[Suggestion] A few cavalry ideas.

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Hamel

Sergeant Knight
A few suggestions that may make cavalry a little more interesting.

Lances breaking. Apparently it's been suggested before. My take on it is that the chance of breakage should depend on the level of the lance, the armor of your opponent, and your speed bonus when thrusting. It should have a chance of breaking when blocked, also.

Increased horse maneuverability across the board. Like suggested in that one topic a while back, I think TheMageLord might have posted it. Steppe horses are pretty much the only truly maneuverable horses of the lot, the other horses should aspire to be more like them. Although turning at top speed might need to be slowed down a little bit.

A toggle for vs-infantry swinging. For instance, when wielding a sword pressing the X button would switch your swinging mode to anti-infantry, which would consist of swings on one side of the horse aimed more towards the ground. Since the current swings seem to frequently fail at hitting infantry effectively.

Bringing back horse trampling. There was a time when people used to run over other people with horses, and I mean actually run over, not just bump. That might be a nice thing to bring back.

Throwable polearms. Almost all of them, with the exception of the glaive, the pike, and the great lance, maybe the awlpike. I suspect the damage when thrown could be in the range of 50-60p, with extra damage to shields.
 
There is only one of those ideas I do like, it is increased horse trampling, however, I also feel that it might lead to too many abuses.
Not all players are able to take down cavalrymen as easy as the pros, and all players will be ran over and over.
Imagine what this would be (or had been) in deathmatch.
Now imagine it with fresh newcomers.


There is one idea I would like to add, and it would be even easier lance couching.






 
A toggle for vs-infantry swinging. For instance, when wielding a sword pressing the X button would switch your swinging mode to anti-infantry, which would consist of swings on one side of the horse aimed more towards the ground. Since the current swings seem to frequently fail at hitting infantry effectively.

sounds like too much of a bother. I find the current swings just fine, it's just a matter of practice as anything else.

I would add:

http://forums.taleworlds.com/index.php/topic,81398.msg2103929.html#new
 
I don't think anyone can break a lance by thrusting it. And why increase damage for thrown weapons? Shouldn't it be the opposite, at least when you think it from the perspective of real life physics.
 
When they fix the swinging through the horses I suggest they compensate by making the animation so that the rider leans into the swing. That gives swords etc. extra range. I'm not sure if you need the x key thingie because you control the height of your swing with your mouse like on foot.
 
Merlkir 说:
A toggle for vs-infantry swinging. For instance, when wielding a sword pressing the X button would switch your swinging mode to anti-infantry, which would consist of swings on one side of the horse aimed more towards the ground. Since the current swings seem to frequently fail at hitting infantry effectively.

sounds like too much of a bother. I find the current swings just fine, it's just a matter of practice as anything else.

There is no such thing as too much of a bother for the coolness factor. :grin:

Although the current swings and I get along just fine for the most part, but there have been occasions where the sword doesn't hit the enemy because it was busy swinging at some funny angle or another.

Ilex 说:
I don't think anyone can break a lance by thrusting it. And why increase damage for thrown weapons? Shouldn't it be the opposite, at least when you think it from the perspective of real life physics.

Perhaps not when smacking against a shield, but what about when you get it lodged in someone's chainmail? It's really more like dropping it than breaking it, but it's essentially the same thing. Although it would be neat if the guy could pull the spear out of his armor and throw it back at you (assuming he actually lived through the stabbing).

I'm not talking about throwing weapons, I'm talking about making polearms throwable. And I'm pretty sure a decent sized spear lobbed into your chest would probably kill you.

PsykoOps 说:
I'm not sure if you need the x key thingie because you control the height of your swing with your mouse like on foot.

Just to clarify, I don't mean a swing aimed towards the ground. I mean holding your sword down along the side of your horse, and slashing forwards and upwards when you get to someone.
 
Hamel 说:
I'm not talking about throwing weapons, I'm talking about making polearms throwable. And I'm pretty sure a decent sized spear lobbed into your chest would probably kill you.
A decent sized spear thrust into your chest more chance, due to the energy behind the blow. Basic physics.
 
Ilex 说:
Hamel 说:
I'm not talking about throwing weapons, I'm talking about making polearms throwable. And I'm pretty sure a decent sized spear lobbed into your chest would probably kill you.
A decent sized spear thrust into your chest more chance, due to the energy behind the blow. Basic physics.

Naturally, but you wouldn't see many people survive a spear stabbed into their chest, either. It would, of course, depend on where they got stabbed, but I doubt M&B keeps track of major arteries.  :neutral:

Edit:
Ilex 说:
And why increase damage for thrown weapons? Shouldn't it be the opposite, at least when you think it from the perspective of real life physics.

Oh, now I see what you're saying. You're asking why you'd have the damage for the spears be increased for when it is thrown, compared to when it is thrust. I thought you were talking about throwing weapons, for some reason.

Well no, it doesn't really make more sense from a realism perspective that it would do more damage when thrown, but it kind of does from a gameplay perspective.
 
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