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Make all armor types viable in combat

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If you're not running around in plate, you're a dead man. There needs to be some adjustments on armor to make each one viable while in combat.


 


I'm open to making this suggestion better. The purpose of this suggestion is try to even out the playing field while wearing different types of armor.


 


Here is a shot at a few advantages and disadvantages


 


Plate Armor:


- CR nerf for using plate while on foot


- CR nerf for being in aggressive/normal


+ CR bonus for being in defensive


+ CR bonus for being mounted


 


Chain:


+ CR bonus for being in normal


 


Leather:


+ CR for being in aggressive


 


 


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go home


 


but yes, the plate one DOES make sense


along with the others


Edited by Oreo

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There is new armors on the horizon, and i believe  when they come around would be best time to balance them all.


Edited by Rushy

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think the best would be to have the swing timers linked to armor type.


 


  timers should stay the same for plate, but decrease more and more for chain/scale; studded; leather/drake.


  archery and shield/weapon parry  bonuses implemented the same way. 


  although they should be balanced out so that 2 players with same skills and stats the wining chance will be higher for plate over  chain etc..


 


Edit: the reason for it still having plate as best overall armor(except scale and drake) is because it is the hardest one to make, if we make them all equal then every1 will run around in leather armor.


Edited by viruskiller

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I don't agree with the suggested changes. However I think some change is needed. 


 


My only possible insight is that plate would have a damage reduction with your weapon (you hitting another person) 


 


While chain or leather would get a small damage bonus.


 


I don't think leather or chain should be like dragon armours, but make them somewhat comparable to plate, and give them situational use. 


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Aye leather and studded will only be used in pvp if theres some major disadvantage to using other armors.

For example wearing plate nerfs archery in some manner. Then chain will be used by archers until they go melee.

Perhaps also stealth penalties unless in chain or leather (assuming there isnt already).

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an interesting thing to consider is heavy armor ( full plate) did not and should not use shields it should relay on its glancing and difficulty to damage the target. Favoring the use of a 2h weapon of sum kind 


 


med ( chain armor scale armor and splint mail) used shields normally since they had more freedom to move there arms about


 


leather/ light armor was generally reserved for the poor footman ( with a shield) or archer 


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Yeah but Wurm being a game with a small playerbase you will always want the few people in your army as well-equiped as possible to win.


 


MrGRAY what's wrong with that? When i started playing Studded Leather was the norm. Plate gained popularity with the invention of the horses where people can be higly mobile even in the heavies pice of armor so all other armors became redundant.


 


I do think people using plate should have attack speed penalties for both archery and melee weapons and also encumber horses more.


 


Edit: Chain and Studded should also have a smaller penalty to the swing time since the goal is not to nerf Plate but to balance armors.


Edited by Iulianx

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'all armor types'

Cloth is an armor type.

I'm all for more of a pvp triangle in terms of weapons and armors. swords and similar bladed weapons strong vs chain, normal vs leather, weak vs plate, blunt weapons strong vs plate, weak vs leather, normal vs chain, and hacking (axe) weapons strong vs leather, normal vs chain, weak vs plate, or something like that. A sizable, notable bonus/penalty.

Otherwise, if weapons are going to stay unbalanced as they are, and with sword and shield being the only realistic option for melee combat in pvp, all for increasing swing time based on weight of the armor (none in cloth, 10% leather 15% studded 20% chain 25% plate, or something)

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even though i hate you as a person i agree with -cr in plate, i would also like to make a change to what you said though, -cr in aggressive but normal cr in normal. i would add that you cant use a 2H in plate, make it more like the tank set it is. i would also add an archery bonus in leather.

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But realism and logic says that a few centimetres of hardened steel, can stop arrows, blunt weapons, and bladed weapons better than woven fibres or tanned animal hide.


 


Cloth/leather can't be viable unless we start to use some serious quantities wogic. And then the game would have too much fantasy for my non-fantasy taste.


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Maybe steel chain armor could be a lot tougher, and comparable to plate.


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But realism and logic says that a few centimetres of hardened steel, can stop arrows, blunt weapons, and bladed weapons better than woven fibres or tanned animal hide.

 

Cloth/leather can't be viable unless we start to use some serious quantities wogic. And then the game would have too much fantasy for my non-fantasy taste.

 Put in xbows and plate armour becomes swiss cheese.

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Put in xbows and plate armour becomes swiss cheese.

And so does leather, chain, etc.

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Plate armor: CR and attack speed penalty in melee, heavy CR and attack speed penalty with archery, heavy movement speed penalty, small mounted speed penalty


Chain: CR and attack speed penalty with archery, movement speed penalty


Leather: light movement speed penalty


Cloth: no penalties


 


Mounted Combat: CR penalty. It's harder to fight on horseback than on foot - cavalry is deadly because of polearm charges, improved mobility, and having blows directed towards the horse instead of the rider, but they're at a disadvantage in prolongued melee combat.


 


And polearms: damage bonus on horseback and against riders.


 


How about it?


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