The major reason why the combat in Bannerlord feels so unresponsive is the delay between the release of an attack, and your character actually attacking.
It's not a delay in that there's a certain amount of time between the release of the attack, and the start of the animation. But rather the animation itself has a period where your character winds up the attack before swinging/thrusting. Here's a video comparing Bannerlord to Warband.
Sorry about the bad camera angles.
This is completely wrong. There is no reason why attacks would need a second wind up after being initiated.
But it goes deeper.
Attack delay is by itself infuriating enough, but not only does it exist, what's worse is that this delay's length can vary depending on the amount of time an attack is held.
If an attack is not held, there will be a "short" delay.
If an attack is held, there will be a longer delay.
It was impossible for me to tell how much longer exactly the delay is in percentages, but as you could see in the video, this additional delay is consistent and quite substantial, even though it might not look like it in combat.
If you're wondering how I calculated the length of each animation:
- The slowed-down clips are played at 25% speed.
- Each clip starts at the release of an attack
- I tried to match both clips of the same attacks as best I could, but this was hard to do with some animations. Still, the held attacks are consistently longer than when not held which is all I wanted to see.
- The numbers are the length of each clip, not the length of the animation itself.
Please fix.
It's not a delay in that there's a certain amount of time between the release of the attack, and the start of the animation. But rather the animation itself has a period where your character winds up the attack before swinging/thrusting. Here's a video comparing Bannerlord to Warband.
Sorry about the bad camera angles.
This is completely wrong. There is no reason why attacks would need a second wind up after being initiated.
But it goes deeper.
Attack delay is by itself infuriating enough, but not only does it exist, what's worse is that this delay's length can vary depending on the amount of time an attack is held.
If an attack is not held, there will be a "short" delay.
If an attack is held, there will be a longer delay.
It was impossible for me to tell how much longer exactly the delay is in percentages, but as you could see in the video, this additional delay is consistent and quite substantial, even though it might not look like it in combat.
If you're wondering how I calculated the length of each animation:
- The slowed-down clips are played at 25% speed.
- Each clip starts at the release of an attack
- I tried to match both clips of the same attacks as best I could, but this was hard to do with some animations. Still, the held attacks are consistently longer than when not held which is all I wanted to see.
- The numbers are the length of each clip, not the length of the animation itself.
Please fix.
Last edited by a moderator: