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In fact, I can wade into them swinging a greatsword around and still come out with most of my health a majority of the time. I have to get gangbanged from all sides to actually go down. Armor does work.
Though if you're using tournaments for reference, don't, because they equalize all the participants armor ratings so no one has an advantage in that catagory.
I'm only about 4 hours into a new playthrough, after taking a long break. Can't say that the gameplay's changed for the better, so far.
I remember in previous builds, Nobles were basically unkillable during tournaments because their skills were too high, and their armor too strong. Even a solid headshot would only do 5 damage or less.
Now? It's like everyone's wearing tissue paper. You can do 30-60 damage even on the faction heads if you manage to land a straight blow, just like you'd do on a completely unarmored companion. It's absurd.
Pure vanilla.
And you tell me, guy. What the Hell kind of sense does it make for freaking looters to be doing 80+ damage a swing to an armored guy, with a hit that only even impacted my arm?
Or maybe its because I don't just charge into a group (alone) without preparation and expect to come out unscathed? Because if you are doing that, you're doing a stupid by the way. Not even armored knights would attempt something that dumb.
I do it because I'm insane, and I have a giant battleaxe. Even then, I'm gonna get some scratches.
Yeah, I was wondering about that too. I saw an dev blog about "dynamic battle maps" or something several months ago, but I certainly haven't noticed any difference in the actual game. I'm still fighting plenty of battles on open fields when the campaign map shows that I should be in the thick of a forest.
For that matter, when the heck is this thing leaving early access, so I can actually use some mods? Every one I have tried off of Nexus is hopelessly out of date due to the constant Beta updates, and therefore crashes the game.
Its literally a constant threat. I make one wrong move while coming in for a lance charge, and I'm either on my ass, or lose 50%-75% of my health from taking one hit.
And, no, don't give me that Dev apologist nonsense. Making a lance charge on the end guy of a formation of 10 unarmored peasant bandits absolutely *WOULD NOT* pose any threat whatsoever to an armored knight. Hell! Charging right through the middle should be something that can be accomplished with *contemptuous* ease.
The problem is that the game doesn't take armor type into account. A sword, for example? Should do exactly *diddly squat* to someone wearing plate. In this game, it cuts right through, barely impeded, with a slight damage reduction effect.
For those that claim armor have no use or not effective. Yeah well there is a huge difference in go into combat with the best armor you can get, and go in basically naked. If you want to be immune vs anything just play with godmode or something.
Opinion noted... And thoroughly disagreed with.
But ya know what? Whatever. If you want to still have to juke around like John Wick even though you're wearing enough armor to feed a city for a year, that's on you. Be a try-hard masochist if you want.
Hence my original question, *are there any mods out there that beef up armor values to more reasonable levels?*
It was not a knights/soldiers armor, weapons, whatever that made them fearsome. It was training and skill. You can equip someone without any training or skill the best armor you can get and he would do badly vs someone that skilled wielding a spork!
Skallagrim got a good take on it.
https://www.youtube.com/watch?v=x80hOR42szg
Guy... Have you watched literally *any* modern Medieval MMA?
Those guys (half of whom have the physiques of NFL linebackers) can literally *wail* on one other with swords, clubs, and axes at full tilt, for ten minutes at a time, and come out the other side suffering nothing worse than exhaustion. Heavy armor *should* require specialized gear to penetrate. Sword cuts, and swings from all but the heaviest axes and maxes, *should* bounce off of it.
Yes, granted. Getting literally mobbed should still be a problem, if only due to the stun factor, and not being able to swing one's weapon properly.
But dying at the hand of an unarmored peasant, swinging a rusty hunting knife in no particularly special way? Yeah, no.
You *SHOULD* be a "tank."
I believe the major issue TW has not addressed is the different types of damage. There is blunt,piercing, slashing/cut for example. Blunt would be a hammer, piercing/blunt a spear/arrow/bolt, slashing, a sword like weapon.
If you notice armor simply has an armor value. It does not differentiate between damage type mitigation. When you couple that with the speed mechanic which multiplies damage it causes inconsistencies.
Ideally, padded armor would be most effective against blunt. Ring/"metal" type against slashing and a combination of both against pierce. Consider how many foot pounds of kinetic energy a crossbow bolt has in addition to its pierce ability.
Until and unless TW addresses or changes the basic mechanics around damage these issues will persist. As I understand it their current mechanic is built around this article;
By George Turner
https://www.thearma.org/spotlight/GTA/motions_and_impacts.htm#.WpmFT-jwaUk
Issue is, if they start account for different damage types. And you have a battle with 1000 characters on the field at the same time. And they spawn a wide range of units with different stats. I would bet that people that already got potatoe computers, would cry salty tears in response with the need for all the added calculations.
The armors we got in the game is not the arc-type Plated armor from the medieval ages. It's more scale and lamellar armor.
Metatron got a nice video on armor types.
https://www.youtube.com/watch?v=GXD9A1OLvEk