Greetings !
Been a while since I last posted here. However, I AM a very big fan of Mount & Blade and have been for many years.
I've recently updated myself on Bannerlord development and came accross this blog : https://www.taleworlds.com/en/Games/Bannerlord/Blog/57
In this blog they make the point that, altough in regards to making the game more "lifelike" they should make heavy armor resistant to arrows and bolts, it would make ranged classes no fun to play.
This is where I kind of jumped, because I've played a LOT in heavy armor whenever I'd get enough coin for it (in multiplayer) and just like any player this is what I go for in SP. Let's say I have experience in how it feels to be fighting archers with heavy gear.
The problem with, apparently, doing what is required to make archers and crossbows fun, that is making projectiles do piercing damage and coding piercing damage to mostly ignore armor, is that it kind of makes the heavy armored, two handed pole weapon / sword fighter impossible to play in a lot of scenarios that involve archers or crossbowmen. Why ? Because the heavy armor makes you survive one or two, maybe three more shots at best, while slowing you down too much for "good footwork" to be of any real help against good archers.
And this is where my point comes in. This situation about ranged fighters has always been, in my opinion, a part of the game that does not have design constistency. That means the thinking behind this design decision does not seem to match how the rest of the game works. The inconsistent part here is that getting heavy armor is costly in MP or SP, you earn it. This system works for making heavy armor scarce both in MP and SP (only skilled players in MP and rich lords / rich players for troops in SP), so I am confident it will also work in Bannerlord.
We have a """"class"""" of fighter (I don't really like using that word for M&B) that is costly to get to, as such it should objectively be stronger all around than other, less costly, easier to get to classes. Yet, because we need to make ranged play "fun", it really isn't. You can already get pummeled to death by naked people even if you got the best equipment, and I don't mind that because you can actually fight back. But you can also get shot in a few arrows (several if you have really good armor), which means even though you have earned the best gear in the game, not taking a shield is still not an option, unless you want to stay in places where archers can't shoot you from a safe distance the whole game.
This doesn't add up both in terms of gameplay (something you've earned makes you mortally weak in one place) and in terms of realism (the reason people started ditching the shield in favor of two handed polearms is precisely because they didn't need a shield anymore !).
I can already hear you telling me : "But Hoshi ! If we make heavy armor resistant to projectiles and piercing damage in general, archers / crossbowmen will not be fun to play as !"
Because this is what I always heard when I made similar, altough less argumented complaints about it when I played a lot of Warband. Yet, because of what I explained about scarcity, making heavy armor resistant to piercing damage really won't change much for ranged players. They'll simply not have the option of shooting ANYBODY that doesn't have a shield pointed straight at them anymore. They'll need to choose their targets a bit more. Is that really a fun-killing thing ? Considering they can already click on people that are not actively raising their shield at them and damage them sometimes more than is possible with one handed melee weapons, I'd say not.
Before I talk about what it actually brings to the game, one point I want to adress right now about thrown projectiles. These guys are different, because they have a lot more mass than arrows or bolts, and their carriers have a lot less of them than archers or crossbowmen have arrows / bolts, so they should be effective against everyone, right ?
Yes, and no. They should still not be able to pierce heavy armor. However, there is, as always, a way to reconcile gameplay and realism here. How about accounting for their extra mass, by adding blunt damage to them ? That way, they will do a bit of damage because of their mass no matter what, and if they find a target that only has cloth or light armor, they will also apply piercing damage. Heavy armor remains useful against these, but not to the same extent than against arrows and bolts : everyone wins !
Now, what would this change bring to the game ? I'm pretty sure not everyone cares about historical realism as much as me. It really depends on what you want to find in a game. But bear with me, this wouldn't only impact the realism of the game.
I've briefly mentionned it earlier, but I will do it more clearly here : heavy armor not being sufficient replacement for a shield against arrows and bolts pretty much eliminates a whole lot of two handed weapons from being used in ranged-heavy game modes (siege and battles mostly as I can recall). This is bad, because this means a big part of the game's content is not being used where a lot of players are ! I don't need to explain why this is a problem.
It would also bring in REAL reward to skilled players who manage to accumulate enough gold (especially in battle mode, or whatever it will be in bannerlord), as they will be able to kick some arse with their polearms and swords and benefit from longer reach and higher damage, while being a lot tougher to kill. It would open up new ways of fighting and new tactics : heavy cavalry would finally be an actual HARD counter to ranged weapon, and there technically would be a melee class that soft counters other melee classes.
I'd be happy to keep discussing this with you guys in the thread. Thanks for reading !
Been a while since I last posted here. However, I AM a very big fan of Mount & Blade and have been for many years.
I've recently updated myself on Bannerlord development and came accross this blog : https://www.taleworlds.com/en/Games/Bannerlord/Blog/57
In this blog they make the point that, altough in regards to making the game more "lifelike" they should make heavy armor resistant to arrows and bolts, it would make ranged classes no fun to play.
This is where I kind of jumped, because I've played a LOT in heavy armor whenever I'd get enough coin for it (in multiplayer) and just like any player this is what I go for in SP. Let's say I have experience in how it feels to be fighting archers with heavy gear.
The problem with, apparently, doing what is required to make archers and crossbows fun, that is making projectiles do piercing damage and coding piercing damage to mostly ignore armor, is that it kind of makes the heavy armored, two handed pole weapon / sword fighter impossible to play in a lot of scenarios that involve archers or crossbowmen. Why ? Because the heavy armor makes you survive one or two, maybe three more shots at best, while slowing you down too much for "good footwork" to be of any real help against good archers.
And this is where my point comes in. This situation about ranged fighters has always been, in my opinion, a part of the game that does not have design constistency. That means the thinking behind this design decision does not seem to match how the rest of the game works. The inconsistent part here is that getting heavy armor is costly in MP or SP, you earn it. This system works for making heavy armor scarce both in MP and SP (only skilled players in MP and rich lords / rich players for troops in SP), so I am confident it will also work in Bannerlord.
We have a """"class"""" of fighter (I don't really like using that word for M&B) that is costly to get to, as such it should objectively be stronger all around than other, less costly, easier to get to classes. Yet, because we need to make ranged play "fun", it really isn't. You can already get pummeled to death by naked people even if you got the best equipment, and I don't mind that because you can actually fight back. But you can also get shot in a few arrows (several if you have really good armor), which means even though you have earned the best gear in the game, not taking a shield is still not an option, unless you want to stay in places where archers can't shoot you from a safe distance the whole game.
This doesn't add up both in terms of gameplay (something you've earned makes you mortally weak in one place) and in terms of realism (the reason people started ditching the shield in favor of two handed polearms is precisely because they didn't need a shield anymore !).
I can already hear you telling me : "But Hoshi ! If we make heavy armor resistant to projectiles and piercing damage in general, archers / crossbowmen will not be fun to play as !"
Because this is what I always heard when I made similar, altough less argumented complaints about it when I played a lot of Warband. Yet, because of what I explained about scarcity, making heavy armor resistant to piercing damage really won't change much for ranged players. They'll simply not have the option of shooting ANYBODY that doesn't have a shield pointed straight at them anymore. They'll need to choose their targets a bit more. Is that really a fun-killing thing ? Considering they can already click on people that are not actively raising their shield at them and damage them sometimes more than is possible with one handed melee weapons, I'd say not.
Before I talk about what it actually brings to the game, one point I want to adress right now about thrown projectiles. These guys are different, because they have a lot more mass than arrows or bolts, and their carriers have a lot less of them than archers or crossbowmen have arrows / bolts, so they should be effective against everyone, right ?
Yes, and no. They should still not be able to pierce heavy armor. However, there is, as always, a way to reconcile gameplay and realism here. How about accounting for their extra mass, by adding blunt damage to them ? That way, they will do a bit of damage because of their mass no matter what, and if they find a target that only has cloth or light armor, they will also apply piercing damage. Heavy armor remains useful against these, but not to the same extent than against arrows and bolts : everyone wins !
Now, what would this change bring to the game ? I'm pretty sure not everyone cares about historical realism as much as me. It really depends on what you want to find in a game. But bear with me, this wouldn't only impact the realism of the game.
I've briefly mentionned it earlier, but I will do it more clearly here : heavy armor not being sufficient replacement for a shield against arrows and bolts pretty much eliminates a whole lot of two handed weapons from being used in ranged-heavy game modes (siege and battles mostly as I can recall). This is bad, because this means a big part of the game's content is not being used where a lot of players are ! I don't need to explain why this is a problem.
It would also bring in REAL reward to skilled players who manage to accumulate enough gold (especially in battle mode, or whatever it will be in bannerlord), as they will be able to kick some arse with their polearms and swords and benefit from longer reach and higher damage, while being a lot tougher to kill. It would open up new ways of fighting and new tactics : heavy cavalry would finally be an actual HARD counter to ranged weapon, and there technically would be a melee class that soft counters other melee classes.
I'd be happy to keep discussing this with you guys in the thread. Thanks for reading !






