Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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[Idea] Combat stances and lunges
While M&B had similar combat system since the original title, it does not end up resembling real sword fighting.

Here is example:
https://www.youtube.com/watch?v=ljExTEPNFnM

What are the differences? First and most notably each combat assumes special combat stance by default. Each stance make is easier to execute certain attack and make it easier to block specific attacks.

Here is the list:

https://www.reddit.com/r/worldbuilding/comments/4vllze/a_very_basic_guide_to_longsword_stances/

Suggestion:

1. Implement 3 guards - high guard (weapon above you), longpoint guard (weapon in front of you), tail guard (weapon behind and on the side). You must be in a stance to fight, the default is longpoint. These guards are used with two handed swords or one handed sword when combatant does not have a shield.

2. Each guard should have 'passive' block direction. For example, longpoint guard will passively deflect all thrusts without having to activate blocking.

3. Successfully actively (i.e. not auto-blocking from a stance) blocking any attack deflects attacker's weapon, slightly delaying their next action until they can recover weapon back to the stance position. It also speeds up attack from the blocked direction. This gives time for what is effectively a riposte, but the attacker can still move out of the way of the attack by moving character back. For example: A does overhead swing than B actively block, then goes directly into overhead counter attack. If A is in high guard, counter-attack gets automatically deflected but if A is in longpoint there is no time to enter high block.

5. Implement guard effects:

High guard - any attacks from the top (overhead) are automatically blocked, time to perform overhead swing is reduced by 33%, time to stab increased by 50%.

Longpoint guard - any thrust attack are automatically blocked, time to perform thrust is reduced by 33%. Time to perform overhead attack increased by 50%.

Tail guard - any swing from the side of the weapon (i.e. not both sides) are automatically blocked, time to perform swing is reduced by 33% and damage increased by 33%. Time to block and swing from other side is increased by 50%.

6. Implement lunges - double tapping arrow keys gets your player to lunge, rapidly moving in that direction. These cannot be chained, as there is stacking decaying delay (1s 5s 10s). For example you can lunge back, then in 1 second lunge forward. Then you have to wait 5 seconds to lunge again or 10 seconds of no lunging to get back to 1 second cooldown.

I believe these changes will make melee combat a lot more interesting.
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Showing 1-6 of 6 comments
Fil Nov 27, 2020 @ 10:12am 
I agree
SHiTE Nov 27, 2020 @ 11:13am 
These are very interesting suggestions. If it would be too hard to implement it all I hope TaleWorlds could at least take note of successful blocks causing a delay before being able to attack again.
grei Nov 27, 2020 @ 11:17am 
https://www.youtube.com/watch?v=Yr8zgxZAehw

This is how a sword fight looks.
The fightning mechanics at current state of the game can be described as Conan Barbarian style. Very slow swings where half of them misses the target.
Main character in Bannerlod would be dead in 2 seconds for his slow swinging.
Local Jerk Nov 27, 2020 @ 11:36am 
THis is M&B, you'll never see combat bee that intricate.
Thank you for sharing your feedback and suggestions! They have been noted and forwarded to the development team.
Urmel Nov 28, 2020 @ 3:30am 
well, we could all post our stupid favorit movie-fights.

TW could give us more options to choose between simulation and action like in viking conquest, a dlc from warband.
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Showing 1-6 of 6 comments
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Date Posted: Nov 27, 2020 @ 8:06am
Posts: 6