DubiousDoo
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Now i've quickly perused the forums, and there are complaints on archers here and ingame, and i suppose it's fair (doesn't really compare to snipers in battlefield though on the level of annoyance), though i don't considered archers OP, much like snipers in Battlefield, the issue is how they are used.
In real life, it's actual skill, years of training and experience, in this, it's point and click.. you are basically skipping the years of training in a sense.
I suppose you have two options, limit the number of archers (and javelins for that matter) or make the charge up (especially for the javelins) and release slower (a delay after letting go of the button), and the aim less accurate, as right now it can be a little too much especially at their fire rate.
Sure it could make it less "realistic" but in real life you have no second chances, you wouldn't go running around spraying arrows everywhere, even if you could, as it would get you killed.
so if you spam feints you just walk faster or how would it work? Infantry just needs to run faster than archers, which they ****ed up i hope they fix it again, once they fix their UI.-Chase mechanic ala mordhau. This works well, but I understand if you don't want to copy this mechanic.
If you're chasing someone you get a speed bonus and eventually catch up with them, that's how it works in mordhau. I think it's unnecessary in bannerlord.how would it work?
With all due respect, I don't think let infantry runs faster than archer or make them weaker is the solution. Every FPS game have had the "sniper problem", and we should solve that by clever map design. In the context of this game, I don't really mind in general how powerful archer and horses are compare to infantry, as long as the contests over objectives are designed to enforce close quarter melee that favors infantry. As for the infinite kiting problem, there is already a mechanism in place that lowers movement speed when switching weapons and when holding a bow, isn't it?so if you spam feints you just walk faster or how would it work? Infantry just needs to run faster than archers, which they ****ed up i hope they fix it again, once they fix their UI.
With all due respect, I don't think let infantry runs faster than archer or make them weaker is the solution.
Every FPS game have had the "sniper problem", and we should solve that by clever map design. In the context of this game, I don't really mind in general how powerful archer and horses are compare to infantry, as long as the contests over objectives are designed to enforce close quarter melee that favors infantry.
As for the infinite kiting problem, there is already a mechanism in place that lowers movement speed when switching weapons and when holding a bow, isn't it?
So you want to create a unit that is better in melee, than the designated melee unit. In addition it got good ranged abilities aswell as extra perk? If you want them to be good in melee (heavy archers) you need to reduce their ammunition significantly. 40 arrows is just an insane amount; which actually sums up to 80 arrows in a round, do you want to try to kill a whole army?
None of the maps is particular clever designed, the space must be really confined for the bannerlord cav to be bad. Maybe it worked out to balance cav over maps in warband, but it doesnt anymore in bannerlord. Most maps in bannerlord actually favor cavalry aswell, on one map its impossible to play archer; there are simple no safezones from couches so its full cav+flag pullers. Full infantry isnt even playable because cav can cap flags far quicker. I dont know how you would want to balance archers over maps in regards to archer vs infantry?
Just test running ingame, if you play a melee unit with a heavy shield then good luck catching up to an archer.