Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

(RBM) Realistic Battle Mod
Rea 2024 年 6 月 7 日 下午 10:38
Sieges Are Awful
This mod is great for field battles, but the balance for sieges is awful. Enemies are next to impossible to stop on the ladders, the fact that this mod makes characters generally tankier means that they easily take up space on the walls and can't really be stopped.

Ultimately, the offense always wins, even when outnumbered by the defending army. This shouldn't be possible, and in the base game it isn't.

Maybe make enemies fall off the ladders when they lose poise? Something needs to be done about it.
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Rea 2024 年 6 月 7 日 下午 10:43 
Armor being as protective as it is makes sense historically; but bannerlord sieges aren't exactly realistic. Making characters basically ironmen practically guarantees victory for the attacking party.

Ladders ought to be a last resort, not a guaranteed win.
love 2024 年 7 月 13 日 下午 6:50 
In addition, actual siege assaults barely ever happened. And when they did, the ratio of lost attackers to defenders was incredibly high.
Vjiörick 2024 年 8 月 8 日 上午 5:49 
Sieges favour the attacking party way too much with this mod, please do smth about it
Meadows 2024 年 8 月 24 日 上午 2:56 
引用自 Badass Trans Knight
This mod is great for field battles, but the balance for sieges is awful. Enemies are next to impossible to stop on the ladders, the fact that this mod makes characters generally tankier means that they easily take up space on the walls and can't really be stopped.

Ultimately, the offense always wins, even when outnumbered by the defending army. This shouldn't be possible, and in the base game it isn't.

Maybe make enemies fall off the ladders when they lose poise? Something needs to be done about it.
Have you tried seiges with balanced troops? Not only the defending miltia? Even in vannila the militia can't stop fully armed guys. Let me know. looking for a combat mod
hybrid_otho 2024 年 8 月 24 日 下午 2:34 
I feel the other way around I just put some tier 6 units (around 50) + another 60 tier4+ archers in garrison + militia, and that thends to wistand more thank 1k attacker troops
Sawtooth44 2024 年 8 月 27 日 上午 2:49 
引用自 hybrid_otho
I feel the other way around I just put some tier 6 units (around 50) + another 60 tier4+ archers in garrison + militia, and that thends to wistand more thank 1k attacker troops
it sounds like some of the comments here are not doing that though
like... not using archers on a defensive battle is a sure way for your defenders to just die
Icegodz2 2024 年 9 月 11 日 上午 11:41 
引用自 Badass Trans Knight
Armor being as protective as it is makes sense historically; but bannerlord sieges aren't exactly realistic. Making characters basically ironmen practically guarantees victory for the attacking party.

Ladders ought to be a last resort, not a guaranteed win.
So from what I’ve read. I would recommend you stock your own fiefs with the best troops possible and if you are in a non player kingdom, try to not defend you fellow Lords/Ladys. The AI is not fond of making sense, sometimes even when a modded makes a mod to fix the issue it still might not work well.
Granted I have not tried this mod quite yet, but this and all of the comments here just sound like you are complaining about Vanilla Sieges.
The attack always wins: Militia in most cultures are Literal Garbage even in Vanilla but especially when you add a mod that improves armor without realizing the vast majority of militias don't have any.
The mod doesn't favor attacking armies in Sieges the game does and always has, and even then the AI armies still find a way the mess it up, which is why leaving very little units in a settlement used to be able to hold down the fort.
This is COMPLETELY ignoring the fact that AI armies only attack player defended settlements (with a player inside them) when they have a VAST advantage in the first place which almost never happens.
This is also excluding the many other variables that could lead to a successful siege, your governor and his engineering and tactics skill, food, development, fortification level, it being attacked recently, food of the enemy army, cohesion of enemy army.
All mind you if we are going into the "historical accuracy" generally fortifications (especially around a walled town) were supposed to stall an enemy until reinforcement came, not hold them off by themselves.
Empereur Raf 3 月 23 日 上午 6:14 
I did notice some stupid decision since i have intalled this mod, who were not happening with any other mods or just vanilla, of the soldiers turning their back to the archer on the wall from time to time, also, thou that one might just cause the number of defender, the lack of firepower on the defensive side, as well as the fire rate ... thou it's seem the mod does make the life of archer a lot harder.
Empereur Raf 3 月 23 日 上午 6:16 
Thou, i do want to point out, i play with the bannerking expended culture pack, sooo that might also have a play in that.
ChuckyBalla 4 月 18 日 下午 5:19 
playing on bannerlord, Ive had no issues with siege defense. Im still able to easily hold out as in vanilla
Maelos 9 月 19 日 上午 2:37 
I likewise noticed this and it's sad that this is still a problem more than a year after this post was made... If you have higher tier troops with a lot of armor scaling the walls (which they tend to do first anyways) then it's nigh-impossible to stop the walls from being taken the moment enemies start climbing up. In Vanilla the walls and ladders can be relatively easily defended because it takes 1-3 good hits for someone to go down, even the higher tier tankier units. That means that somebody going up to a welcoming party is unlikely to make it far on the walls.

With RBM even other elite tier troops can easily have to hit another elite 4-5 times before they go down due to things like handle hits on two handers, slashing being a lot weaker against armour (and most weapons still being slashing), janky polearm hits and just the generally low damage and high armour values of the mod. The nerf of ranged units and their slower draw speed only makes this worse, as archers can get maybe 2-3 volleys in before enemy troops get to the walls instead of the 4-6 that you'd get in Vanilla.

What this means is that auto-resolve is paradoxically better than actually fighting a siege, because at least there the defender bonuses are taken into account. Honestly, I don't really know how they'd fix this however. It's just a part of the very unbalanced aspects of this mod that are prevalent even in field battles, it's just that sieges make the problems even more glaring.
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