see a problem here.Tested again with different units, me commanding the infantry. Loose formation to present a harder target, and hold fire to reach melee range as quickly as possible. We did better than the AI, but still got murdered.
I also tested with other types of infantry such as Pikemen and got similar results.
Archers are strong against too many types of unit. Even their counter (shield infantry) can be quickly defeated by archers, if there is a small amount of infantry who make the shield infantry drop their shields.
The protection of armour against arrows should increase 1.5-2x, so that it takes an average of 7-8 chest shots for a T5 archer to kill a T5 unit.
In this case we need some kind of testudo formation for the troops. The shield wall formation will only hold shields into one direction and flanking archers will kill any shield wall without a problem.Archers should absolutely massacre infantry units running straight at them with no shields. I don't see a problem here.
Infantry running around with 7 arrows in the chest and still fighting sounds really stupid.
Thanks for the detailed information. Forwarded to the team!Sure.
LOLflat earthers saw no problem on this image