Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Empires of Europe 1700
Provide ideas for updates to the game development team
Fantastic mod ,I have played it for several days .Thank you for this amazing mode.I can give some suggestions to the curators to make the game more historical and interesting,providing some inspiration for future updates
1.Line infantry should be forced to use shield walls in the field, and the thickness of shield walls should not exceed four or five lines, which is more consistent with history.In my battles with ai, the ai line infantry likes to spread out, and it always feels a little strange to do so.
2.The loading speed of the musket should be reduced, the firing rate of the musket in the game is too fast, almost the mid-19th century level, causing the game to be too fast.The battle is over before the player can command and enjoy the game, and the fire rate of the musket can be lowered to the level of the DLC Naplleonic War in first generation.Level 3 line infantry about 15s fire once, newly recruited recruits fire once 25s, elite line infantry can be designed once every 10 seconds.
3.In order to slow down the pace of the game, the shooting accuracy of the musket should be reduced, and the enemy can be killed only by relying on a dense barrage.In order to keep the dominant position of line infantry and reduce the impact of a large number of cavalry line infantry, the speed of conventional horses can be reduced by 20 to 30 percent,which can give the line infantry more time to react.At the same time, Dragoons' firing accuracy and loading speed should be reduced,but can enhance their melee attacks.
4.We need flag-bearers, drummers, pipers!!!
5.The muzzle fire and smoke of the musket can be done better, as can the first generation of Napoleonic wars and Fire and Sword, as can the sound of the musket.
6.Hopefully, more costumes and equipment will be added to the game
7. bug need to be fixed:Troops suspend in the air as they pass some villages on campaign map
Last edited by Computer [easy]; Jan 17 @ 12:52am
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Showing 1-6 of 6 comments
Poolboy Jan 26 @ 8:53pm 
Fantastic post and I heartily agree with all suggestions.
Originally posted by Computer easy:
Fantastic mod ,I have played it for several days .Thank you for this amazing mode.I can give some suggestions to the curators to make the game more historical and interesting,providing some inspiration for future updates
1.Line infantry should be forced to use shield walls in the field, and the thickness of shield walls should not exceed four or five lines, which is more consistent with history.In my battles with ai, the ai line infantry likes to spread out, and it always feels a little strange to do so.
2.The loading speed of the musket should be reduced, the firing rate of the musket in the game is too fast, almost the mid-19th century level, causing the game to be too fast.The battle is over before the player can command and enjoy the game, and the fire rate of the musket can be lowered to the level of the DLC Naplleonic War in first generation.Level 3 line infantry about 15s fire once, newly recruited recruits fire once 25s, elite line infantry can be designed once every 10 seconds.
3.In order to slow down the pace of the game, the shooting accuracy of the musket should be reduced, and the enemy can be killed only by relying on a dense barrage.In order to keep the dominant position of line infantry and reduce the impact of a large number of cavalry line infantry, the speed of conventional horses can be reduced by 20 to 30 percent,which can give the line infantry more time to react.At the same time, Dragoons' firing accuracy and loading speed should be reduced,but can enhance their melee attacks.
4.We need flag-bearers, drummers, pipers!!!
5.The muzzle fire and smoke of the musket can be done better, as can the first generation of Napoleonic wars and Fire and Sword, as can the sound of the musket.
6.Hopefully, more costumes and equipment will be added to the game
7. bug need to be fixed:Troops suspend in the air as they pass some villages on campaign map
I think that the firing speed and the accuracy is pretty good as-is. Maybe the battles can start with greater distance between the armies, but lowering accuracy to simulate inaccuracy at distant will just make the guns feel wildly inconsistent compared to what they should be at the same distance.

I don't really agree with the other points except the bug fix and the addition of flag-bearers and musicians. That will really be fun!
For the Grenadier units, I suggest giving them pistols, not even the best pistols, to give them ranged options after throwing their bombs. In fact, I kind of want to combine Shock Units and Grenadiers to have bomb throwers that resort to blunderbusses. I know that the AI might not use the bombs if you give them a ranged weapon, so a work-around like a command or AI change might be the only way, but having the Grenadiers only rely on sabers after a throw diminishes their effectiveness.
Why are the Tier 5 Regular Guard units (the British equivalent is British Coldstream Guard) better at shooting and fighting than Rangers? Shouldn't the reverse be true?

I know the goal is to have a separation between line units and ranger unites with Regular vs Irregular units. However, you can still make the final form of the Irregular foot unit be overall stronger than the final Regular line unit. A level below Light Infantry would put Rangers equal to Coldstream Guards. Another level would make them exceed, and that is historically accurate!

Point is, if you need more levels to make Ranger equivalents the best ranged foot unit, do it.
Human72 Jan 28 @ 6:37pm 
there is also the issue with sieges especally assults with the prevelence of field cannons and especally fort cannons most siege weapons would be destroyed by the raining iron from those things on top of using them in open field combat.
The special units such as the Karolians, Hakkapeliitta, finnish light cavarly with broad swords and pistol. I think the focus should be on the early 17th century, as you have both the early firearms, but also swords, pikemen still in the field. Therefore no need to add bayonets but instead this period would be kind of a mix both. Having muskets being slow to reload, and so on. Bayonets would only become a mainstay much later, this would give you a wide mix of units. Having some sword armed / grenadiers / musketeers. A kind of ideal; 'Three musketeers era' when you have both swords and early firearms. Reloading should be really slow, so you can close in with the enemy when meeting with them on the field, so that there is a role for cavalry but also still make infantry dangerous.

Dragoons, and pistoleers serving as a kind of basis for rapid reaction. Armor remained still in use such as breastplates, but would be used primarily by cavarly. I highly recommend taking a look at the Empire Total War: Pirates mod for inspiration regarding units. They also have good selection regarding musket sounds, that I think would improve immersion a lot.

You could add in various "colonial" nations and tribes. Rangers having tomahawks and swords, etc. However, adding in control over formations such as firing, or mixed pike and musket formations that would be epic, and would love to see this: first rank, musket, then pike and so on.

More clothing, hats, breastplates, for cavalry, swords, cutlasses, and more pistols and higher tier weaponry, perhaps even a pair or brace of pistols; animation of dropping a pistol, then taking another, dropping and picking up another; would allow multiple shots, as they are holstered in the chest..

You could go wild and include americas and caribbean for pirates, etc. similar kind of stuff that would be wild: ships; wooden colonial forts. I really would like to see however, more sieges and ambush mechanics for the player, especially considering the americas. If you include the colonial stuff. I have a pretty good idea of how to introduce this if you want to hear me out.

If you need something specific regarding military history, send me a message and we can chat via pm, or otherwise, I teach and publish on the areas so I have pretty good understanding of this. If its useful, if not hope some these ideas provide a interesting basis for the mod.
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