Jumping as Tactic: Valid and Otherwise

正在查看此主题的用户

docbates7

Recruit
So I just got through my first Warband experience last night and it was amazing.  Way more fun than any other beta I have tried and clearly this game is going to be great. 

But in the spirit of this being a Beta test, I wanted to take some time to post my thoughts on the tactics of jumping, how prevalent jumping tactics are throughout WB and how to incorporate jumping into WB without overkill.  Jumping has a place w/n the WB combat scheme but is too prevalent now.  I believe that jumping needs done to it is: Limit Reaction Time, Limit Swing Power and Have Limited Height or Introduce a Jump-Charge System 

1.  Jumping is everywhere

My first game, as my friends on vent can attest to, I was completely schooled by the “jumpers”.  I would be riding along on horseback and lo and behold some naked guy with a two-handed axe would jump up into my face and down I went.  It was frustrating.

Jumping is also not just for naked men with big axes.  I also was safely skewered by some nice people on horseback after coming down from a jump who then promptly launched themselves again. 

(Fortunately I did not see any jumping archers.  I know that this got addressed via the last beta patches and it appears to be working.  All the archers and crossbows I saw were stationary.  Good archers still made time for the archer foot dance, but thats OK.)

This is, I believe, somewhat realistic.  Somewhat.  Clearly jumping is something that may have happened during battles.  However, jumping as a tactic when used too often adds an arcadey feel to the game.  Removing jumping archers is completely necessary.  A balance needs to be struck in melee and horseback to balance the jumping mechanics.

2.  What Jumping Accomplishes

The widespread use of jumping, including by myself during the later parts of the evening last night, accomplishes the same thing that jumping accomplishes in every battle-type MMO: it reduces or moves your hit box.  I remember in the early days of Battlefield a completely viable tactic was to run straight at someone, jump, go prone in the air, and then shoot.  You would be close enough so that your spray would kill the person and you effectively became only the size of your head to the person you charged. 

This presents a compound problem in WB.  Jumping necessarily moves the hit box around but it also completely skews the WB combat/swing mechanic.  Also, when you jump as a melee char, particularly when you jump onto incoming horseys, you open up a previously unreachable hit zone.  This presents a problem when your previously unreachable hit zone is beyond my shield or when you have jumped high enough to reach my face. 

As I ran (and rode) around the game last night, I noted two methods used to stop me (or used by me to stop someone else) from running down and skewering the hapless foot soldier.  1) the 2H to the horse; and 2) jumping to avoid said lance and releasing into either the horse or riders.  Since this is about jumping I’ll stick with 2.  I found, and used, the strategy of jumping slightly before the horse comes into me to be an effective strategy.  This is completely due to the fact that jumping moves your hit box to a completely unexpected and generally unreachable area.  The rider cannot swing the lance around to you fast enough, generally, and you live to see another day.

3.  What Jumping Needs to Do: Limit Reaction Time, Limit Swing Power and Have Limited Height.

I should not be able to cock my 2H axe into a full swing, launch myself in a random direction, then go full tilt into your face, back, leg, or horse.  I realize we are battle-hardened soldiers but the sheer leg strength required to do this would be far beyond what an average soldier would be able to produce. 

OR if I choose to jump that high, say by introducing “jump charging”, limit my swing power due to me choosing to use my limited muscle mass to jump.  Hops would be frequent and easy and not have much of an impact.  Medium range jumps could have usefulness with reduced combat effectiveness.  Full powered jumps would enable evasion while necessarily limiting

Similarly, if I use the jump away from the incoming spear tactic, then I should not be able to automatically turn and swing. In this sense, the jump should be treated more as a “dive” in the sense that I “dive” out of the way of the spear and then have to collect myself before attacking.  Obviously using a shield to block the spear would alleviate the “dive cooldown”.  Using such a cooldown would also expose you to enemy attacks much the same that (and has I have time and again experienced) getting ganked while standing up from falling off your dead horse.  This would introduce a mechanic to dissuade a jumping FFA but preserve jumping as a mechanic and would retaining its usefulness in certain situations.

Combining the two would necessarily entail defining the circumstances where a jump would be considered to require a “cooldown”.  I don’t pretend to have the answer to this. Just some thoughts for making the game better. 
 
Def. Jumping needs either a cool down or cause a reduction in the ability to followup with a powerful swing.
  Well said Doc!!!
  Pip
 
Jumping is fine. It confers a massive negative speed bonus if you're using a melee weapon, and in terms of defence the best you can hope for is to swap a head blow for a body blow, usually at a significant increase in the speed bonus for your opponent. Against archers it's even more ridiculous (a nice predictable trajectory you can't change? I forsee a headshot ...). Only time it comes in handy is if someone is swinging for your shins, but I consider jumping to avoid such a hit a perfectly valid tactic. There's also a three second pause or so between jumps whether mounted or not, so I fail to see how it would be possible for someone to launch immediately after one jump.

Oh, I wouldn't bother with realism arguments either. You'll just get shouted down by people who want to play a game rather than a simulator.
 
It'd be nice if all the combat feed back such as speed modifiers and damage done were in the beta. 

Jumping is also not just for naked men with big axes.  I also was safely skewered by some nice people on horseback after coming down from a jump who then promptly launched themselves again.

Not possible.  There's about a 3 - 5 second refractory delay between jumps. 


However I'll be the first to admit that there is a sweet, sweet feeling of satisfaction when you either lance someone in mid air (ESPECIALLY if it's another cavalry!) or lance them on the way down.  Archer hiding in the brook to slow you down?  Leap in at them from the bank and skewer them on the approach. Leaves a warm, fuzzy feeling inside. 
 
It was my first night playing last night (yey, sooo very fun) and I had some of the same observations

I think the jump mechanic feels a little bit arcadey. At the same time, I liked that there was something an infantry could do to stop a horse from riding him down without even needing to think about using the full reach of the lance.

I think maybe even reducing the jump height a little bit might help here to keep things proportional. I think I saw some threads way back saying that m&b horses are actually smaller (or was it larger haha) then real life ones in proportion to the rider to horse ratio. So watching a guy jump straight up to about head height of a mounted rider is pretty insane.

So while I think jumping should not be the preferred tactic against horses, you can't deny that there needs to be some valid solutions to infantry vs cavalry. I liked getting ganked while rolling around on the ground. Falling off a horse seems to be penalized appropriately. I don't think you should be able to roll and recover and keep fighting after your horse chopped out from under you. Many times after losing my horse I was able to get up and put a few swings out there and stay in the fight anyway.

It is sort of nice right now if you get stuck on a wall and held up or ride into a mass of infantry you are pretty much going to die on your horse, which feels right.

I like the horse jump height. I didn't witness too many leaping horse spears to the face or anything like that last night. Usually they sailed over and missed. I like being able to leap small objects and walls. If they shrink horse jump height they'll probably have to tweak geometry height around the maps to maintain the current routes. Either way I think jumping horses are ok right now.

I think it would be a nice addition to the game is a little bit of a stronger support of the situation where an infantrymen and cavalry are riding at one another prepared. The infantry is at a pretty distinct disadvantage if he does not have cover. It seemed this situation was played out a ton of times last night, the infantry with his weapon cocked, cavalry with his loaded, then ride in a sort of pass at each other and both swing. As an infantry you really have no maneuverable  options unless you are near cover as running speed in the game is pretty slow (and I like the speed of infantry here). So if the rider is paying attention even if you zig zag a little bit it is pretty trivial for him to correct for it and ride past you at max lance range.

But i guess it makes sense as infantry to not get caught alone in a field against cavalry and maybe that's balance enough.

But also agree, would be nice to see hp damage + speed modifiers.


 
I need the jumping to get my crossbowman out of the way of the half a dozen lances that always seem to come after me.
 
a modifier display option would be great to see how the mechanics are working. 


Archonsod 说:
Jumping is fine.

I am not saying that jumping needs to be removed from the game, just noting some "Fresh off the boat" reactions to how I saw jumping effect gameplay and how my gameplay evolved using jumping.  more food for thought really as sometimes a fresh set of eyes can help, particularly when people become embedded in a particular method.  Jumping is fine for you. You're used to it.  Just some fresh thoughts on jumping seeing as there will be LOTS more fresh thoughts once they get this game out. 


Archonsod 说:
Oh, I wouldn't bother with realism arguments either. You'll just get shouted down by people who want to play a game rather than a simulator.

I'm also not asking for the game to become a simulation.  I'm asking that it not become a naked man charge at horse w/2H weapon fest. 

But if we are going to make it gamey, give me a minimap.  doesn't need to have indicators of where people are, but it would be nice to see where i am. 

SteveO 说:
Not possible.  There's about a 3 - 5 second refractory delay between jumps. 

I believe you misread my post.  I died, and during my dying animate I got to see mr. horsey jump over a fence.  Which is cool.  I did the same thing afterwards.  This was well w/n the 3-5 seconds of the previous jump

anyhow, 3-5 second cooldown on jumping is almost nothing.



 
I agree that jumping has to be nerfed. It is for getting over obstacles, not for combat. Spinning like little ballerinas are those who jump/fight and it sucks.
 
I was not even talking about the horse jumping, which to me I think is fine, I was talking about the nekid man jumping across the battle field.
    I am also not interested in making this a simulation. There are enough of those (COD4 fanatics and ARMA 2)
  if I want a piece of that.  Jumping is a great dodge technique when fighting and esp. when folks get in your way
  but being able to do so almost continuously is not acceptable.
      The problem I do not want to have happen is the same that happened in COD where the jumping was exploited to the point of,  that is all anyone ever did.

  Pip
   
 
pipilongbeard 说:
I am going to make a Minimap thread for those interested.

Nobody is and we already had that discussion a while ago, mount and blade isn't in the future after all.

Anyway, only problem I have with jumping right now is when getting hit by a horse it doesn't knock you down, if I hit someone who is jumping with a horse it should either knock them down or do more damage since I would trampling them to death.
 
I would agree to remove jumping only if it was replaced with directional jumps.

What I mean is to have an option (for example by double tapping the wasd keys) to sidestep/sidejump, backstep, or frontstep quickly. More movement options would be incredibly useful for footmen, especially when fighting cavalry. There is no way to quickly get out of the way of a horse at the last second.
 
anyhow, 3-5 second cooldown on jumping is almost nothing.

3-5 second cooldown is everything.  Jump a fence but miss the one behind it?  You're going to rear up and infantry are going to eat you a live.  Jump one infantry only to land and see another half a second away?  Hope you can block well. 

I believe you misread my post.  I died, and during my dying animate I got to see mr. horsey jump over a fence.  Which is cool.  I did the same thing afterwards.  This was well w/n the 3-5 seconds of the previous jump

Nope, read it fine.  Here, I'll even quote you.

I also was safely skewered by some nice people on horseback after coming down from a jump who then promptly launched themselves again.
 
Hitting jumping targets while on horseback with a lance is really quite trivial for me, and for others too I imagine since I usually get hit anyways when I jump to avoid a cavalryman's attack.
Charging someone who knows you're coming and has a long weapon like a two hander is just plain idiocy, hitting them from the rear or flanks is what cavalry is about.
 
Simply not being able to release an attack while mid-air would be fine. It wouldn't restrict players from going to places they can go now, but you wouldn't have heavily armoured spinning rhodok glaive machines of death jumping 2 meters up in the air.
 
If you ask me, there needs to be a few seconds cooldown between jumps. Or a stamina system (possibly tied to certain attacks too).
 
Narduiran 说:
There is no way to quickly get out of the way of a horse at the last second.

There isn't suppose to be a way otherwise what is the point of having cavalry?
 
后退
顶部 底部