Combat mechanics with visual evidence (Shield Bash, combo system, new jump)

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Varrak 说:
https://youtu.be/L5o2fn64OdQ?t=340

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Archers look pretty strong to me. They massacred a group of men within seconds.
Your example of archers being strong is a larger group of them shooting down at shieldless infantry charging at them uphill at extremely close range with the second strongest bow shown so far?  :lol: 
e9ea25afa8c9106612b5fbe927467665.png
The one all the way on the left took two shots to the body and one to the head to die.
199a52de61e254462ecb3d36cfda98ad.png
This one that I presume is a player took 6 shots at close range to die.
You can't even see how many arrows are in the rest.

KhergitLancer80 说:
1-I didnt find any significant differance between the stretching times between the 2 footages.In fact they both looked quicker than WB(I may be wrong I dont play as archer usually)
Well I play all 3 classes quite regularly, but mostly archer competitively. Warband archers definitely shoot faster in one animation than what these Bannerlord archers do in two. The extra time comes in how long it takes to pull the arrow out of the quiver and nock it. In warband, the arrow is pulled out of the quiver and nocked faster.

KhergitLancer80 说:
2-In the very same video if you watch 1:18 you will see 47 damage to Cataphract and it is not sth like head shot or close to neck they literally shoot the cataphract from his waist and 47 damage.
It has already been confirmed that players deal double damage to bots in captains mode. So really, that shot would normally do 23-24 damage, and considering units have around 100-150 hp now, that's pretty low, especially for such a short distance shot. As I said, archery damage seems proportionally low. I see cav dealing massive damage in general and infantry dealing massive damage to cav with spears. That's great and all, but why does archery do so little in comparison?

KhergitLancer80 说:
3-I think you should also check the 4:53 in the same video and see the cataphract armor yourself.Check the breast area do you think an arrow can penetrate it easily ? You need a special type of arrow to penetrate it. You can call it unbalanced but the game expects you to do a team work.OP and strong are not same things. Cataphracts are strong but not OP because they are supposed to be strong(immunized for weak arrows).
If you want to drop that horse with the heaviest armor in the game with a weak battanian arrow sorry not gonna happen.Maybe those damages can be increased a bit but I am pretty sure game didnt reach its final balance.
4-In fact they are not strong when they face a spearman(7:40-158 damage to horse)they dont  stand a chance. We dont disapprove this because it makes sense spearmen indeed had a great advantage over cav. Game wants you to cooperate thats it a line of archer behind a line of spearmen.For this that cataphract should have waited for some infantry support and attack only when those spearmen were busy enough to not be able to pay any attention to them.
As mentioned many times throughout all these similar discussions, realism is not something to base balance on. A horse that is immune to arrows is a horrible game concept. A horse that is close to immune to anything shouldn't even be in multiplayer. I think it's important that every individual class has a viable way to defeat another on its own; teamwork to be left as a way to make killing much more efficient, not an absolute necessity.

KhergitLancer80 说:
5-If you want to see a non cataphract cav vs archer check the other multiplayer video
https://www.youtube.com/watch?v=JaUBg7Ynmwk
from 1:00 to 1:20 horse archers and archers fight and you see 40 to 80 damages for both sides. In 1:30 we see a 36 damage to the horse.
I don't know what you are seeing, but what I saw between 1:00 and 1:23 was a body shot that did 27 damage at x2 damage (so really 13-14 damage normally), a headshot that did 93 damage at x2 damage and another headshot that did 81 at x2 (so normally those headshots don't even deal half of a unit's health), and the final body shot that only does 30 damage at x2 damage (so really 15 damage normally.) And then at 1:30 a 36 damage to a horse that is really only 18 damage regularly which is probably only like 1/9 of that horses total health, and it wasn't even armored. Again, this is absolutely pathetic damage compared to the damage cav and inf have been dishing out.


578 说:
If I'm not mistaken, you do play for a team, Fidel, don't you? How do you feel about Warband's ranged weapons? Especially in the battle-tournament format (used to be 8v8 and now its 5v5-?-).
The competitive standard is still 8v8.

I think ranged weapons are, for the most part, working just fine in the competitive scene. The only concern related to "ranged weapons" that was been discussed recently is nord cav being able to drop free javelins for infantry that can keep them for free if they survive until the next round. Long story short, the strongest infantry in the game also having a viable short-medium ranged weapon for free is a bit too strong.

If you want to know what changes I'd personally make to ranged weapons, here you go:

- I think bows such as the short bow and nomad bow could use some slight speed reductions. It can be very tedious for infantry to do anything when they have an archer with a bow with a speed rating of 97 barraging them with arrows. I think the sweet spot in warband for bows is a speed rating of 89, one point below the khergit bow and one point above the strong bow.

- I think all bows should have roughly same speed rating (ex. Long Bow and War Bow at 88, Strong Bow and Khergit bow at 89, Nomad Bow and Short Bow at 90) the only difference between them should be weight and damage. The higher the damage, the more the bow should weigh and cost. The reason Long Bows and War Bows rarely get used is because they're simply too slow. Archers with faster bows have a big advantage over them, and they are too slow to do anything against cav that constantly bump them down, turn around and bump them down again before they can release an arrow to do any kind of damage.

- I think shield penetration from crossbows should be removed from multiplayer. I think it's pretty lame that bolts can pierce straight through some of the lower end shields. If a shield visually blocks a shot, it should block the shot. That being said, I also think the magical barrier around shields should be removed and greater shield control should be given to infantry so they can manually block a much larger range, including 90 degrees upwards to block xbows that try to jump over infantry to shoot over the maximum shield height coverage, and the ability to completely cover their feet to prevent foot shots if they predict it or see it coming.

- The throwing weapon skill requirements should all be dropped to 1 so all infantry can throw back any throwing weapons that had been thrown at them. I find it pretty odd that most infantry can't even pick up heavy throwing axes.

- Crossbows should lose more accuracy during movement and should take a little longer to aim accurately again. This is mainly to prevent them from being fairly accurate while jumping over objects, or peaking around corners to take quick accurate shots and get back to cover so quickly.

But as I've said many times now, you can't implement these things without nerfing cav at the same time or you really mess with the balance of the game. Archers aren't at the top of the food chain in warband, cavalry are. The only thing archers have going for them is an effective long range attack. They are the worst at melee, they have the lowest health, they have the lowest mobility, they have the worst armor selections, they have the worst melee weapon selection, etc. They literally have nothing other than an effective long ranged attack. Cavalry on the other hand, have the highest mobility in the game, they have the highest damage output in the game (thanks to speed bonuses), they have the best armor selections in the game, they have access to what are basically medieval tanks, they have unblockable high damage attacks (couches), etc. They even have an extremely powerful solo and teamplay ability in their bumps... and it's the only damn thing that doesn't damage teammates for some reason. Cav has so much **** going for them with such few drawbacks to themselves or their teammates, it's disgusting.

Fun fact: Swadian Cav in multiplayer have the highest one handed proficiency, yes that's right, higher than any infantry, meaning swadian cav can swing one handed weapons the fastest out of any unit in multiplayer. Coupled with the fact that they have reduced horse prices and get long awlpikes dropped for them in the competitive scene, ****'s obviously broken fam.

My general outlook on the state of warband's balance is: Infantry are fine as they are, archers need a slight nerf to their firing rate to even out with infantry in terms of effectiveness, and cavalry needs a decent amount of minor nerfs to be better balanced with infantry and archers. I say minor because the changes required are fairly simple, just a matter of decreasing horse speed, maneuverability, armor stats by one or two points, and making long awlpikes a weapon that can't be used on horseback, just like pikes. Making bumps affect teammates would be the only major change that would really affect how cav approach team fights. 

Don't think I'm speaking on behalf of the entire competitive scene though, this is just my personal view on things. Only some parts of what I have said are unanimously agreed on, some other bits are things that haven't really been seriously discussed yet because very few people touch the subject of fixing warband because "why bother? bannerlord is right around the corner", the thing that has been said for over 3 years now  :dead:
 
Cavalry on the other hand, have the highest mobility in the game, they have the highest damage output in the game (thanks to speed bonuses), they have the best armor selections in the game, they have access to what are basically medieval tanks, they have unblockable high damage attacks (couches), etc. They even have an extremely powerful solo and teamplay ability in their bumps... and it's the only damn thing that doesn't damage teammates for some reason. Cav has so much **** going for them with such few drawbacks to themselves or their teammates, it's disgusting.

testify
 
That was a very insightful read, I had no idea that Swadcav had the highest profficiencies in 1H. Interesting. My personal fear for Bannerlord from what we've seen is the shield bash. It seems like an non-static disarming kick (by disarming I mean your opponent is unable to act). I can see people already hate it if it's abused in multiplayer. Don't get me wrong I do understand the need for some extra Sword+Shield mechanics in order to stay up to par to spamming lightweight 2Handers but I heavily dislike mechanics that destroy the pace like kick and shield bash. I have no idea how it will work, obviously, in multiplayer but I can see it being hated. Time will tell.

 
It's an acceptable thing to fear as every iteration of shield bashing in mods so far have been pretty ****. I remember I used to run around ACOK without a shield just to avoid accidentally shield bashing while trying to feint :meh: At least Viking Conquest gives the option to disable shield bashing.
 
Yeah I agree about the shield bashes. Although a nice quirk I saw in ACOK was that only certain shields could shield bash, specifically the big, round ones. Hard to go around bashing with a kite shield.

Either ways shield bash can work if it has a separate, but easy to access key instead of rmb+lmb combination. Q comes to mind.
 
I think that it was said a shield bash is done like a kick but while blocking. So right click + E I guess.
 
But you still want to be able to kick while holding shield in some circumstances. Is kicking a thing in Bannerlord?
 
?️NS Marko 说:
Yeah I agree about the shield bashes. Although a nice quirk I saw in ACOK was that only certain shields could shield bash, specifically the big, round ones. Hard to go around bashing with a kite shield.

Either ways shield bash can work if it has a separate, but easy to access key instead of rmb+lmb combination. Q comes to mind.


On the other hand, as we can see from the videos, the game feels much more mobile as a whole. The shield bash can be used while moving but also (if I see correctly) the guy at the receiving end can also move while he is receiving the bash. We can also see that upward/downward hill movement is speedy aswell in comparison to the absolute ****fest walk mode of Warband. It will all come down to how its played. Can I use it to interrupt an enemy's swing, or it works like kick? Do I get a guaranteed hit after I bash someone? I prefer interrupting non-guaranteed hits mechanics in general so we can get on with the swordplay instead of cheese systems, but that's me. My suggestion in general would be to add a small, minimal lunge-push to weapons that have no thrust ONLY for interrupting an attack with no guaranteed follow-up. I always played with Axe+shield in multiplayer (because, well, viking concept) and the times I get outranged by people with 2H with no reaction other than keep the shield up till they break it always annoyed me. In a small 8v8 format its not really evident but in sieges short-range-1H/shield is arguably mediocre. To tell the truth a lot go into account for it, for example lower FPS shows slower swings by you on your screen but I always felt that shield lacks somehow on big-scale battles. This is less evident on mods like Mercenaries due to the stats customization (one reason I love mercs) but still the normal, even there, is a 2 handed.
 
Fidel Lagstro 说:
.. something ..

Your reaction is really interesting to see. First, you complained about archers suck, now you are saying that killing 5 enemy troops in 6 second isn't good enough? What do you want to see dude, massacring 300 enemy troops with your 20 archers?  :iamamoron:

About archer damage, it's pretty strong actually. Just because arrow couldnt penetrate heavy armored empire cataphract, doesnt meant it sucks. For example;
https://youtu.be/L5o2fn64OdQ?t=837

literally, every single shot delivered 40+ damage to the target. Sorry but archery doesnt mean 12.7mm anti-material rifle.
 
There is no point arguing at the moment about archery. The captain mode is an AI control mode, you are supposed to work with your troops. Having archery being as powerful as it can be would mean that the player would be able to take down armies of non-shielded enemies himself. I doubt these damage scaling numbers we see in captain mode will reflect the damage that a player will have in a pvp only format.
 
Varrak 说:
Fidel Lagstro 说:
.. something ..

Your reaction is really interesting to see. First, you complained about archers suck, now you are saying that killing 5 enemy troops in 6 second isn't good enough? What do you want to see dude, massacring 300 enemy troops with your 20 archers?  :iamamoron:

About archer damage, it's pretty strong actually. Just because arrow couldnt penetrate heavy armored empire cataphract, doesnt meant it sucks. For example;
https://youtu.be/L5o2fn64OdQ?t=837

literally, every single shot delivered 40+ damage to the target. Sorry but archery doesnt mean 12.7mm anti-material rifle.

That damage is doubled. The real damage is 20 against that unarmored horse, which is barely around warband levels of damage, all while player health and presumably cav health has been more than doubled, infantry and cavalry damage has been adjusted accordingly, archery damage on the other hand...

Let me put it this way. If players were to have 1000 health, and archers did 150 damage per hit, would you also be saying that archers are dealing a lot of damage just because the damage value is 150? I hope not, because raw damage values are irrelevant without knowing how they relate to total health pools, or as balance discussions should go, how they relate to the damage output of the other classes.

Here's a competitive player testing out Bannerlord

https://youtu.be/9kcwGFWTxpc?t=3m45s

He takes an arrow straight to the chest that was shot by a player and only receives 18 damage, but he still deals 32 charge damage to him by just running over him  :lol:
His horse takes an arrow as well and only gets hit with 13 damage, the next person he hits, he deals 30 in charge damage and 266 damage, then the next guy he deals 27 charge damage and 281 damage and that's just with a one handed weapon on horseback.

Now skip to 19:00 where he starts using a lance vs other cav https://youtu.be/9kcwGFWTxpc?t=19m His first hit does 804 damage to a cataphract, his second does 353, and then his horse gets destroyed by another cav that does 262 damage to his horse. But it's ok, he still proceeds to run around one hitting heavily armored cavalary with is lance while dismounted.  We do see him damage a horse for 156 points, and see bot hit the horse right after and the horse still gets away alive, a good indicator to suggest that these horses have over 200 health.

Are you telling me that cav can deal 804 damage to cataphracts ("the heaviest horse in the game"), but it's completely fine for these cataphracts to soak arrows like it's nothing and archer damage is somehow balanced with cav damage? It's obviously not. I'm not saying that archers should deal more damage per hit than inf or cav, but the disparity should not be to this ridiculous degree.
 
+Fidel Lagstro

Yesterday in WB I played as an archer and man...
It was a deathmatch with over 50 people and I understood that archers really deserve respect.
Maybe because I was terrible at aiming but I am pretty sure it is the hardest class in all 5 classes.

Back to the topic,
can you share a link about where you heard about that x2 damage to NPC thing.
 
M.ArdA (the guy that has been compiling all the important bannerlord information) was the one that told me that players dealt more damage and received less damage than bots, though I don't think he was the one that specified the modifier being 2. I don't remember what thread it was where it was supposedly confirmed that the modifier was in fact 2, but is was a while ago.

But if you just look at the damage players are dealing and receiving, they are obviously taking reduced damage from bots, and dealing more damage to them.

Here is some clear footage of a player archer shooting at a player infantry at close range https://youtu.be/tv6I-CzZJLU?t=683

As you can see, the damage is exactly the damage I've been telling you archers would be normally dealing if you assume that players have been dealing double damage to bots.

(23,15,16,17,1:cool: making a total of 89 damage that we see just the archer player deal (you can see the player also gets shot by archers other than the player and he probably took some damage in the melee engagement before this). That's an average of 17.8 damage per shot at such close range. We can even round it up to 18 if you want.

In this video you can see an infantry player go from full health to dead in seconds https://youtu.be/JaMZlbRE3d8?t=5m4s
The damage he takes is 18, 18, 15, 1, 4, 27, 26, 20 which comes out to 129 damage total, and 109 before that last hit. So we can see here that this infantry has between 109 and 129 health. If I were to take a guess, I would place that infantry's total HP at 120.

Now let's take the total health of the infantry and divide it by the average damage we calculated per shot on actual players (120/1:cool: = 6.66 

So it would take a real archer player 7 body shots to kill one real infantry player.

How does the difficulty of landing 7 body shots on a single target somehow equate to the difficulty of landing one-two lance hits? It **** doesn't. Archers are very obviously underpowered from what we've seen so far, at least when compared to what we've seen from cavalry.

In fact, from what we have seen, horse bumps seem to do just as much damage if not more damage than body shots by archers. ABSOLUTELY RIDICULOUS.

This is what makes me cringe the most https://youtu.be/IUkL42p3Mss?t=3m9s
This isn't captains mode but the single player demos they showed, so damage isn't boosted. The cav just easily runs over 7 infantry, dealing an archer body shot worth of damage to all of them, and barely even gets slowed down. Like what the actual **** is that. Why is something so easy to do so greatly rewarded?

And before anyone says that it was only because it was in single player, here you go, same thing in multiplayer, but this time against 5 ground units https://youtu.be/c_3el4IAevg?t=6m53s

fc6ccd86aea9cb0242b4c8225aa9d19c.png


 
I honestly hope cavalry does not play like this in multiplayer, I did not wait 7 years to play another cavalry simulator on multiplayer like the ****fest there is on Warband.
 
Oh i think you are right about AI/Player difference. I think archer units should give double damage, and cavalry charge shouldn't give 45-50 damage (thats ridiculous  :iamamoron: ) but maximum half of it.
 
shield bash distance is as much as your arm distance. so if you keep your distance your sword will hit opponent anyway. it can not be abused.
 
bjorntheconquerer 说:
shield bash distance is as much as your arm distance. so if you keep your distance your sword will hit opponent anyway. it can not be abused.

I opened another thread  and gave a suggestion for shield bash vs 2h.
 
bjorntheconquerer 说:
shield bash distance is as much as your arm distance. so if you keep your distance your sword will hit opponent anyway. it can not be abused.


That depends on how spammable it is and if it has any sort of cooldown. Cannot be abused is a heavy phrase to say when it comes to mount and blade with its lack of stamina or any meaningful resource to avoid spam.
 
578 说:
bjorntheconquerer 说:
shield bash distance is as much as your arm distance. so if you keep your distance your sword will hit opponent anyway. it can not be abused.


That depends on how spammable it is and if it has any sort of cooldown. Cannot be abused is a heavy phrase to say when it comes to mount and blade with its lack of stamina or any meaningful resource to avoid spam.
What about shield bash distance same as kick distance? And there definitely needs to be a cool down.
 
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