i think arrow damage against heavy armor should be reduced,
but damage to non armored opponents is fine
but damage to non armored opponents is fine
i think arrow damage against heavy armor should be reduced,
but damage to non armored opponents is fine
melee feels fine, but arrows feel like lasers.Same here, I have the same feeling. Maybe there is some melee weapons which do too much damage but melee damage feels ok most of the time for me.
Armor piercing technology has come a long way since the Battle of Pendraic it seems.
seems different in multiplayer,The in-game cataphracts mostly shrug it off as well. I get like 10 damage on their horses with Bow skill 200+ and a Noble Bow.
Stationary on an Elite Cataphract I get 20-22 for a body shot and 63 for a headshot with a light crossbow and 0 skill, I can't check what it would be with speed bonus of them traveling towards you.The in-game cataphracts mostly shrug it off as well. I get like 10 damage on their horses with Bow skill 200+ and a Noble Bow.
Perhaps but perhaps not, to me the morale system seems very unfinished in general and I haven't seen them saying it's working as intended to kill 2 looters and the other 20 flee. The devblogs talk about gradual routing rather than immediate.About the morale, I do hope they'll fix it. But I feel like they made this change on purpose and they want bandits to run instantly
Yes, sometimes we can wait a long time for these things, it's very questionable that it's only being debated now. But as long as armor improvement comes I'm happy.If Duh said that they are discussing how to improve armor then I'd think we wouldn't have to worry about it, that will still come. But his statement doesn't imply any kind of urgency, so we don't even know how many more months from now armor will see any kind of improvement.
I do agree that companions need to be more impactful. Making a bit more of a gap in armor effectiveness between "heroes" and regular troops might be an idea, yeah. Also they should give combat-focused companions better focus points/attribute allocation.I also want to remind that companions really don't feel useful/unique in battle. I haven't used companions for more than half a year at least. Even if they improve armor, having T5 troops with top tier armor just makes companions feel a bit pointless. When they do improve armor I wish for a nerf for T5 armors (a bit, to maybe around 40 or so armor) , and make high tier armors for lords/player/companions have the highest stats so they are the most durable and distinguished in battle. There's too many cheap highly armored units right now imo, There is just not much incentive to hire companions to fight.
Increase the values of all higher level armours and leave the weaker armours relative untouched. Don't go touching damage calculations or anything, just take the armour xmls and adjust values.
Nothing more to it. Just going to keep saying it.
Or just open the monster.xml look by the id"human" and change the "absorbeddamageratio" from 1.0 to 0.5 to half the dmg. Since we know that the dmg will be multiplied with this variable(return num*absorbedDamageratio). Just for those who don't wanna work with dnspy.I'm not saying I agree that a blanket damage nerf is the best option, but it's something that can easily be tested (with dnSpy) to see how it would affect battles and different troop types in order to know for sure how it would feel.
In the method CalculateRawDamageNew there is a value you could simply change from 100 to 50 to halve damage from all sources (or to 70 for a 30% reduction, etc):
You can see how that change affects the curves for damage inflicted after armor reduction here. Or if you prefer to see it presented as a percentage of overall damage absorbed by armor, here.
Some of the results might be counter intuitive to what you would expect because of the way armor can negate some amount of cut and pierce damage that falls below a threshold. For instance, just from a quick test, 150 Elite Menavliatons absolutely murdered 150 Palatines because the Palatines couldn't dish out enough damage on the approach.
Unfortunately, I think this change also reduces the amount of XP you'll get from combat, since the damage you inflict serves as the basis for XP gains.
i think this requires a rewrite of the code and seems very complicated tbh,JOINT HURTBOXES and ARMOR HURTBOXES: an armor system that provide a way to balance factions warfare and make more deep the combat system(suggestions)
The above link takes you to a thread I wrote about the armor system.
I suggest a more realistic approach that doesn't just change the armor value.
I only tell you that:
1) solves the problems related to the balance between ranged and melee units and takes into account any type of armor, making the dynamics of events realistic.
2) the combat at great distances is more probabilistic and as the distances get shorter we pass from the dependence on "luck and protection" to that on "aim".
3) it makes the combat system much deeper and gives some more reason to the developers to remove the annoying delay in the animation of the attacks after the release of the button.
4) would make the spears and lunges much more formidable although it is necessary to modify both the blocking of the lunges and the "aim" with the attacks with the spears, which should be improved.
5) armor will count and also a lot.
6) does not make heavily armed enemies invincible, they too can die and even with a few hits, the important thing is to place them in the right places.
7) the only flaw in my idea is that it might involve a choice:
the above benefits vs cost in terms of calculation.
8 )You could adopt the system in a 1 vs 1 duel mode where you can test all this without worrying about performance issues.
bodkin arrows are long and needle like used for penetrating the rings in mail armor so those arrows wont have as great of an effect against a solid piece of metal armor like plate,I'll take a swarm of Imperial Cataphracts over Horse Archers any day of the week. They also carry shields in singleplayer and more or less delete the Khuzaits. If we want realism though we should have different bows and arrow types that do different types of damage to heavy armour. A small hunting bow using arrows designed to cut flesh probably isn't going to do much damage to lamellar plate but a longbow or a recurve bow using bodkin tips will definitely go through and at this point it's not even going to take 5 arrows if they hit the right spots.
I tested with companions having 330 skills: it doesn't make them perform meaingfully better in live battles (I didn't test 1 on 1). You can look on the character screen to see how much impact that much weapon skills have and the answer is -- in general -- not very much. It is pretty much all equipment that contributes.Also they should give combat-focused companions better focus points/attribute allocation.
I mean there's you saying it's not effective then there's historical evidence showing they were really effective like for example the English longbowmen during the Battles of Agincourt, and Shrewsbury. If arrows and crossbows were as useless as people are claiming, they wouldn't have been used at all in the Medieval Era.bodkin arrows are long and needle like used for penetrating the rings in mail armor so those arrows wont have as great of an affect against a solid piece of metal armor like plate,
i think armor was alot of effective then people realize
Arrows -> Padded armor -> Stronger Bows -> Mail armor -> Bodkin points -> Plate armor -> "Knight-killer" CrossbowsI mean there's you saying it's not effective then there's historical evidence showing they were really effective like for example the English longbowmen during the Battles of Agincourt, and Shrewsbury. If arrows and crossbows were as useless as people are claiming, they wouldn't have been used at all in the Medieval Era.
I don't deny that there would be work to be done, but it would only be about increasing the number of hurtboxes and slot armors.i think this requires a rewrite of the code and seems very complicated tbh
i like this solution though but i just do not think the devs could program this