This should probably be moved here for ease-of-reference for folks, too:
Caba`drin 说:
There are currently two buffs in place for polearms against horses. Both of them can be toggled on and off in the mod options menu. The first is the damage tweak that is also tied to increased horse trample damage. It works in the following manner:
If a horse is hit by a weapon that is longer than 150 units (so long spears, bardiches, pikes, etc) and the damage inflicted (before armor damage reductions) was at least 5, the weapon does at least about 60 bonus damage...if the attack was a thrust, that bonus damage is doubled. (The benefit here is that the AI bots need to actually attack to cause damage, but it can be a fairly blunt instrument as it is a fairly generic damage buff.)
The second is the "spear bracing" code, that you can activate for your team by ordering your men to brace their spears (Attack orders -> Brace spears) and you can turn on for the AI in the camp menu. This gives essentially "reverse couched" damage to charging horses who run towards (within a weapon length distance of) an polearm-wielding enemy. The bonus damage given is based on the speed of the charging horse. It is significantly increased if the enemy polearm is a pike. (The benefit here is that the damage is directly speed-related, but the major detraction is the AI bot does not actually make an attack and it currently looks like an invisible anti-horse laser kills a mount.)
We welcome comments on balancing or suggestions on how these systems might be refined. We include the on/off toggles for the player's benefit to find something that feels right for them. But, at the same time, we (at least this applies, strongly, to me) believe without those buffs, horses are very unbalanced natively and given the AI's inability to use polearms effectively, these tweaks are necessary to provide a more accurate (and I would argue strategically enjoyable) gameplay experience. Heavy cavalry didn't charge pikes and spears for a reason. Infantry is the counter for a polearm division, while cavalry should have other targets.
And, in response
themendios 说:
I think it's a good idea, but honestly tell me why a high armor horse that is stationary should be instantly killed by a very crappy poleam.
A good point. Others have made it as well. There will be more discrimination among polearms in the future (as opposed to just the length requirement now).
themendios 说:
Not to mention how does armor factor into this? At all? What would a courser get? 5000 damage?
At present, it doesn't factor into the bonus damage as it soaks the "base" damage that the horse would have received without the buff. So the bonus is calculated in addition to the raw damage (prior to armor soak). (The courser hyperbole isn't necessary.)
themendios 说:
Maybe it's a matter of you've upped the base damage when really I'd just rather see an increase in the speed multiplier. And I don't think in any case a 60+ armor horse iwth 35+ charge should be instantly dying to anything, since it completely defeats the existence of slower armored chargers.
The only way you'd see a high armor horse like that dying in one hit is at a charge at a braced spear wall. Everything else is going to take more than one hit as it is currently coded. As for dealing with the speed multiplier, this won't get at the key issue of spear-armed troops poking horses that are standing over them doing little damage because they have maneuvered themselves too close. The speed would be 0 since the weapon is glancing off...thus, the base damage buff.
Another re-statement of how the damage buff (not spear bracing) currently works:
1. Someone hits a horse with a polearm, any polearm, of length >150 units.
2. That hit does more than 5
raw points of damage (before any armor reduction, but after any speed multipliers are applied)
3. The base damage is set to at least 60
raw points (if the spear hit was supposed to do more than that, nothing changes)
4. If the hit was a thrust, the base damage is set to at least 120
raw points
5. There is a % chance of the horse rearing if the original damage (before any buff) was over 20
6. Final damage is calculated: Buffed Damage (either 60 or 120) - original damage = Extra damage
7. The original
raw damage gets fed through the engine and reduced by armor soak, etc.
8. The extra damage is applied without any armor soak.
Final edit of this post
From the looks of the BugTracker, with the next patch of Warband, we'll be able to feed a value back to the engine so the engine can take care of armor soak for us (at present, it would be complicated to replicate the exact armor soak process).