I just don't get TW priorities.

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It's an army of elite archers against poorly armored low tier units. This is what the mod is, high armored units do better than if they are not, what a concept... LOL my God...... His goal is to defend the base game at all costs (there's 3 or 4 in here) like a cultist as if it's some paragon of balance lol. Come on.....:roll:
Now you need to calm it a bit. Think its unfair of you calling someone that dont like your mod an cultist of defending TWs game ^^ I mean he was actually putting in some fair words to the man making the mod. I love mods to and the modders making them. But sometimes people are portraying them way bigger then they actually are. However there are some real exceptions out there like the guy making realistic weather, survival and camp mod for Skyrim :grin: Love that guy along with all the others making that game so much more fun in all kinds of ways. But does that make Skyrim **** ?Well as an Rpg i would say so so but it was still an good epic game
 
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It's an army of elite archers against poorly armored low tier units. This is what the mod is, high armored units do better than if they are not, what a concept... LOL my God...... His goal is to defend the base game at all costs (there's 3 or 4 in here) like a cultist as if it's some paragon of balance lol. Come on.....

Cataphracts are T5 or T6. They are plainly visible just sitting there at 2:30, getting zero kills. That's objectively less balanced than pure archers -- regardless of tier -- getting rolled by their natural counter.
 
  • Adjusted Ranged AI to be more accurate. Just now..... :ROFLMAO:
I am off to test a battle, 100 elite archers on a hill against advancing low level units lol.... this is too funny....Have to remind my self what type of kids patrol these forums. Mod archers are too powerful, armor is fine in the base game, my mega army won lol....:iamamoron:
 
You're not even talking about armour anymore here, but transforming this thread into a mod review. Care to stop the derailing ?
 
armor is fine in the base game

I literally never said this.

edit:
Also, just so I'm clear, I think high-tier armor should utterly no-sell arrows in Bannerlord, regardless of how good your bow or arrows are. Like, just straight-up ping off for 0 damage, do not pass Go, do not collect $200. Anything less than that level of protection just means the solution to most Bannerlord tactical problems is a marginally higher critical mass of archers (foot or horse) to slaughter everything else for zero losses.
 
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You're not even talking about armour anymore here, but transforming this thread into a mod review. Care to stop the derailing ?

I did not post the videos of the mod review lol, it's your thread though.
 
  • Adjusted Ranged AI to be more accurate. Just now..... :ROFLMAO:
I am off to test a battle, 100 elite archers on a hill against advancing low level units lol.... this is too funny....Have to remind my self what type of kids patrol these forums. Mod archers are too powerful, armor is fine in the base game, my mega army won lol....:iamamoron:

Why are you so angry? Are you frustrated because someone exposed you when you just were writing nonsenses? Live with that my friend. The next time you will be probably more careful before recommending mods you have no idea about, just in order to blame again about the game you hate and love at the same time.
 
It depends on where the arrow hits. If the arrow hits in the middle of the chest, it should not do that much damage, for example. If it is a lucky hit (ex: in the eyeslot), then it can be a one shot kill, but those should be very rare.

I would say it is the opposite, center hits are more likely to hit a flat area, reducing the chance of deflection with minor damage, which is also a reason that plate armor was rounded. There is also human bone structure, your sternum and ribs would receive the most out of the impact.

Those are two videos from Tod's Workshop:

Medieval Crossbow vs Flexible Armours
ARROWS vs ARMOUR - Medieval Myth Busting

As a bonus:
Lockdown Longbow - Do shields stop arrows?

Why doesn't it make sense? Blunt would be the most effective among the 3 damage types against heavy armor, but ultra high tier armor would offer moderate protection against even blunt armor.

Because blunt based weapons are not meant to pierce the armor, they are meant to transfer force through the armor into the person wearing in. What would help negate the effects of blunt weapons to a degree would be flexible armor (chainmail, for example) with increased padding, like wool, leather or a gambeson underneath.

What Kind of Damage Can a Medieval War Hammer Do?
Medieval Crossbows vs. Breastplate and Lamellar Armor


As I've noted to one skeptic, some of the best mods in Total Wars tend to slow down the death rates. Third Age Total War and the Darthmod series are an example.

It's not a perfect analogy, but there are things that do carry over - I would rather the armor be well, real protection. The units should engage in duels and it should take a while.

It seems like more of an AI using shields effectively more than anything else. They should also dodge shots.

Shields themselves actually have too large a hitbox. Mods like Drastic Battle and Realistic Battle both shrink it to a realistic size.

From what I've seen, those mods change values that translate the individual skill of each individual model in the unit (which in the ends translate to the unit effectiveness). Like increasing defensive values and reducing offensive values, so units have less chance to cause damage to each other, thus requiring more attemps to be made before killing a model.

This is something that can be translated to Bannerlord by increasing the AI effectiveness by skill points, it was like this earlier on but then reduced once people started to complain that they were having a hard time dealing with npcs on tournaments, lords were hard to take down, which then reflected on the combat AI becoming dumbed down. And by skill increase I mean something more along the lines of prioritize staying alive instead of mindlessly hacking away trying to kill everything in their path and becoming more effective in killing as they progress in tiers.

I would argue that an Empire Legionary should have quicker reactions than a recruit, enough so that they are better fighters by being more skilled and not simply by having a higher armor rating or being able to take more hits. The disparity between skill levels should be increased.

The experience required to level troops and the cost would also need to be increased, as a form of balance and avoiding fully elite armies steamrolling everything. Which in turn would result in armies composed of a greater number of cheaper, less skilled troops that would take longer to kill each other.

This of course would mean that players would have a harder time facing elite units and the complaints about the player not being the T-800 that people expect themselves to be would increase.
 
I would say it is the opposite, center hits are more likely to hit a flat area, reducing the chance of deflection with minor damage, which is also a reason that plate armor was rounded. There is also human bone structure, your sternum and ribs would receive the most out of the impact.

Those are two videos from Tod's Workshop:

Medieval Crossbow vs Flexible Armours
ARROWS vs ARMOUR - Medieval Myth Busting

As a bonus:
Lockdown Longbow - Do shields stop arrows?



Because blunt based weapons are not meant to pierce the armor, they are meant to transfer force through the armor into the person wearing in. What would help negate the effects of blunt weapons to a degree would be flexible armor (chainmail, for example) with increased padding, like wool, leather or a gambeson underneath.

What Kind of Damage Can a Medieval War Hammer Do?
Medieval Crossbows vs. Breastplate and Lamellar Armor




From what I've seen, those mods change values that translate the individual skill of each individual model in the unit (which in the ends translate to the unit effectiveness). Like increasing defensive values and reducing offensive values, so units have less chance to cause damage to each other, thus requiring more attemps to be made before killing a model.

This is something that can be translated to Bannerlord by increasing the AI effectiveness by skill points, it was like this earlier on but then reduced once people started to complain that they were having a hard time dealing with npcs on tournaments, lords were hard to take down, which then reflected on the combat AI becoming dumbed down. And by skill increase I mean something more along the lines of prioritize staying alive instead of mindlessly hacking away trying to kill everything in their path and becoming more effective in killing as they progress in tiers.

I would argue that an Empire Legionary should have quicker reactions than a recruit, enough so that they are better fighters by being more skilled and not simply by having a higher armor rating or being able to take more hits. The disparity between skill levels should be increased.

The experience required to level troops and the cost would also need to be increased, as a form of balance and avoiding fully elite armies steamrolling everything. Which in turn would result in armies composed of a greater number of cheaper, less skilled troops that would take longer to kill each other.

This of course would mean that players would have a harder time facing elite units and the complaints about the player not being the T-800 that people expect themselves to be would increase.
THIS!☝
 
I would say it is the opposite, center hits are more likely to hit a flat area, reducing the chance of deflection with minor damage, which is also a reason that plate armor was rounded. There is also human bone structure, your sternum and ribs would receive the most out of the impact.

Those are two videos from Tod's Workshop:

Medieval Crossbow vs Flexible Armours
ARROWS vs ARMOUR - Medieval Myth Busting

As a bonus:
Lockdown Longbow - Do shields stop arrows?



Because blunt based weapons are not meant to pierce the armor, they are meant to transfer force through the armor into the person wearing in. What would help negate the effects of blunt weapons to a degree would be flexible armor (chainmail, for example) with increased padding, like wool, leather or a gambeson underneath.

What Kind of Damage Can a Medieval War Hammer Do?
Medieval Crossbows vs. Breastplate and Lamellar Armor




From what I've seen, those mods change values that translate the individual skill of each individual model in the unit (which in the ends translate to the unit effectiveness). Like increasing defensive values and reducing offensive values, so units have less chance to cause damage to each other, thus requiring more attemps to be made before killing a model.

This is something that can be translated to Bannerlord by increasing the AI effectiveness by skill points, it was like this earlier on but then reduced once people started to complain that they were having a hard time dealing with npcs on tournaments, lords were hard to take down, which then reflected on the combat AI becoming dumbed down. And by skill increase I mean something more along the lines of prioritize staying alive instead of mindlessly hacking away trying to kill everything in their path and becoming more effective in killing as they progress in tiers.

I would argue that an Empire Legionary should have quicker reactions than a recruit, enough so that they are better fighters by being more skilled and not simply by having a higher armor rating or being able to take more hits. The disparity between skill levels should be increased.

The experience required to level troops and the cost would also need to be increased, as a form of balance and avoiding fully elite armies steamrolling everything. Which in turn would result in armies composed of a greater number of cheaper, less skilled troops that would take longer to kill each other.

This of course would mean that players would have a harder time facing elite units and the complaints about the player not being the T-800 that people expect themselves to be would increase.

Yeah, pretty much agree with this too. AI dumbed down in tournaments is something which I really cannot understand. Now we have difficulty levels for combat AI, why do not use them?
 
Yeah, pretty much agree with this too. AI dumbed down in tournaments is something which I really cannot understand. Now we have difficulty levels for combat AI, why do not use them?
But the armor value buff is needed plus all said by highest of all landers.
 
If they buff armor even more after all this bs im deleting this game if they dont make the difficulty harder that is. Because now its a bit of a joke. But think TW would be happy then :wink: Which is a good thing...then i can clearly see what direction they are going and i can move on ^^

Because now its like a wacka mole battlefield and you can tank like nothing
final_5fbc0ea27486d800b6a89a88_425049.gif
 
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If they buff armor even more after all this bs im deleting this game if they dont make the difficulty harder that is. Because now its a bit of a joke. But think TW would be happy then :wink:

Because now its like a wacka mole battlefield and you can tank like nothing
final_5fbc0ea27486d800b6a89a88_425049.gif

Well, armor is much more effective in Warband but you still can get a huge damage from elite enemy units.

I made today some tests about armor and I found it decent but maybe piercing and two handed weapons are doing too much damage currently. A looter with a small mace was able to perform 15-20 damage on me when I was wearing the best possible armor in the game, while a looter with a dager was able to do 0-1 damage on my character. I think that what most of people want is to be able to resist better against low tier units.

Archers are super OP Again after today's for anyone rational.

Yes, hopefully more people complain about it and this gets addressed by once. This is for sure the most annoying thing I find in this game currently. Maybe it is not too relevant for other player but for me it is simply really really bad. The key for making battles enjoyable is about how balanced and challenging they are, and making archers OP totally destroys any feeling of challenging in this game and totally ruins the balancing.

Who the hell would like to spend more money and effort trying to get T7 noble cavalry units if a T5 archers is much more effective? This is by far worse than the Swadian Knights spam in Warband because archers are pretty damn effective in sieges too.
 
Well, armor is much more effective in Warband but you still can get a huge damage from elite enemy units.

I made today some tests about armor and I found it decent but maybe piercing and two handed weapons are doing too much damage currently. A looter with a small mace was able to perform 15-20 damage on me when I was wearing the best possible armor in the game, while a looter with a dager was able to do 0-1 damage on my character. I think that what most of people want is to be able to resist better against low tier units.
Yeah i clearly saw one of my top tier guy taking like 20 hits from someone in warband xD
 
Well, armor is much more effective in Warband but you still can get a huge damage from elite enemy units.

I made today some tests about armor and I found it decent but maybe piercing and two handed weapons are doing too much damage currently. A looter with a small mace was able to perform 15-20 damage on me when I was wearing the best possible armor in the game, while a looter with a dager was able to do 0-1 damage on my character. I think that what most of people want is to be able to resist better against low tier units.

And what is wrong with a weapon type designed to be effective against heavier armors actually performing how it is supposed to be?

I am totally against modifying armors to fit some fantasy magic protection expectation. It is not who is using the weapon, but what the role of the weapon is.

Norman Helmet with face mask vs various weapons
Anglo-saxon helmet vs various weapons

Note how bladed weapons like swords are not as effective and sometimes glance off the helmets, which I think is pretty well represented in game with reduced damage being the force of impact rather than a laceration caused by the weapon. Notice as well how much more force is applied with blunt weapons or unbalanced weapons, like axes, even denting the helmet (which would cause constant pressure on your skull, or constrict your breath if it was a breastplate).
 
And what is wrong with a weapon type designed to be effective against heavier armors actually performing how it is supposed to be?

I am totally against modifying armors to fit some fantasy magic protection expectation. It is not who is using the weapon, but what is the role of the weapon.

Norman Helmet with face mask vs various weapons
Anglo-saxon helmet vs various weapons

Note how bladed weapons like swords are not as effective and sometimes glance off the helmets, which I think is pretty well represented in game with reduced damage being the force of impact rather than a laceration caused by the weapon. Notice as well how much more force is applied with blunt weapons or unbalanced weapons, like axes, even denting the helmet (which would cause constant pressure on your skull, or constrict your breath if it was a breastplate).

It is not wrong for piercing weapons being good against armor at all. I am just saying that MAYBE these weapons are fulfilling too good their role.

And yes, I totally prefer the Bannerlord armor mechanic over Warband armor mechanic. A heavy armored guy being immortal against 200 looters is something that I really dislike about Warband.

So I have said before, I do not find armor in Bannerlord useless but I am not against another small buff like the top tier armors got in 1.5.4.
 
Well, armor is much more effective in Warband but you still can get a huge damage from elite enemy units.

I made today some tests about armor and I found it decent but maybe piercing and two handed weapons are doing too much damage currently. A looter with a small mace was able to perform 15-20 damage on me when I was wearing the best possible armor in the game, while a looter with a dager was able to do 0-1 damage on my character. I think that what most of people want is to be able to resist better against low tier units.

Yes, and armor is also much more effective in Viking Conquest. Not sure why they went away from this.
 
It is not wrong for piercing weapons being good against armor at all. I am just saying that MAYBE these weapons are fulfilling too good their role.

And yes, I totally prefer the Bannerlord armor mechanic over Warband armor mechanic. A heavy armored guy being immortal against 200 looters is something that I really dislike about Warband.

So I have said before, I do not find armor in Bannerlord useless but I am not against another small buff like the top tier armors got in 1.5.4.
Show me a game of Warband against 200 looters being immortal ? Because i remember me sweating against a lot of peasants in my hvy armor last time i played
 
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