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EDIT: Having to chamber attacks is fun and really helps out instead of just blocking all the time. Hope they remedy this
I could only manage to pull off Chambering a couple of times.
It could be that since it is based on frames, the higher frames you have the more precise you have to be with your timing.
A suggestion to the devs is to multiply the chambering frames by the amount of frames you have in the options, that way it should have the same reliability regardless of your setup.
Unless it is bugged ofc.
Chambering is a god-tier move, with practice you can do wonders and in theory become unstoppable in both SP and MP. However, it needs to be reliable; by that I mean that the frames can not be random, you should be able to practice enough to get it into your muscle memory, otherwise it is a completely wasted feature.
EDIT: Nvm. I give up gitting gud lol
That is, if chambering is not bugged, which I'm pretty certain it is, or at least is lacking active frames; whenever I try to chamber it feels as if there is only 1 chamber frame, which makes it pure luck to execute.
You can always practice blocking by setting a limit to pull off in a row, then increase it.
That's what I do to practice for MP.
When you can manage 100 blocks without getting hit once you're set for MP.
Players will always mix in fakes so it's not the real thing, I learned that the hard way in Warband.
Which is waaaaayyy too demanding.
Another downside to this is that PVP will become incredibly boring; all you will have to focus on is blocking, faking and attacking. Chambering adds that extra layer we need.
This needs to be addressed in the official version of Bannerlord, otherwise they can more or less forget about going competitive, which I'm fairly certain they've been thinking about.
Warband was not optimized and yet it had a competitive scene with tournaments, sure it was small but it still existed.
If this is truly the case then yes, it is way too demanding and needs to be changed. Either by increasing frames, slowing down attack speeds or getting rid of/increasing hitbox for weapon collision.
Regardless, frames needs to be accounted for with the new option to change your framerate.
As I stated in my other post, whenever you increase your framerate, the frames needs to multiply accordingly. Otherwise people with 30 FPS will have a huge advantage in MP.
This game would be dope with a serious and well balanced competitive scene.
Fun to watch and fun to be a part of.
I noticed a couple things that make me think some sort of bug is in play.
1. sometimes when I get a successful chamber after several fails it says "chambered" several times in a row like.
"chambered"
"chambered"
"chambered"
2. I have the timing down to a science and sometimes it really feels like i should have successfully chambered but the enemy attack goes through anyway.
3. Even when I do get a successful chamber i think the timing is off by about one hundredth(0.01) to seven thousandths(0.007) of a second either fast or slow depending on where they want the collide point to be. fast if near body slow if toward the midpoint of you and your opponent.
I have no idea what all they would have to change to correct that timing because it seems to be based on a lot of stuff other than just timing,but it does feel slightly off.
I see, and thats on controlled environment, it can never be an alternative for blocking. When i was first thought about mount and blade 2, i was hoping they would completely change fighting system, remove blocking and make it skill&time based combat in which you use chambering to parry oppenent's attacks and find an opening to hit; do it all with only one "sword swing button". But that would need serious workarounds for shield fights; at the end they decided to go with the same old atttack/block system with 2 different buttons.
It is decent but with current system all you have to do is, doing a well timed block and then spamming the hell out of your oppenent. Dont even really need to think about deciding which side you wanna swing; just spam it as fast as you can. There is also an AI problem if you circle around, AI can not turn as fast and you can keep hitting them; there was a guy posted videos showing how bad it is. I hope they at least fix that AI problem quickly.
Why would it have to be changed? They made different hit zones in bannerlord as opposed to warband, so you likely account for that with new strike zones of the weapons to clang,aka chamber.
Makes sense that two strikes going for the head are going to chamber. It rewards you far too much for it to be 100% consistent and just like directional blocking with a two hand in a mass fight. It just needs practice.
Nope you are wrong, if you want every thing to be that precise, then why are we blocking with only 4 direction? Should we also be precise to where we are going to block and if we cover head and hit comes below to chest area, should we get hit? I dont think so. So why do you want more precision from chambering? Does not make sense, sorry. It is already too hard to time it well, and not everyone can actually do it already. No need to make it alot more difficult which needs more precision.
Well, a directional block to the side makes the weapon vertical, basically blocking an entire zone like a pong paddle. Upwards is horizontal, same thing and thrusts for downwards, it's pretty easy to see.
A chamber on the other hand is simply matching the attack of the opponent and if it was infact that easy to block/punish without directing the area of impact, then people would primarily do this over blocking.
I've chambered a fair number of times due to the AI and I having chopping fests with heads, but the AI primarily goes for arms, chest, shoulder, neck, head. So stay in that region and you should be fine.
If it's too hard to pull off it will extremely rarely be used. Getting rid of chambering is the same as getting rid of example Rock in Rock, Paper, Scissors.
This in turns lead to stale and boring PVP, people used to chamber in Warband with much less effort than it currently is in Bannerlord. It lead to some intense and memorable duels/fights.
The fact that you could chamber a couched lance as well gave you an option to actually survive lances since blocking will just lead to your shield breaking and in the end to your death.
Trying to chamber a couched lance in Bannerlord will just result in your death, so there is really no point in fighting a player on a horse with a lance, you can just as well let him kill you so you can respawn.
Now add this BS to a competitive environment, we can already see the meta that is about to form from not having a reliable chambering. Two-handed overhead that have a chance to go through block and couched lances will take the top spots. (Axes will always be meta as well due to their bonus damage to shields)
Chamber happens with collision happening when you pull your sword before letting it go(before the actual attack). And it does not have to be vertical unlike when you let it go to attack; all based on actual animation and how your character pulls sword to the directions.
With your thinking it would be impossible to ever parry attacks; but in reality it happens alot, it even has it is own name; parrying. But for that, system should not differentiate attacking and blocking as 2 different things like how it is in mount and blade games. Since it is too late to completely change the whole combat system, people just want something similar where you can simulate parrying and attacking (riposte).
Also a reminder; you can chamber a chamber attack as well; it just makes fights alot faster and skill based than attack-block-attack-block sequences; makes it more dynamic.
Altough right now in Bannerlord it is not even attack-block-attack-block sequences; it is just a well timed block and spam random attacks currently :/