1. Brace - some mods have tried to implement this, but an official implementation from TaleWorlds would be much better. This is just "stand in place and hold your spear/pike/whatever real tight (possibly, butt end into the ground)". Finally, a line of pikemen/spearmen would be able to stop cavalry suicidal head on charge. Makes it easier on the AI, since currently they just fail to time the thrust into a fast incomming rider and get run over. A suitable animation should be added.
2. Overhead thrust - We now have a downward slam for a second attack. While possible and sometimes used, it is not the way a spear should be handeled. Spears (two handed) have two ways to thrust: from the hip like we have now (downward attack) and when held over the head with the user's side facing the enemy. The latter should replace the overhead animation and do pierce damage.
3. A spear is a spear all the time - Currently characters can run through the spear. The spear/polearm user cannot push back and utilize the range advantage. This gives the spear one chance for a good attack and then a lot of 0-1 damage strikes from zero range. A spear block (or hit) should slow-down/stop the forward motion of the defender. This allows a spear user to re-open a distance from an attacker that closed the range, by doing a close range attack that will do little damage, but allow to take a step back while the other guy is stopped. To some extent this needs to apply to many other weapons, like when blocking a hammer or a big axe swing, but a shaft weapon (even dane axe) can really be used to push.
4. Secondary attacks - well, all weapons should have these eventually, but it is much more important for the spears and polearms. Easiest UI implementation is through RMB+LMB clicks and mouse gesture like the normal attacks. Trips, pushes, butt-end, short-grip attacks is what makes polearms effective and versatile. This is why so many are equipped with hooks, wings and butt-end spikes. Spear swipes should be moved into this category instead of primary attacks. Better for the AI and allows players to prepare a thrust while turning.
2. Overhead thrust - We now have a downward slam for a second attack. While possible and sometimes used, it is not the way a spear should be handeled. Spears (two handed) have two ways to thrust: from the hip like we have now (downward attack) and when held over the head with the user's side facing the enemy. The latter should replace the overhead animation and do pierce damage.
3. A spear is a spear all the time - Currently characters can run through the spear. The spear/polearm user cannot push back and utilize the range advantage. This gives the spear one chance for a good attack and then a lot of 0-1 damage strikes from zero range. A spear block (or hit) should slow-down/stop the forward motion of the defender. This allows a spear user to re-open a distance from an attacker that closed the range, by doing a close range attack that will do little damage, but allow to take a step back while the other guy is stopped. To some extent this needs to apply to many other weapons, like when blocking a hammer or a big axe swing, but a shaft weapon (even dane axe) can really be used to push.
4. Secondary attacks - well, all weapons should have these eventually, but it is much more important for the spears and polearms. Easiest UI implementation is through RMB+LMB clicks and mouse gesture like the normal attacks. Trips, pushes, butt-end, short-grip attacks is what makes polearms effective and versatile. This is why so many are equipped with hooks, wings and butt-end spikes. Spear swipes should be moved into this category instead of primary attacks. Better for the AI and allows players to prepare a thrust while turning.