Mount & Blade: Warband

Mount & Blade: Warband

Medieval_Conquests
Javelins
you guys have to tone down javelins. Every singe siege, I am 100% of the time taken out by a javelin to the face. the next guy I take control of gets taken out by a javelin to the face. And the next guy, and the next. every time. there's no way 13th century peasants were this quick and accurate with javelins IRL.
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Showing 1-15 of 41 comments
Faycal#6941  [developer] 11 Oct, 2016 @ 12:05am 
Think about it this way: Would you take javelins rather than a crossbowman or bow?
And at what situations?

In my opinion javelins are fine as is, there is now a reason for the player to opt in for throwables and power throw, rather than being stuck with bows/crossbows in the majority of the modules.

if you can offer some compromise feel free to, as all I'm getting here so far is "Javelins one shot me".

What exactly do you want changed? - less damage? - less speed?

Just remember it will affect you, the player, when you decide to use javelins as well, as your allies.

If we are in the other hand, talking about AI accuracy, that's related to their power throw (skill) and throwing profic, if anything the only outcome to come from this is the damage gets lowered, or the speed, or both, or neither.

I personally might lower it, since there is some demand for it, either way if we can get to some values in here, that'd be appreciated, feel free to contribute.


#Continued


I just read the suggestions thread, 12th suggestion.

Speed values will be lowered, I may look into damage as well if lowering speed isnt enough in the next patch, thanks for the suggestions, feel free to post more suggestions/contributions about javelins and throwables in general in this thread before the next patch.
Last edited by Faycal#6941; 11 Oct, 2016 @ 12:36am
Paladin Val 11 Oct, 2016 @ 12:19am 
Yo man go into the Brainy Bots and turn it off or just tinker with it. I noticed a couple javs killing my peeps but that was just sieges and in the original Anno the javs were mean when you walked up those ladders. (TBH a tad drunk) Brainy bots is like F4 or 5 but there is a lot that is their fault with how the AI attacks but it is meant to add challenge. I get that spawn killing gets me pretty triggered but where do you get these situations. Also watch the summer olympics for the spear chuckers. they are crazy good. Not meaning to like say that all medieval peasants were athletic but they did play with sticks and stones as children... :)
Zeros 11 Oct, 2016 @ 10:39am 
I agree with post author.
I think you need leave javelins for elite or high ranked troops.
It's funny when peasant with javelin kills knight in one shot.
Thx for this great mod.
Last edited by Zeros; 11 Oct, 2016 @ 10:44am
Paladin Val 11 Oct, 2016 @ 1:54pm 
If you are Zeros I want to be Ones.
KingMoogoe 11 Oct, 2016 @ 8:55pm 
Well many low tier troops at the time historicaly like the Welsh used lots of javalins.
Moosekin 12 Oct, 2016 @ 4:52pm 
I feel that the lower-tier troops are dealing too much damage with their thrown weapons. While damage for damage, it's probably still less total damage than an equivalent archer or crossbowman could deal in a single battle. It almost feels like Viking Conquest again; if you're fighting a faction heavy on shock infantry, it's a good idea to bring some Skirmishers to break down their shields. Or crossbowmen.

So, if the community feels that ranged weapons shouldn't be dealing as much damage as they are, and it's becoming frustrating for players, I see two potentially fixes.

Projectile speed of thrown weapons could be lowered. Maybe introduce “tiers” of thrown weapons, with the better-quality ones flying faster? Or perhaps introduce different styles of thrown weapons with their own properties.
Daggers for high speed, high accuracy, and high ammo count, good for taking out unarmored/low-armored opponents.
Spears for high damage, long distance, low ammo count: great for taking out shields.
Swords and axes as an inbetween daggers and spears; medium damage, medium range, medium speed, medium-low ammo count.
Then give the tiered units the tiered throwing weapons. Low-tier have only a few throwing axes/spears or daggers, with high-tier shock troops having 2 slots of 4-6 throwing spears, with mid-tier troops having throwing axes/spears.

Another fix could be lowering the damage of all throwing weapons, but increasing high-tier units' Power Throwing to compensate. This way low-tier skirmisher troops can still mass-throw weapons, but pretty much only for destroying shields/unarmored troops, while the high-tier units are still dangerous as all hell.
Paladin Val 12 Oct, 2016 @ 5:28pm 
Or just turn off brainy bots. The mod anno is meant to be built that way. If you dont like it. a direct fix get Morphs editor and just take the javs and lower the speed or damage
Zeros 13 Oct, 2016 @ 2:27am 
Originally posted by Moosekin:
I feel that the lower-tier troops are dealing too much damage with their thrown weapons. While damage for damage, it's probably still less total damage than an equivalent archer or crossbowman could deal in a single battle. It almost feels like Viking Conquest again; if you're fighting a faction heavy on shock infantry, it's a good idea to bring some Skirmishers to break down their shields. Or crossbowmen.

So, if the community feels that ranged weapons shouldn't be dealing as much damage as they are, and it's becoming frustrating for players, I see two potentially fixes.

Projectile speed of thrown weapons could be lowered. Maybe introduce “tiers” of thrown weapons, with the better-quality ones flying faster? Or perhaps introduce different styles of thrown weapons with their own properties.
Daggers for high speed, high accuracy, and high ammo count, good for taking out unarmored/low-armored opponents.
Spears for high damage, long distance, low ammo count: great for taking out shields.
Swords and axes as an inbetween daggers and spears; medium damage, medium range, medium speed, medium-low ammo count.
Then give the tiered units the tiered throwing weapons. Low-tier have only a few throwing axes/spears or daggers, with high-tier shock troops having 2 slots of 4-6 throwing spears, with mid-tier troops having throwing axes/spears.

Another fix could be lowering the damage of all throwing weapons, but increasing high-tier units' Power Throwing to compensate. This way low-tier skirmisher troops can still mass-throw weapons, but pretty much only for destroying shields/unarmored troops, while the high-tier units are still dangerous as all hell.
I like your thoughts
Sky 13 Oct, 2016 @ 7:55pm 
Let's put it this way, if you got hit in the face with a javellin, you die. You might survive an arrow or a crossbow depending on your luck. But a javellin, mate you're gone...
Paladin Val 13 Oct, 2016 @ 11:14pm 
I hope you survive a crossbow. Now the bolt would suck and I think I would rather die but crossbow. Ya sure, bring it bro.
Hayseed 15 Oct, 2016 @ 7:33am 
I think it is important to have the javelins be strong or else the AI would have a extremly hard time killing heavly armored 2 handed axemen. If javelins were weaker than there would be less of a trade-off to use these sheildless axemen and they could become pretty O.P. like they were in base 1257. Just my thoughts on the issue.
Paladin Val 15 Oct, 2016 @ 5:02pm 
Maybe we should just turn the base damage done by the javs like no more then 10
Paladin Val 15 Oct, 2016 @ 5:02pm 
or slower
Sky 15 Oct, 2016 @ 8:05pm 
To be honest if you want to tweak the jav settings you can do it through Morghs M+B editor, its personal preference and you can have your mod how you want it...
fuzzytoastpops 16 Oct, 2016 @ 12:17pm 
Originally posted by DSG The Prince of Perth:
Let's put it this way, if you got hit in the face with a javellin, you die. You might survive an arrow or a crossbow depending on your luck. But a javellin, mate you're gone...
Ok, but you're not nearly as likely to get hit in the face IRL, see the point? it's still a major imbalance.

Originally posted by DSG The Prince of Perth:
To be honest if you want to tweak the jav settings you can do it through Morghs M+B editor, its personal preference and you can have your mod how you want it...


I did change it in my game, made them much slower. they still destroy high tier troops but at least they have to be very close (15m) to do so (which is believable).

Originally posted by (NGF)hayseed:
I think it is important to have the javelins be strong or else the AI would have a extremly hard time killing heavly armored 2 handed axemen. If javelins were weaker than there would be less of a trade-off to use these sheildless axemen and they could become pretty O.P. like they were in base 1257. Just my thoughts on the issue.

guisarmers and axemen always die to arrows and crossbows, in either case.
Last edited by fuzzytoastpops; 16 Oct, 2016 @ 12:21pm
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