The Big Problem with Combat -- Unit collision and mass

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its a hard thing to balance - I would love large battles to take time so I can play with tactics and all that but then there is so much fighting in this game, if every battle took ages it would get really old really fast : /
 
Wow that 2016 gameplay looks incredible, I had forgotten completely! It does seem theres a lot of correlation with Rome Total War 2 first gameplay and the actual result at release, and this 2016 footage and EA release... Even the issue of collision is the same

Although I do love this game, and I was utterly dissappointed in RTW2
 
The other day I had a group of infantry on a small rise, and a guy on a horse rides up into them. He got hit with about seven swords from clipped soldiers at the same time, they caused such impact that both horse and rider died instantly, bounced off the floor with force and flew a good thirty yards through the air.
It was hilarious and stupid.

One thing they should definitely change is the impact that weapons have on shields. The one holding the shield should fatigue with every strike until they cant block any more, based off their endurance or whatever. This would stop the jammed situations where nobody can hit anybody and attrition would factor into your attacks.
 
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One thing they should definitely change is the impact that weapons have on shields. The one holding the shield should fatigue with every strike until they cant block any more, based off their endurance or whatever. This would stop the jammed situations where nobody can hit anybody and attrition would factor into your attacks.
We sort of have this in that shields have "life" and you can destroy the shield, leaving them shieldless. But it takes 10 or more hits to do so, so in a battle your rarely see this.

Longer battles would be great, the best ones I have had so far the infantry line holds long enough for me leading a cavalry charge to the back/flank.
 
I know I do this a lot but....the lovely modding community of M&B has already begun working on tweaking this!

Until TW gets around to fixing it, hopefully this can make your experience more enjoyable!

 
Could use some tuning, but I dunno. That second video, the formation holds for quite a while. It isn't until guys get around the sides that it starts to cave in. That's the one thing I don't like about the shield wall, but at the same time, the shield wall is meant to hold ground and stall the enemy, so it kind of makes sense that the AI ignores its flanks. To a degree.

I do feel like they could make it better than it is, though. Particularly on the cavalry front. If loosely formed infantry take a full cavalry charge, I want guys getting bowled over left and right.

And also I have found out that Cav cant hit properly with those lances/spears.

They can. For glory.

 
Could use some tuning, but I dunno. That second video, the formation holds for quite a while. It isn't until guys get around the sides that it starts to cave in. That's the one thing I don't like about the shield wall, but at the same time, the shield wall is meant to hold ground and stall the enemy, so it kind of makes sense that the AI ignores its flanks. To a degree.

I do feel like they could make it better than it is, though. Particularly on the cavalry front. If loosely formed infantry take a full cavalry charge, I want guys getting bowled over left and right.



They can.



Pick one target down, yes... But charge with spears to a enemy formation? Haven't seen that many times. But I may be wrong. I will test it out properly
 
Pick one target down, yes... But charge with spears to a enemy formation? Haven't seen that many times. But I may be wrong. I will test it out properly

I'll keep an eye out as well, you could be right. If nothing else, a mass charge doesn't pack the "oomph" I'd prefer it to.
 
I agree. I would prefer people have bigger collision boxes and be harder to push away.
 
The current mechanics also allow cav to penetrate through a sea of infantry rather easily. I quite like this as it feels realistic and thrilling charging directly into a infantry formation and spearing through multiple units with a single thrust. The infantry value infantry is what needs the most work.
 
Totally agree with this. Was wondering why charge in WB was effective and in Bannerlord it feels like just a small wind came trough the soldiers. And also I have found out that Cav cant hit properly with those lances/spears. In WB when I charged Archers from behind/flank it was very destructive. Now when I charge with cav, only kills I see are mine. Many tactics are ineffective now. Was wondering why I am losing such easy battles and why are kills not popping up.
are you using wedge? it brings them in closer and they hit lots more.

To the OP: There is a mod already that adjusts the physics size so the characters take up more space. That seems to be the main issue: Everyone is able to be so close they clip together. So it's fixable.
 
The current mechanics also allow cav to penetrate through a sea of infantry rather easily. I quite like this as it feels realistic and thrilling charging directly into a infantry formation and spearing through multiple units with a single thrust. The infantry value infantry is what needs the most work.
the main issue there is infantry seem to just slide off cav if you dont hit them square on. if you even tag them they should go flying. A cav run, even without making hits, through a formation should shatter that part completely. right now, it just discombobulates them a bit.
 
We sort of have this in that shields have "life" and you can destroy the shield, leaving them shieldless. But it takes 10 or more hits to do so, so in a battle your rarely see this.

Longer battles would be great, the best ones I have had so far the infantry line holds long enough for me leading a cavalry charge to the back/flank.
Indeed, but that only really works for solid strikes against the shield, or when using axes not when many soldiers are pushed together and few soldiers can even swing their swords. In those situations very few shields would break but my suggestion would allow a soldier's ability to hold up a shield depend on their own stats so each one would be a little different. Knocking on the shields would count even if they are not proper blows. Breaks would appear as shields are lowered and battlement fighting would be more fluid. I guess. They could just make shields weaker but in my opinion nerfing something unilaterally doesn't add to the experience, introducing chaos does.

I've also been irritated by the very poor accuracy of mounted lances.
 
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I agree with every comment in this thread so far.
Now that i have watched the 2016 gameplay several times, i just really cant understand what changed. The graphics back then looked MUCH better than today, and the combat looked MUCH more viceral. I really cant get it out of my head. I hope the only reason that the graphics looks like this today, is because of EA and a more uniform performance for all.

But damn did it look good in 2016.
 
Probably some coder on a Friday night accidentally halved the size of the collision boxes of all the soldiers without realising.
 
I remember that game. I thought it was the one I dropped $40 on.
I think it accidentally bought a Taiwanese game called "Mount & Craft 2: Bannerlord 76"

Where is the REAL Bannerlord forum anyway?
 
I remember that game. I thought it was the one I dropped $40 on.
I think it accidentally bought a Taiwanese game called "Mount & Craft 2: Bannerlord 76"

Where is the REAL Bannerlord forum anyway?

I wonder that as well sometimes. Not much in the way of communicating with anyone in these posts.
 
Good post, it definitely needs more fine tuning.

Although I appreciate not having allies clogging up the choke points in sieges like we used to have in Warband.
 
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