Do YOU want crush through on all 2h weapons in MP?

Do you want crush-through on blocks on anything other than a 2h hammer?

  • Yes

    选票: 15 11.4%
  • No

    选票: 117 88.6%

  • 全部投票
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Kylbee

Recruit
Poll says it all.

We literally DO NOT want crush through on all 2h weapons. So STOP using time and resources on stuff we DO NOT want, and put it towards what the community is giving you feedback on.

The design team is incredibly incompetent to not be able to see that adding 2h crush on all weapons would result in it becoming a meta. For the love of god, I am so sick of this.
 
最后编辑:
I mean some of the other 2 handers could be cool if they could break though maybe like a heavier mace could ?
 
Yeah, that's how it was in Warband. Heavy weapons did break through. But in 1.5 they want ALL 2h weapons to do that. We aren't asking for that though.

They specifically said it wasnt ALL, but rather a formula that requires the right combination of weight and speed. Therefore heavy weapons like bonk sticks, or weapons moving quite fast (aka a twohanded weapon being swing from horseback)

My concern is that certain weapons will manage to fit into the crush through thresholds without being intended to do so. The Heavy Menavlion and Beserker Axe immediately come to mind.
 
Not necessarily hammers per se, but any weapon that crushes through should be compensated for by making it short, slow, heavy, and unwieldy.
 
Yeah same, in Warband it wasnt much of an issue (for me) they were slow and definetly counterable
Fair enough. Given Taleworld's record recently... I'm going to assume it'll be the worst implementation of it possible.
 
They said mauls will have more chance to have crush, and the two handed maul is still fast as hell.

I don't feel so good about this
 
I honestly don't know if it's appropriate for any of the current 2H weapons in MP to be able to crushthrough. The weapons that could in Warband MP were all short and slow, which made them still very good at lower skill levels but difficult to use against skilled players. In Bannerlord, even the sledgehammer seems like it would be incredibly difficult for certain weapons to have any counterplay against it due to it's speed and length. If a light archer gets into melee with a shock troop the advantage should be heavily in the shock troop's favour, but I don't think it's fun if there is literally nothing the light archer can do to win considering the shock troop can easily stay out of reach and can outrange the archer with a weapon that can hit through block.
 
If a light archer gets into melee with a shock troop the advantage should be heavily in the shock troop's favour, but I don't think it's fun if there is literally nothing the light archer can do to win considering the shock troop can easily stay out of reach and can outrange the archer with a weapon that can hit through block.

This is key. Its the same with many other balance decisions. Taleworlds biggest flaw so far when balancing has been making balance that is fun for both players partaking in an interaction. Is an instant kick which leads to a free stun fun for the person kicking? Yes. Is it fun for the other player? No. Is a Fiann with 45 Armor and 75 movement speed fun to play as? Hell yes. Is it fun for the other team? No. Will a beserker class, who is faster than any other class, with a weapon longer than every one handed weapon, that by the way can Ignore blocks, be EXTREMELY FUN to play as? Yes! It will be a blast. Will it be extremely not enjoyable to play against? Also yes.

Should the shock trooper win that duel according to how Taleworlds wants the game to be balanced? Yes he should. If a shock trooper can get an archer in melee, he should absolutely destroy him. What taleworlds needs to do is find a way to make that happen without making the fight miserable for one side or the other. Find a way to give certain classes advantages in certain situations without making that particular situation miserable for everyone else.
 
Right now 2H weapons are al but impossible to deal with in captain mode at least, which is 90% of what I've played and everything I say next is also in regards to that.

Nothing other than another 2-hander can lock in melee with 2-handers and win. So excluding,2H vs 2H and given that it's wrong that you can't tell your archers to aim at a specific unit, although understandable to some extent, shields can tank any archers and close the gap, while 2H stay behind them no even scratched.

On the matter of 2H vs shields, units with 2H,are faster, have longer reach,and their swing speed comparable enough for it to make little difference to the AI, and armour plays little role in general, even more so from a swing from a 2H. Units with shields should be able to use their weapon,without exposing their whole body by moving their shield to the side, in order for the attack animation to play. It takes away so much from the usefulness of the shield, resorting to some retarded swinging and movement patterns. Using the shield, while attack would solve the main issue with the shield units acting as either a pin cushion or a roadblock. If 2H manage to flank them, it's game over,but if the shields are anchored to some good terrain and can hold their shieldwall facing the enemy they should at least hold. If (even some) 2H can smash the shields, then the 2H should be made destructible too. You cannot swing a menavlion or a glaive against or while riding a horse at full gallop and expect to be left standing afterwards, or the 2H weapon whole, in either scenario. Lances usually broke after the first charge, and that was while the counter force was along the axis of the lance. Anything with a similar lenght that makes contact at high speeds should break, except for the lances, as that would leave shock cav completely out of options. Also, 2H should break if you keep blocking with them. 10-20 hits from a sword and 1-2 from head of a great axe, should break the handle.

And since I'm on the topic of balancing, armour should be much more effective against arrows. Heavy cav in particularlar suffers from not being able to charge and completely destroy a units of archers,unless it does some bona fine manouvering.

I don't mind getting recked if the something that is recking me would realistically indeed reck me, but archers i.e. not shooting 5 degrees higher to kill the naked barbarians that are the much more serious threat, is not right.
 
最后编辑:
Right now 2H weapons are al but impossible to deal with in captain mode at least, which is 90% of what I've played and everything I say next is also in regards to that.
Aww captains mode, how quaint..

Anyway at this point lets just let 2h crush through everything, every block, shields, 100% of the time... I do not care anymore.. This game is a meme, and with the state of archers and cav and throwing weapons, 2h users would still get picked apart in competitive games.
 
I have a feeling even if we see the next patch, i won't like it.

The issue isn't with how much chance there is to crush, my problem is with the whole idea of having crush behind all 2hs. Make it a hammer thing
 
crush through lottery, but hey its only a skill based game

Im with you if its indeed just RGN but i asked a dev and he said it was all physics based. So if its indeed based on angles and speed are you still against it?
 
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