Bottoms Nov 9, 2013 @ 4:50am
Would "simple" non-directional combat ruin the game?
Love the game, but never was super into the melee combat, as far as choosing to attack/block from the left, right, top, or straight (plus i think the units look kind of weird fighting this way, heh).

Been thinking a bit about what it would do to the game to remove the directions and just have a more basic combat stlye, something like just a light, fast attack, and a heavy, aoe attack. Something like that.

I'd enjoy at least having the option to turn on a combat mode like that.

I don't suppose any mod exists that does something like that, right? I'm guessing that'd be tough.
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Mc Blavak Nov 9, 2013 @ 5:41am 
1. Never heard of a mod that would do this.

2. Sounds like you want the Dynasty Warriors combat

3. Yep, changing the combat system in this way, would ruin the game. (At least for me and my friends)

Miyamoto Nov 9, 2013 @ 9:43am 
Yes
The man with all the plans Nov 9, 2013 @ 9:49am 
M&B's "Easy to learn, hard to master" (In my opinion) combat is one of my favourite things about the game and I agree with the above to change it would be to ruin it
Bottoms Nov 9, 2013 @ 12:46pm 
Sort of like dynasty warriors, but I want to keep the more realistic limits of combat.

I was thinking more like Dark Souls combat. That also tends to be easy to learn, hard to master, but the difficulty/strategy comes more from taking advantage of the recovery time of an enemy after they attack.
SamPD Nov 9, 2013 @ 2:00pm 
Originally posted by Bottoms:
Sort of like dynasty warriors, but I want to keep the more realistic limits of combat.

I was thinking more like Dark Souls combat. That also tends to be easy to learn, hard to master, but the difficulty/strategy comes more from taking advantage of the recovery time of an enemy after they attack.

Hmm. That would depend upon how the combat style that you propse would actually function in practicality. I suppose there are a variety of ways to go about this, namely like how Chivalry: Medieval Warfare goes about it with its heavy handed, intertia combat. There are numerous factors to take into account, and changing the way the game handles melee fighting will be bound to ♥♥♥♥ off at least a small section of the fan base.

I suppose it wouldn't hurt to have a mod or two to test the functionaries of how some chnage would actually affect fighting within the game, but I would advise it to be a toggle function server wise at least.
Kusovo Nov 9, 2013 @ 9:58pm 
The combat in M&B is what seperates it from the pack, and may be hard, but is so worth it.

Though I am a moderate melee fighter and get constantly frusterated with the mechanic, it just wouldn't be Mount and Blade without this combat.
azxcvbnm321 Nov 10, 2013 @ 1:46am 
Honestly the only thing that's hard is directional blocking. However there's a simple solution, equip a shield and you don't need to block direction. The melee attack is necessary for the game not to be dumbed down to where tactics don't matter anymore or where it's just dumb luck like paper/scissors/rock.

There already is the ability to take advantage of the recovery time after a blocked or missed attack. You can always get a shot in after a successful block unless the opponent is like 20 levels above you.

The power attack/speed attack/AOE attack is also already there! Your right to left swing is the fastest attack. The chop down attack is the power attack, and the thrust attack is the slowest but has the longest range. There, everything you wanted to change is already in place.

I suggest you just use the right to left attack until you get used to the motion and system. Or use the left to right attack (backhand) that is a tad slower, but that's what I used until I got comfortable. The combat mechanics are what make M&B unique and special, take that away and you have a button mash fest game without any complexity.
~[20th]~ ~ClassyDots~ Nov 10, 2013 @ 1:48am 
Yes it would.

But, I do believe that 2handed swords need some speed nerfing. Same with your lightsaber/sticks (spears) that you smack the enemy with.

EDIT: All the other stuff is fine though. Except we could use a troop limit, so there isn't so much cavalry spamming. Meh, it can be fun, but gets old.
Last edited by ~[20th]~ ~ClassyDots~; Nov 10, 2013 @ 1:49am
Ragnarök Nov 10, 2013 @ 7:59am 
But, I do believe that 2handed swords need some speed nerfing. Same with your lightsaber/sticks (spears) that you smack the enemy with.

From a historical standpoint niether should be nerfed. A spear in particular, is a very fast primary weapon in the right hands, whereas a longsword is basically a sidearm. Go up against a spearman with only a one-hander and you're likely going to die.

For pure game balance sake? Maybe... But I think I'd value vaguely more accurate weapon speed over satiating people's unjustified rage, if there is any. It's shaky ground to tread.
Last edited by Ragnarök; Nov 10, 2013 @ 8:21am
The man with all the plans Nov 10, 2013 @ 8:43am 
The only thing Id like to see nerfed is the blocking speed of the Warhammers. Either that or take away their ability to crush through blocks with overhead attack, or maybe just make it stagger opponents like a kick, rather than do significant damage.
Sohei Nov 10, 2013 @ 10:46am 
I don't mind the directional attack and block system but using a mouse to do it feels very clumsy. Maybe if I used a gamepad with thumb joysticks it would be easier. I saw that you can remap controls to the keyboard but then think I would run out of hands to do movement and tactical commands as well as look around.
FurorCeltica Nov 10, 2013 @ 2:53pm 
This type of game certainly needs a directional attack system however I am not a big fan of the mouse movements spinning the camera around in combat which ends makeing it feel less like a battle and more like a "game". In Chivalry they utilize scroll up for a stab attack, scroll down is overhand, left click is a right to left swing and mouse 4-5 are alternative attacks. I feel this system is much better and would really love a mod that overhauled the combat mechanics to work as in this way.
azxcvbnm321 Nov 10, 2013 @ 6:18pm 
I don't think anything needs to be nerfed with regards to game mechanics. As for stats, you can already do that with mods and many excellent mods like Prophecy of Pendor really try and succeed at balancing the weapon types with range/speed/damage. Two handed weapons tend to be slower than 1-H and the lack of shield means they are pincushions facing archers. Warhammers are slow and have very short range for 2-H (or even 1-H). So the crushing ability gives balance to the weapon or else no one will use it. The overhead attack's slowness means that someone with a faster weapon can get their attack in first. The mechanics are very complex actually and allow for this kind of tactical variety.

Cavalry does not need to be nerfed. AI enemies need to have more cavalry to counter the player. Prophecy of Pendor is the only mod I know of that actually gives the AI enough cavalry to be a challenge to the player. The battles are awesome, and it's why Prophecy of Pendor is the best single player mod out there bar none. Floris is a good mod, but it gives the player too many advantages without giving AI anything to help, resulting in a very easy game and not that much fun for experienced players.
-_- Nov 11, 2013 @ 6:11am 
There's no question that simplified version of the current fighting system would ruin it, some (me included) are afraid that's what they are going to do with their next title, Bannerlord. Why won't the simplified version be a success? Pretty simple, really.

There's already a hit/slash on the market, Chivalry. Yet there's no game that takes part in medieval area in a somewhat realistic setting and has a deep combat system like this. (War of the Roses is a joke over M&B, won't count)

Now, about nerfing. Arguable, there are tons of mods that have edited the base game mechanics for how they see fit, for example cRPG. Which has refined pretty much the whole skill system to differ from native in order to fit their mod, item stats as well.
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Date Posted: Nov 9, 2013 @ 4:50am
Posts: 14