Give infantry classes higher shield skill

正在查看此主题的用户

yedrellow 说:
Splintert 说:
Disregarding individual player skill,

If you place one archer versus one swordsman in open ground the swordsman will win.

If you place one archer versus one swordsman where the archer defends a fortress, the archer will win.

If you place one archer versus one swordsman where the swordsman defends a fortress, the swordsman will win.

If you place 2 archers versus 1 swordsman on open ground, the archers win.

If you place 2 swordsmen versus 1 archer who is defending a fortress, the swordsmen will win (unless they are stupid)

Seems pretty balanced to me.

The archer wins in all cases except 2 swordsmen v 1 archer. Even between two experienced players, the archer will still win the majority of the time, as he is only slightly disadvantaged in melee, but has the advantage of 0 shield skill. An inexperienced archer still has a good chance of getting a shot on.

When there is more than one archer, then their ability to crossfire means that any number of melee increasingly becomes obsolete.

I have never seen a full warbow wielding archer faction not dominate.


Cavalry are the main anti archer unit.

Infantry are jack of all trades.

Lets be honest here. If you are in an open field and you run at a archer without taking any cover you aren't playing tactically so of course the archer should win. but if you have half your body in cover and shield raised the archer is useless.

Archers aren't as strong as you claim, any infantry unit with half a brain can survive, infact if the archers didn't get a few shots in then the game wouldn't be balanced for archers since they are ranged after all they are meant to excel against melee units in range.

Archers > 2h infantry / polemen > 1h infantry/ heavy cavalry > Archers

If you add that footmen and other melee units have better armour than archers you really cant complain.

as splint said the archer gets 4 or so shots off before getting in melee range on an open field, if a shield can stop 10+ arrows you need 3 archers just to kill that 1 shield before he gets into melee range.
 
If anything needs to be changed it would be for footmen not to have as much crossbow proficiency as they do, it practically makes the crossbow class obsolete.
 
Phoenix234 说:
yedrellow 说:
Splintert 说:
Disregarding individual player skill,

If you place one archer versus one swordsman in open ground the swordsman will win.

If you place one archer versus one swordsman where the archer defends a fortress, the archer will win.

If you place one archer versus one swordsman where the swordsman defends a fortress, the swordsman will win.

If you place 2 archers versus 1 swordsman on open ground, the archers win.

If you place 2 swordsmen versus 1 archer who is defending a fortress, the swordsmen will win (unless they are stupid)

Seems pretty balanced to me.

The archer wins in all cases except 2 swordsmen v 1 archer. Even between two experienced players, the archer will still win the majority of the time, as he is only slightly disadvantaged in melee, but has the advantage of 0 shield skill. An inexperienced archer still has a good chance of getting a shot on.

When there is more than one archer, then their ability to crossfire means that any number of melee increasingly becomes obsolete.

I have never seen a full warbow wielding archer faction not dominate.


Cavalry are the main anti archer unit.

Infantry are jack of all trades.

Lets be honest here. If you are in an open field and you run at a archer without taking any cover you aren't playing tactically so of course the archer should win. but if you have half your body in cover and shield raised the archer is useless.

Archers aren't as strong as you claim, any infantry unit with half a brain can survive, infact if the archers didn't get a few shots in then the game wouldn't be balanced for archers since they are ranged after all they are meant to excel against melee units in range.

Archers > 2h infantry / polemen > 1h infantry/ heavy cavalry > Archers

If you add that footmen and other melee units have better armour than archers you really cant complain.

as splint said the archer gets 4 or so shots off before getting in melee range on an open field, if a shield can stop 10+ arrows you need 3 archers just to kill that 1 shield before he gets into melee range.

This is blatantly false, for all non-board shields, the archer, with its 150 weapon proficiency is more than capable of choosing between leg shots or headshots. Using heavy armour is a hindrance for any melee against high level faction archers or xbows as soak through damage is quite high with warbows and siege xbows. Added to the above is that it slows runspeed quite a lot, meaning that archers are far more capable of kiting.  Any decent archer player that finally gets in to melee range can easily kill an armoured melee player, as the run speed difference allows dominance, especially with lower str required armour destroyers like glaives or maces. A medium armoured melee player is more likely to die on the approach, and is only even by the time he closes to melee range.  If you want to see how having less armour can actually be helpful, you might want to check out crpg.

What I am saying is that there's no reason not to lumber around a warbow with you, even if you act as a melee player.

Also, claiming "cavalry is the main anti-archer unit" is silly, the aforementioned archer only has to be intelligent enough to avoid bump slashes or bump lances and he's guaranteed victory. That is even assuming complete open ground, a single rock, tree or fence means that suddenly, any intelligent archer has an even greater advantage.

It's the archer/xbowman that's the jack of all trades, they beat infantry outdoors, from buildings, indoors they still have a large chance and they bring down warhorse cavalry very quickly if there's more than one of them.
 
yedrellow 说:
This is blatantly false, for all non-board shields, the archer, with its 150 weapon proficiency is more than capable of choosing between leg shots or headshots. Using heavy armour is a hindrance for any melee against high level faction archers or xbows as soak through damage is quite high with warbows and siege xbows. Added to the above is that it slows runspeed quite a lot, meaning that archers are far more capable of kiting.  Any decent archer player that finally gets in to melee range can easily kill an armoured melee player, as the run speed difference allows dominance, especially with lower str required armour destroyers like glaives or maces. A medium armoured melee player is more likely to die on the approach, and is only even by the time he closes to melee range.  If you want to see how having less armour can actually be helpful, you might want to check out crpg.

What I am saying is that there's no reason not to lumber around a warbow with you, even if you act as a melee player.

Also, claiming "cavalry is the main anti-archer unit" is silly, the aforementioned archer only has to be intelligent enough to avoid bump slashes or bump lances and he's guaranteed victory. That is even assuming complete open ground, a single rock, tree or fence means that suddenly, any intelligent archer has an even greater advantage.

It's the archer/xbowman that's the jack of all trades, they beat infantry outdoors, from buildings, indoors they still have a large chance and they bring down warhorse cavalry very quickly if there's more than one of them.

cRPG runs a completely difference balancing system than Native does, it's irrelevant here. You see, that's the trade off for an infantryman. Heavy armour means he moves slower. That's his decision. The reason not to lug a warbow around is because the archer doesn't have good enough strength to use any good melee weapons.

Only the dumbest cavalry would be defeated by a single archer, there's no reason to charge full speed and miss when you can slow down and get multiple swings against him.

Of course archers beat infantry out doors!!!! That's what they're for!!! And I guarantee you, an infantry man fighting an archer of equal skill will win. He has more athletics, power strike, proficiency, and armour than an archer.

Warhorses are tough nuts to crack, it takes 15+ arrows that even 2 archers don't have time to fire when they're fighting him.
 
Splintert 说:
yedrellow 说:
This is blatantly false, for all non-board shields, the archer, with its 150 weapon proficiency is more than capable of choosing between leg shots or headshots. Using heavy armour is a hindrance for any melee against high level faction archers or xbows as soak through damage is quite high with warbows and siege xbows. Added to the above is that it slows runspeed quite a lot, meaning that archers are far more capable of kiting.  Any decent archer player that finally gets in to melee range can easily kill an armoured melee player, as the run speed difference allows dominance, especially with lower str required armour destroyers like glaives or maces. A medium armoured melee player is more likely to die on the approach, and is only even by the time he closes to melee range.  If you want to see how having less armour can actually be helpful, you might want to check out crpg.

What I am saying is that there's no reason not to lumber around a warbow with you, even if you act as a melee player.

Also, claiming "cavalry is the main anti-archer unit" is silly, the aforementioned archer only has to be intelligent enough to avoid bump slashes or bump lances and he's guaranteed victory. That is even assuming complete open ground, a single rock, tree or fence means that suddenly, any intelligent archer has an even greater advantage.

It's the archer/xbowman that's the jack of all trades, they beat infantry outdoors, from buildings, indoors they still have a large chance and they bring down warhorse cavalry very quickly if there's more than one of them.

cRPG runs a completely difference balancing system than Native does, it's irrelevant here. You see, that's the trade off for an infantryman. Heavy armour means he moves slower. That's his decision. The reason not to lug a warbow around is because the archer doesn't have good enough strength to use any good melee weapons.

Only the dumbest cavalry would be defeated by a single archer, there's no reason to charge full speed and miss when you can slow down and get multiple swings against him.

Of course archers beat infantry out doors!!!! That's what they're for!!! And I guarantee you, an infantry man fighting an archer of equal skill will win. He has more athletics, power strike, proficiency, and armour than an archer.

Warhorses are tough nuts to crack, it takes 15+ arrows that even 2 archers don't have time to fire when they're fighting him.

Archers get 14 strength, enough to use a glaive or warspear, both can deal with warhorses/cav/plate like it's nothing. Archers also wouldn't be firing at the horse, they'd be crossfiring the rider. Archers, like everyone else get 4 slots, slow down next to an archer and you die. I referred to crpg as it shows the difference between armour verses no armour. Having no armour is actually potentially advantageous 1v1 as it greatly increases your runspeed; this is true in all mods for the warband engine.

I often play as ruffian, which has the same powerstrike as a xbowman, 1 more than the archer, and the same strength. The weapon selection is more than capable of dealing with warhorses and plate armoured footmen. (note I think ruffian should stay at 0 shield skill). If you're lugging around armour against someone with much lower weight armour, he will be able to control the fight. Hell, ruffians even have 1 less athletics than archers/xbows, which sort of amplifies the point.

Archers if versing plated/shielded characters are able to kite and if versing medium armoured players are able to even the odds with a single arrow hit.

So:

Archer indoors verse plate shielder: Speed advantage means that archers can control fight and win

Archer outdoors open ground verse plate shielder: Indefinite kiting, shielder dies

Archer outdoors open verse medium armour shielder: Speed becomes same due to shield, arrow hit likely due to low coverage, melee becomes even due to even hitpoints

Archer indoors against medium shielder: Only case where shielder has advantage,

Sieges: Attack or defense, no reason for having any dead weight non-archers/xbows

Archer open ground against cav: plenty of 14 str weapons to deal with it. Any trees/fences/walls can nullify cav entirely

Archers open ground, multiple verse multiple inf/cav. Cav gets nullified by terrain, archers spread out and crossfire inf.

Archers open ground verse massed cavalry: 14 str polearms deals with it.

Archers confined areas, massed cavalry: archers win

Archers massed verse combined balanced force of archers/inf/cav in plains: archers win due to volume of fire/ 14 str polearms/crossfire.

This is a very boring dynamic, footmen and sergeants are just dead weight compared to an xbow/archer.



Archers/xbow, there is no point for anything else.

 
yedrellow 说:
Archer indoors verse plate shielder: Speed advantage means that archers can control fight and win

a Archer is not going to be good at fighting i have not seen a good Archer who can fight good

Archer outdoors open ground verse plate shielder: Indefinite kiting, shielder dies

the what there for. and as the inf do not charge. or bring your Archer with you

Archer outdoors open verse medium armour shielder: Speed becomes same due to shield, arrow hit likely due to low coverage, melee becomes even due to even hitpoints

if you get hit bad then to go back (if you can) or you fight. and is not even do to the fact the inf has shield.

Archer indoors against medium shielder: Only case where shielder has advantage,

this is true

Sieges: Attack or defense, no reason for having any dead weight non-archers/xbows

when they charge at you wall

Archer open ground against cav: plenty of 14 str weapons to deal with it. Any trees/fences/walls can nullify cav entirely

the cav will have a shield. and if the terrain is bad get of you horse or go home.

Archers open ground, multiple verse multiple inf/cav. Cav gets nullified by terrain, archers spread out and crossfire inf.

but the ground is open so the cav is not going to get "nullified"

Archers open ground verse massed cavalry: 14 str polearms deals with it.

do not fight the guy with the big spear

Archers confined areas, massed cavalry: archers win

then the cav get to get of the hores

Archers massed verse combined balanced force of archers/inf/cav in plains: archers win due to volume of fire/ 14 str polearms/crossfire.

your will shot at the other guy Archer make them to move. then you cav will scatter them and your inf will go in for the kill. 

This is a very boring dynamic, footmen and sergeants are just dead weight compared to an xbow/archer.

not true at all



Archers/xbow, there is no point for anything else.
 
Archer indoors verse plate shielder: Speed advantage means that archers can control fight and win

Archer outdoors open ground verse plate shielder: Indefinite kiting, shielder dies

Archer outdoors open verse medium armour shielder: Speed becomes same due to shield, arrow hit likely due to low coverage, melee becomes even due to even hitpoints

Archer indoors against medium shielder: Only case where shielder has advantage,

Sieges: Attack or defense, no reason for having any dead weight non-archers/xbows

Archer open ground against cav: plenty of 14 str weapons to deal with it. Any trees/fences/walls can nullify cav entirely

Archers open ground, multiple verse multiple inf/cav. Cav gets nullified by terrain, archers spread out and crossfire inf.

Archers open ground verse massed cavalry: 14 str polearms deals with it.

Archers confined areas, massed cavalry: archers win

Archers massed verse combined balanced force of archers/inf/cav in plains: archers win due to volume of fire/ 14 str polearms/crossfire.

This is a very boring dynamic, footmen and sergeants are just dead weight compared to an xbow/archer.

You seem to forget that warband fighting is a systems that benefits skill and luck over anything. In any of your "situations" the oppsing side could win by being better or by being lucky and Visa versa. Any basic infantry or calvary can avoid being a easy target by sudden, nonrhythmic, jerky movements while they close the range to melee. Calvary in mass or in small groups on flat ground dominate all except a combination of Infantry (shield walling and spears) and archers (suppressing cav). Calvary if used properly is a powerhouse. But all this doesn't matter if you just have one player that knows what he is doing on your side. Skill/Luck/Smarts exceed everything on warband and I've learned this time and time again not just on this mod.
 
Arrows against Shields hardly do anything. And kiting as an Archer isn't that easy. Ridicule size increases, and run speed slows when shooting.
 
Oh, plus infantry have already been given a massive buff against archers in that everyone has double HP:

It takes twice as many arrows to kill, but archers can't shoot faster. Infantry are able to be pincushined and still get within melee range.
 
What I have read here against the proposed change hasn't really seemed pertinent or coherent enough to convince me: it is not some dramatic change impacting on most combat situations, rather a small change mostly just affecting the case of a single undefended archer or crossbowman against an approaching high level footman or footmen - multiple archers could still space themselves to shoot enemies in the side or back. From my anonymous monitoring of play on various servers, ranged troops seem very prevalent, so making higher tier footmen a bit more attractive is probably a good thing.

I seem to vaguely remember various suggestions and complaints over the last year related to shields not covering very well compared to native, and the implications of the difference in shield skill compared to native were not intentional. I haven't found the time to test how shield skill affects hit box size in practice, but I suspect that a skill of 3 won't be very dramatic, still allowing foot or head shots if the aim is more precise; if it does seem to make a big difference, maybe a maximum shield skill of 2 or 1 will be used. Currently a serf can pick up a heavy board shield and have the same quality of protection as a highly trained sergeant, which does not seem appropriate.
 
Vornne 说:
Currently a serf can pick up a heavy board shield and have the same quality of protection as a highly trained sergeant, which does not seem appropriate.

I guess that depends on whether you want realism or balance

(Then again: warband does not offer experienced use of weapons and shields in animation, it all looks like they're some villlage idiots hitting each other with sticks)
 
Vornne 说:
it is not some dramatic change impacting on most combat situations

It changes every engagement where there are shields involved.

Footman and sergeant already have the best foot combat skills, combined with crossbows and they are the best all around class (because foot soldiers have the advantage against cavalry already). If you want to buff them more, just give them the ability to spawn admin swords and go invisible on command.

The double HP essentially divides the archer's strength against shielded infantry in half, combined with that infantryman's combat experience or skill plus the use of crossbows and heavy armour and they are medieval M1A1 tanks: impervious to archery.
 
Relax, Splintert.

Let's not forget that archers are not far behind the melee classes in actual melee and might as well wipe out their own melee weapons when the enemy arrives.
 
Archers' strength is only 14, they cannot wield the strongest melee weapons. That's where infantry get their advantage, essentially all 2 handed weapons are off limits for archers and polearms are no good in confined quarters fighting. That leaves them with one handed swords, which don't have the damage or weight to penetrate the infantry's heavy armour easily. Axes are the other option, but they are extremely short so an infantryman can easily keep his distance and poke at the archer.

But this is about shields' power versus archery. Let's say it takes 15 warbow shots to completely destroy a shield. That's 15 * time per shot, which means any infantry capable of performing simple dodging maneuvers or simply ducking behind cover wouldn't have his shield broken by arrows.
 
Well yes, but in my opinion breaking a shield by repeatedly shooting at it shouldn't be a valid tactic in Warband

The bow is a weapon already with the advantage of range, it should be that when you're facing a nearby man hiding behind his shield, your weapon's
efficency is reduced to your capabilites to shoot past the shield.
 
Serann 说:
Well yes, but in my opinion breaking a shield by repeatedly shooting at it shouldn't be a valid tactic in Warband

The bow is a weapon already with the advantage of range, it should be that when you're facing a nearby man hiding behind his shield, your weapon's
efficency is reduced to your capabilites to shoot past the shield.
it's a valid tactic.
 
When judging this, keep in mind that the skill level of the archer and the shield wielder are the same. Advanced archers may be able to aim for the feet, or over shot for the head, but if the shield person is advanced, they will know how to counter it. Splint is saying that is both Archer and Footman are the same skill wise, then Footman will win in melee, as he has access to advanced weapons and armor, a better power strike, and more agility.
 
后退
顶部 底部