May I ask who and why lock this beautiful thread in the middle of constructive conversation (what more, when I was typing response) without any explanation? I count this as someone mistake, and I'll fix it by create continuation
Of course if someone give me reasonable explanation why this topic shouldn't be continued, I shut up and lock this thread.
So...
About not promoting melee fighting - it depends on environment - in tactical battle, there are usually no place for sword duels. If you want them, go to deathmach or TDM in village.
Sad truth: battle=tactics=moving class A to counter class B. And because it's impossible to balance classes for every mode, map and settings, I think Native should be balanced for battles on semi-open map with auto block (because it's most popular settings)
Make 3/6 inf, 1/6 arch, 2/6 cav. Send infantry to archers cover, because there are no melee blockers, it takes short time(low losses). then their archers start to run away - and got slaughtered by cavalry (because leave cover). Every tactic can be countered.
So...
No. I think that boosting horse manoeuvring and lowering shooting while running effectiveness is the solution. Infantry shouldn't be able to catch archers - what is cavalry role there?woppin 说:You don't think that just lower archer athletics is a decent solution to cavalry not being able to hit archers with any skill, and also to infantry not being able to catch them?
I not force classes, but sub-classes to preset roles. No Infantry, but medium infantry, no cavalry, but light cavalry. You can still take light armour, large shield and throwing weapon to be light-infantry-archer-slayer, light armour and a lot of arrows to be archer-horse-killer, heavy horse to charge infantry as heavy-cavalry. If every weapon set is fully-usable against every class in every situation, where is place for tactics here?woppin 说:I also don't agree with your idea of class balance. Forcing infantry, cavalry and archers into preset roles where they only engage opposing class X doesn't make for compelling gameplay, it makes people continually switch classes and avoid combat. Infantry need to be able to get near to archers without getting slaughtered, archers need to have some chance against cavalry and pikeman shouldn't just dominate cavalry 90% of the time because none of this promotes the interesting melee fights that warband can provide. Hard counters just involve a lot of movement from both teams to get into positions where their class A can effectively counter the enemy class B, and I really don't think that's a good place for warband to go.
About not promoting melee fighting - it depends on environment - in tactical battle, there are usually no place for sword duels. If you want them, go to deathmach or TDM in village.
Sad truth: battle=tactics=moving class A to counter class B. And because it's impossible to balance classes for every mode, map and settings, I think Native should be balanced for battles on semi-open map with auto block (because it's most popular settings)
Archers can't always run off, because there are cavalry. And here is teamwork - infantry push archers to run, and cavalry then cavalry can kill them. All archers army are viable tactic, because infantry aren't much better in melee than archers, no because archers can run off. If infantry kill archers in melee, cavalry in the open ground, countering full ranged army wouldn't be hard:Berserker Pride 说:No I am suggesting that archers should have to be more careful of letting infantry near them. If archers can always just run off without worrying about actually getting caught what is there to promote teamwork. Right now an all archer army and even worse an all crossbowman force is actually a viable tactic. Provided you have cover and can camp cavalry can't just run you down. And if they bring infantry even better. The infantry part of an army should be able to catch your archers if they are dumb enough to leave the safety of the team. Right now they can't so once all the cavalry are dead the archers just kind of run around. It's not like you can't shoot the infantry before they catch you and it's not like you don't also have a sword. Running away shooting over your shoulder is not something that should be an option for archers. Leave that for Khergits and fight like a man.
As other people have said provided there is a lot of cover or the horses are dead the only counter to a ton of archers is a ton more archers. Makes for some boring sniping matches.
Make 3/6 inf, 1/6 arch, 2/6 cav. Send infantry to archers cover, because there are no melee blockers, it takes short time(low losses). then their archers start to run away - and got slaughtered by cavalry (because leave cover). Every tactic can be countered.
Cav is usually dead, because they don't wait for other class support, and just charge enemy. And they are dead long before infantry reach enemy.Right now they can't so once all the cavalry are dead the archers just kind of run around.
I agree. But just running away should be option, and lowering their athletics would take it away. And that is reason why i vote for: boosting both archer and infantry speed (to lower walking:fighting time ratio), lowering rate of fire, especially when moving (to make picking shot more viable), lowering melee damage (to balance low rate of fire, and to lower walking:fighting time ratio), increasing horse manoeuvrability (to make dodging cavalry harder) and pike length (to balance horse higher manoeuvrability, infantry lover damage, and archers low rate of fire).Running away shooting over your shoulder is not something that should be an option for archers.






