Mount & Blade II: Bannerlord Old Discussion Thread

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Rewatching the trailer from the gamescom makes me feel the pathfinding from the defenders is still horible. when ladders or siege towers are landing on the walls all defenders are running in one spot. So like in warband we have 30 people running against each other and making a big pile of people on one little space of wall.
The people should spread out and build lines. Even when the enemy is entering one spot of the wall. all archers taking their sword an running to one spot is not realisitc to me.
the people on the last line of that pile are also running against the spot even when 30 people are between. that looks idiotic.

ajqsvtzp.png


 

MrMundy

Banned
WBNWWF&SVC
Dest45 said:
If they didnt the attackers would be able to squeeze through the gaps and possibly open the gate

Not a good excuse. They should get a better solution then "lets just result to Warbands "mechanics" and let everyone run into each ofter like retards"
 
I think everyone knows this behavior from sieges in warband. 300 vs 300 sieges were mostly 5 guys fighting at the top of the ladder while the other 295 people of each side were running at the back of the soldiers in front of them waiting for them to die.
that alwys rememberd me of the lines on the check out of super markets. the whole line is waiting for the front men to die. when he dies the second men in line is filling up.

Look at this. Go to minute 6:40:


That animations are not good. an in banenrlord its the same.
 
What exactly does "Build lines" mean and how would this look on a thin wall that 30+ attackers are going to be attacking through some ladders?
 

kalarhan

Python Saint
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DrTaco said:
What exactly does "Build lines" mean and how would this look on a thin wall that 30+ attackers are going to be attacking through some ladders?

watch a Total War siege video to see how a formation can be positioned on a wall defense. My guess is that they want something similar.
 

kraggrim

Marquis
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With only two ladders (basically static ones) on that side, and the attackers only having one arm free as they go over the top, as well as them being single-file, seems like efficient defenders could make ladder attacks all but impossible to actually penetrate with. Maybe if you had a ton of archers covering the attackers?
 
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.
 

kalarhan

Python Saint
Count
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kraggrim said:
With only two ladders (basically static ones) on that side, and the attackers only having one arm free as they go over the top, as well as them being single-file, seems like efficient defenders could make ladder attacks all but impossible to actually penetrate with. Maybe if you had a ton of archers covering the attackers?

it sounds like a suicidal mission, right? They even use to give a big reward for the first man to reach the walls (survive up there).

But as crazy as it sounds we know (from history) that it sometimes works. They may need to charge the wall a few times (over several days even), until a lucky guy gets up there and open enough room for the second guy, and the third... and them suddenly they have a small area on the wall and the defenders panic.

A good example is the siege that took Constantinople. Amazing walls, enemy with huge numbers against a handful of defenders, several tries, until it eventually broke.

 

Plovercrest

rammler1991 said:
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.

Or maybe as a player we are supposed to position our troops. Not sure why they didn't show that though, if that was in the game (which it should be... please).
 

Dest45

Knight at Arms
WBVCNW
Plovercrest said:
rammler1991 said:
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.

Or maybe as a player we are supposed to position our troops. Not sure why they didn't show that though, if that was in the game (which it should be... please).

Yea, in the live stream they state that you can deploy your troops however you want or if you want to get to the action you can let the AI sort it out
 

Plovercrest

Dest45 said:
Plovercrest said:
rammler1991 said:
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.

Or maybe as a player we are supposed to position our troops. Not sure why they didn't show that though, if that was in the game (which it should be... please).

Yea, in the live stream they state that you can deploy your troops however you want or if you want to get to the action you can let the AI sort it out

I'm thinking more "in-battle". It would be handy to zoom out and be able to send units to various positions like Total War. You could sort of do that in Warband by clicking on the mini map. It wasn't very accurate though. I do like the pre-battle placement though. Preventing archers from standing in front of ladders getting insta-killed.
 

Eaguul

Recruit
Plovercrest said:
Dest45 said:
Plovercrest said:
rammler1991 said:
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.

Or maybe as a player we are supposed to position our troops. Not sure why they didn't show that though, if that was in the game (which it should be... please).

Yea, in the live stream they state that you can deploy your troops however you want or if you want to get to the action you can let the AI sort it out

I'm thinking more "in-battle". It would be handy to zoom out and be able to send units to various positions like Total War. You could sort of do that in Warband by clicking on the mini map. It wasn't very accurate though. I do like the pre-battle placement though. Preventing archers from standing in front of ladders getting insta-killed.

Would be handy, but also op. The intention of the game, is that you're supposed to be a man on the field. You're not supposed to have full control of every aspect of the fight, or every area of the map.
 
The group deployed by siege tower abandons it only because player orders them to do so, to reinforce soldiers fighting in gate. With auto-deploy, each group of soldiers is assigned to different entry points, just like attacker has groups of soldiers assigned to different siege engines. They should move fluidly between them but maybe the attacking force is simply too small for us to notice it in the video? At the very least, the 'F9 Transfer' command is available in-battle, hopefully AI will be taught to use it.

I wonder how one mans the ballistae and whatnot. Defender's archers are deployed evenly between them, do you need to give them a special command or just holding position nearby make soldiers use them?
 

Eaguul

Recruit
I'd like to see something happen with reputation. It would be cool if they could implement a more dynamic approatch to it. I got inspired while playing Civ5, looking at how they made religion spread between the different cities.

You would do tasks for- or actions against certain villages or towns-, deal with local bandits- or defeat/help local lords to affect your relations with the local populace. Gossip would be spread by word of mouth(in this case by peasants, caravan merchants or even lords among other nobility). The higher your rep with one hub, the more likely and effective the message when they deliver it to another.
This way, your reputation would differ in various parts of the map, and you would have to struggle to achieve widespread fame or infamy.

I realise it's too late to talk about big new features, just wanted to air the idea.
(sorry if it's not approperiate for the thread)
 

kraggrim

Marquis
WBM&BWF&SNWVC
rammler1991 said:
One of the most annoying this is the behaviour. the video of the gamescom is a good example. the Npcs are not intelligent enough. why are all people at the end fighting on the gate? They should recognize that the siege toweer and the ladders are unguarded. its the same like in warband. you have 2 siege ladders. when one dies the troops from the other ladder are not switching over they are still standing on that one ladder and get killed by archers.
the A.I should be more intelligent.

Because the gate is the most equal battlefield for the attackers. When some of them brake off to go for the ladders/tower then presumably so would some defenders from the other side, then they're just attacking at more of a disadvantage.  So unless the defenders are stretched thin (which they were not in this case, forces had equal numbers at the beginning) it wouldn't make sense. Hopefully if the defenders are stretched thin then the attackers will try re-spreading during the battle.
 

mikeboix

Master Knight
WBNWWF&SM&BVC
Have you discussed here already about the need of adding overhead animations when attacking with the sword and the spear? Something like what we see in rome 2:

aUMRi.jpg


This would have been very useful at the chaotic battle at the gates in latest siege video. Instead of slashing up to down with the swords like crazy, just to hit allies' heads, you would be able to pierce the enemies faces with this move.
 
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