08-03-2012, 06:58 PM
Due to the way armor works, there's no such thing as "arrow resistant", since all armor treats cut, blunt, and pierce damage the same way, and there doesn't seem to be a way to change that.
Global damage soak/resistances can be tweaked, and projectile weapons can be tweaked to deal cut damage instead, but there is no way to make armor especially resistant to one damage type.
I'm not sure how "really fast horses with javs" would help infantry in any way, if they behave like Steppe Riders.
The way I envision the infantry role in a "defend against an overwhelming raid" situation is holding small chokepoints that are scattered throughout a map with shields, with other infantrymen backing them up with long reaching, shield avoiding/breaking/crushing weapons, and braced pikes that require enemies to be moving at a speed similar to a medium-full gallop on a horse to deal damage or stun. This way, infantry would have a role against heavy, large shields, and against charging cavalry, much like in vanilla.
This might lead to some balance issues, since the AI is not exactly known for being strategically brilliant, but I think most of the issues could be solved if pre-placed chokepoint obstacles were numerous and breakable (with replacement with every loss/win), like in siege servers, instead of being completely unbreakable.
Global damage soak/resistances can be tweaked, and projectile weapons can be tweaked to deal cut damage instead, but there is no way to make armor especially resistant to one damage type.
I'm not sure how "really fast horses with javs" would help infantry in any way, if they behave like Steppe Riders.
The way I envision the infantry role in a "defend against an overwhelming raid" situation is holding small chokepoints that are scattered throughout a map with shields, with other infantrymen backing them up with long reaching, shield avoiding/breaking/crushing weapons, and braced pikes that require enemies to be moving at a speed similar to a medium-full gallop on a horse to deal damage or stun. This way, infantry would have a role against heavy, large shields, and against charging cavalry, much like in vanilla.
This might lead to some balance issues, since the AI is not exactly known for being strategically brilliant, but I think most of the issues could be solved if pre-placed chokepoint obstacles were numerous and breakable (with replacement with every loss/win), like in siege servers, instead of being completely unbreakable.