Moral in battle [1.5.8]

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Hello everyone. I would like to get your feedback on current morale.

With a troop of 8 soldiers against 8 looters, I kill/injure two of them and the whole troop flees before my soldiers reach them.

I don't remember the impact on morale being so high.
 
Too effective in very small scale battles. Barely effective at all in large scale battles. Needs rebalancing to become less polarized.
 
Hello everyone. I would like to get your feedback on current morale.

With a troop of 8 soldiers against 8 looters, I kill/injure two of them and the whole troop flees before my soldiers reach them.

I don't remember the impact on morale being so high.
It isn't that impactful except on low-tier units and bandits.

That being said, I finally got my first chain-rout after 2500 hours of gameplay. Unmodded and (really frustrating) I didn't have dnSpy running at the time so I can't figure out why it even happened. I wasn't hurting the enemy particularly bad or anything but I was fighting right next to the map boundary.
 
there are perks that also help control moral breaks ect. I've had lower tier units break but with taking the perk my t3 units never break and fight to the death.

Also moral is constantly working all the time. I run a ton of archers and you can see a good example as their lower tier units in large battles will start to break and their higher tier units usually hold their line.
 
Also moral is constantly working all the time. I run a ton of archers and you can see a good example as their lower tier units in large battles will start to break and their higher tier units usually hold their line.
The issue is that it's not working as advertised. You should be able to break units from every tier if you use your tactics right (obviously with the difficulty of breaking increased by the tier of the unit). The player should be able to use tactics to cause chain routs that actually turn the tide of a close battle. But at the moment it's much too easy to rout low-level units without even really using any sort of tactics, and much too difficult to rout high-level units. It's too easy to inspire perfect morale in your troops even with low skill levels. In other words: Too polarized, needs to be leveled out a bit.

If all battle scene morale does is make handfuls of low tier troops run away once in a while it's not serving any fun gameplay purpose. It needs to really be more about its tactical use.
 
This is something new in 1.5.8, it's very noticeable that looter and bandits parties will try to route when 1 goes down. I had just been playing 1.5.7 and they didn't rout so fast, or in any previous versions. This is annoying since you probably want you units to kill all of them for level ups or quest objectives. I mean if you have ranged units it's fine, but still :wink:
Lord parties don't seem to rout early or more easily though.
 
This is something new in 1.5.8, it's very noticeable that looter and bandits parties will try to route when 1 goes down. I had just been playing 1.5.7 and they didn't rout so fast, or in any previous versions. This is annoying since you probably want you units to kill all of them for level ups or quest objectives. I mean if you have ranged units it's fine, but still :wink:
Lord parties don't seem to rout early or more easily though.

I've just started a new game today since the 1.5.8 patches...

I tend to go alone for the first while to build my reputation quickly. And I noticed two things since my last playthrough...

Firstly, I have seen quite a few chain-routs today. Like me one on 14 or 15 looters, who all break after two die. It's definitely frustrating, because like you've noticed, instead of me killing them all in one battle, if I'm too close to the edge of the map and can't kill them all before they escape, I end up having to fight 15 looters... then 10... then 6...

Secondly... I feel like the stone throwers have more range. Maybe it's just been a while since I've fought them without much armour. This is a great improvement. If I can throw a cricket ball from the boundary rope and get it vaguely close to the keeper... a looter can do the same with a stone.
 
The issue is that it's not working as advertised. You should be able to break units from every tier if you use your tactics right (obviously with the difficulty of breaking increased by the tier of the unit). The player should be able to use tactics to cause chain routs that actually turn the tide of a close battle. But at the moment it's much too easy to rout low-level units without even really using any sort of tactics, and much too difficult to rout high-level units. It's too easy to inspire perfect morale in your troops even with low skill levels. In other words: Too polarized, needs to be leveled out a bit.

If all battle scene morale does is make handfuls of low tier troops run away once in a while it's not serving any fun gameplay purpose. It needs to really be more about its tactical use.
Might not be an issue there's literally a talent that stops tier 3 units from breaking. AI uses it as well. I've had many chain routes. And a lot where all their lower guys break and only a few high tier guys stay to fight. And take it im brand new to mount and blade. I'm just assuming that the ai is using the same talents.
 
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