Standardized HP Feels Weird

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A looter has 100HP and T6 infantry has, what, maybe 106HP? I don't know offhand how many HP perks they generally have.
This makes unarmored rabble surprisingly tanky. That looter you just shot between the eyes with a bow? Only took out one eyeball, he's got another one. I think once you get to mid tier equipment you should be able to output enough damage to 1-hit unarmored units without a gigantic speed bonus. Especially if you're landing head hits.
It bears mention that high tier units can get mobbed pretty easily by recruits but I think that is mostly due to lower damage hits staggering more easily than I remember in Warband. (might have been mods though)

Ironflesh isn't in this iteration so I think it would be good would be to have Vigor effect max HP. I'm assuming non-hero units still have values for base stats so it would be possible to tweak their HP for balancing via VIG and keep a universal base HP stat. You could also adjust the damage of weapons but that would also require messing with all the armor values and the stagger threshold.

Not a high priority fix given the current issues, but its something worth mentioning.
 
Infantry lines feel like they just disintegrate when they contact the enemy currently. One side wipes out the other in under a minute.

My legionnaires are dying in droves if a melee ever breaks out, strange to have spent so long to get them to that point only for them to not last noticeably longer than the basic recruits. The worst instances are when my 50 or so fully trained tier 5 infantry units get the snot beaten out of them by about 80 recruits.
I would have thought that doing the classic F1-F3 would have given me a clear victory in that instance but boy was I wrong. I still won in the end thanks to archers, but it sure didn't feel like a win with how many casualties it resulted in.

As they are right now, my infantry's only job is to die in place of my archers, and even then I'm extremely hesitant to charge my infantry forward unless absolutely necessary.
 
I guess the problem is partly the stun effect. It's kind of realistic that heavy troops can get overwhelmed by rabble, but if every hit stuns, the outnumbered won't be able to land a hit.

Maybe it can be countered if good armour have a chance of negating the stun/shock.
 
I wouldn't search for fix in HP difference. Instead I'd increase difference in armour.
In the end balance effect will be the same, but at least it'll affect player as well, and won't count as "invisible magic HP" that has no place in M&B IMO. And you'll be able to see at glance who is hard to kill.
 
Armor feels too ineffective right now and ranged weapons doing piercing damage compounds this problem significantly. To be honest, it almost feels like the difficulty settings setting troop damage to 1/3 when using tier 5 and tier 6 heavy units is how it's supposed to be when you see the combat differences, but I'd rather not have magical artificial difficulty settings helping me.
 
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