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Messages - hayate666

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16
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 18, 2012, 05:13:33 pm »
It makes more sense to give berserkers some sort of reach weapon. Historically the people who fought as naked fanatics usually had rather big shields and swords/spears. And were mostly completely doped up on insanity, painkillers and/or hallucinogenic mushrooms to keep fighting longer.

Perhaps this is somewhat able to be simulated in the game by giving Uruk berserkers ridiculously high iron flesh stats? So they might be able to take multiple arrows that would kill regular unarmored Uruks.

17
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 18, 2012, 05:53:47 am »
Nice! I'll try to get some testing asap. I'm a bit swamped at work at the moment, so I haven't got much time this week. I'll do what I can though.  :green:

18
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 14, 2012, 07:28:06 pm »
Ron is unfortunately taking a long break from RCM, so somebody else will have to answer that.

1) It appears so. I always tested RCM with multiple older saves and new versions worked without starting a new game.

2) The best way is to try it. Ron wanted to make combat more true to life with this mod, so that situations where you expect to die in real life would be deadly here as well. The biggest difference I found and really love is that combat is more lethal for everybody involved. 1 to 3 arrows will incapacitate anyone unarmored. Good armor makes a big difference against the right weapons. Weapons are lethal against what they are supposed to be. It changes the flow of combat in a really good way.

3) It should work like that. Other people have tried the same for other mods and reported no issues.

19
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 09, 2012, 12:18:04 pm »
Good to see humans and Uruks taken care of! :green:

OP Elven archers seem confined to Rivendell and Lorien. When I was playing with Mirkwood and just using their archers, I took a lot more losses each fight than I was taking with Rivendell. This changed when I guarded my Mirkwood archers with some Iron Hill infantry.

It seems Rivendell and Lorien give way too much armor to their archers, which allows them to come out on top in a lot of melee situations they shouldn't be able to. The archers of Mirkwood are armored in what seems to be light chain at best, without shields.

As Rivendell my archers were wearing armor that was looking a lot more solid and most of the time wearing shields as well. Mirkwood "mixed" archers do have a shield, but not the armor needed to survive an extended melee. (As it should be imho)

20
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 09, 2012, 06:01:16 am »
Shouldn't the difference between archers and melee be primarily based on equipment? All soldiers should be able to use the weapons they wield effectively, it's just that archers usually aren't armed with a sword and/or shield that's really effective in close combat. I found it odd that elven archers are so heavily armed that you don't really need any infantry to absorb melee chargers.

Isn't it too simplistic to put humans on par with Uruks? Why would Sauron and Saruman even need humans if they're weaker than what they can produce themselves? I'd prefer to have humans stronger than Uruks at higher tiers. Better able to make independent decisions (thus learn from experience) due to having free will, but at lower levels somewhat behind physically.

And is there going to be a difference between uruk of Isengard and uruk of Mordor? I recall reading somewhere that Saruman kept the best stuff for himself.

21
The Last Days / Re: Thanks for making TLD!
« on: March 06, 2012, 07:14:55 am »
Best mod ever guys, thanks for your hard work! :green:

22
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 04, 2012, 10:05:26 am »
I even think it has everything to do with realistic combat. What army would march on supplies that would run out within days of moving?  :)

23
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 03, 2012, 07:36:24 pm »
@ Grothag

I agree about strength being a human feature as well (even more than that of elves!), but I always figured dwarves as being physically stronger because of their lives of delving minerals and fighting goblins/orcs. I fully agree with athletics being high for dwarves as well. I remember the Hobbit since you mentioned it :)

@ Rene Korda
I don't get what you mean with the stats numbered like that.  ???

Wasn't the whole point of infantry that cavalry charges are supposed to be weak against them? Cavalry beats archers/disorganized infantry, archers beat infantry, infantry beats cavalry. It's the way it's always been with RCM. If damage treshold 1 changes any of this I don't agree with changing it without thorough and critical testing.

24
The Last Days / Re: Combat Damage Model (RCM) - merged threads
« on: March 03, 2012, 06:06:41 am »
Elves:
Here things get tricky. I think it's obvious, that Elves are too strong in the game. We can weaken them somewhat (they'll still be the strongest faction in tactical combat, just in a less superman fashion), which . Question is, should we do it through skills alone, or should we just cut their parameters here and there across the board? Also, their progression is kind of bumpy, if we change them, we can smooth it out.

Please post your opinions. When we decide what to do with the Elves and everyone agrees on other issues, we can move on to the profs.
Just a bit of a brainstorm, see if I'm on to something here:

Elves live long, are agile and wise in the ways of the world. I think they should be on par with humans strength wise (ironflesh, power strike), but above them in level with agility (athletics, power draw and weapon/shield profiencies).

Dwarves should be far stronger than elves, but less agile (high powerstrike, iron flesh, somewhat lower armor/weapon profiencies and less athletics skill)

Humans should be weaker than dwarves and elves one on one, but have the advantage of leveling up rather quickly. They reach their peak sooner due to their finite lifespan, but don't have the time to reach the level of mastery the elves or dwarves have reached.

For all races progression should be rather smooth. The only difference should be in how quickly they scale up. Elves/dwarves start higher, but should take longer to reach their top. Humans start somewhat lower, but scale to their top rather quickly.

I think we should view Dunedain as the physical top that humans are able to reach. Nearly superhuman, but not quite. (skills 1 or 2 points higher at most, weapon profiencies somewhat higher)

25
The Last Days / Re: Combat Damage Model (RCM)
« on: March 02, 2012, 10:22:22 am »
Riding a Thengel warhouse (a bit slow) with Rohan Lance(40c) against Isengard Uruk(60 armor).
Merlkir gonna trolololol.  :P
RCM couched damage was balanced to only be effective at (near) full speed. Riding slowly will drastically reduce the damage you inflict against opponents.

26
The Last Days / Re: RCM price rebalancing
« on: March 02, 2012, 08:50:55 am »
I like it. But as already mentioned, don't forget to add a comparison between weight and armor value. Something like (200:weight) x (total armor) added to the total cost. 200 is just a number I made up, but it should illustrate what I mean.

27
The Last Days / Re: Combat Damage Model (RCM)
« on: March 01, 2012, 06:21:21 am »
How do you edit stats like that? I have no idea how to do that and I'd like to help changing stats.

28
The Last Days / Re: Cavalry tactics under RCM
« on: March 01, 2012, 05:50:04 am »
As Rohan I noticed that dismount horse archers = dead pikemen. I haven't played Rhun so far, but fighting against them as dwarves can be really hard. Especially the lower tier infantry gets massacred by their horse archers.

As soon as you get infantry that can withstand the hail of arrows you're about to receive it gets to be more in the dwarves' favor, as they will empty their arrows at you and charge in afterwards. The charge part is usually what kills them. I speed this up by mixing archers of my own so they can shoot the horses of Rhun.

The only thing that stays really dangerous is the heavily armored horseman Rhun possesses. It can usually cut through 2 - 3 dwarves before his horse being cut down.

29
The Last Days / Re: Combat Damage Model (RCM)
« on: February 28, 2012, 05:43:14 am »
@ Arkerless

That's exactly the point I've been trying to make.  :green: I still remember this discussion from a few years back when RCM was first released and people were annoyed with the introduction of cut damage for arrows and spears.

@ Rene Korda

I haven't tried setting the damage treshold higher, but it's pretty easy to guess at the effect when standing in a group of tribal orcs whilst wearing heavy armor. About 5 - 7 out of 10 hits will do 0 damage, so setting the treshold to 1 will make it a whole lot easier then it should be imho.

30
Sorry for not being clear, my previous post was a bit all over the place. I just want to make my reasoning clear here.

I'm not really arguing the ability of arrows to kill anything armored, I'm arguing that the effect of the pierce/blunt mods in Mount and Blade are an unrealistic representation of what should be happening on the battlefield when encountering armor, except for special cases.

Using pierce for both axes and arrows/spears implies that they are in the same manner equally effective at penetrating armor and I just don't see it that way. The same goes for horse attacks and blunt weapons.

Just imagine a hammer or axe/warpick striking a ringmail. What would be the effect on the flesh underneath? The hammer would deliver it's impact force largely right through it and the axe would destroy the rings. That justifies using pierce and blunt. Arrows/spears lose a lot of their penetrating power when hitting rings like that, since they basically use the same mechanisms. (being a long shaft with a sharp tip) Some kevlar vests (and even simple jackets) are made with rings interwoven in them to counter thrusting stab attacks from knives. The interwoven rings catch the relatively small cutting surface and prevent it from penetrating deeper. That is why cut damage fits for those weapons.

It's just a matter of weapon weight, surface that applies force and leverage.

You might not see it from what I'm saying here, but I still like most of the changes you have done and will keep trying your mod  ;) I just want to make sure you know what you're doing.

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