I think everyone can agree that the Mounted Combat play style in Mortal Online 2 is awful. It's cumbersome, slow, unenjoyable, and unrewarding.
If you think the Mounted Combat class is fine as it is, then I imagine you haven't tried it yet. Educate yourself.
The Mounted Combat in Mortal Online 1 at the very end of the game is what I will be referencing as far as what the class should look like in MO 2. I will go over it's capabilities here.
In Mortal Online 1, the Mounted Combat was a very versatile class. You could move quickly on the battlefield, you could do high end damage, and you were very tanky.
You filled the role of an M1 Abrams battle tank.
Your armor was min maxed to your armor weight, so that it offered maximum protection.
Your weapons were designed to either dismount other mounted, or do high damage to foot players.
Your horse had high HP, and moderate damage resistance with horse armor.
You could move quickly on the battlefield, diving back lines to disrupt healers, sow chaos into the front line, and run down retreating enemies.
Your animations were fluid, and simple. They made sense.
Now lets discuss the Mounted Combat for Mortal Online 2 in comparison.
in Mortal Online 2, the Mounted Combat is a joke. You can move moderately quick, You do no damage, and your not very tanky.
You fill the role of a slight nuisance, incapable of handling a 1v1 on your own.
Your armor might be min maxed for your armor weight, but you'll likely dismount to fight anyway so you can do some damage. Maybe something lighter.
Your weapon SHOULD be a lance, but you'll do no damage with it. Maybe a sword? Maybe an axe? Your animations are too clunky and slow to be effective. Good luck.
Your horse will be a Desert Horse if you don't want circles run around you. It's the only Meta horse currently. 270 max HP? Good luck.
You can't really dive back lines, your damage is 50 or lower with an end game tungsteel lance, or sword or axe. You won't be very impactful.
Your animations are clunky, and slow. If you aren't using a couched spear or lance, then your swings are delayed. You release the swing and about a second and a half later it will pass. Good luck.
Let's talk about the difference between the two.
MO 1 MC did high damage with the right weapons. 50+ on the lower end. 80+ with the perfect hits.
MO 2 MC does baby damage with an end game weapon. Tungsteel lance hits bone armors for 50 or less with a perfect hit to the head.
MO 1 animations were user friendly, and straight forward. When you released an attack it passed instantly, just like if you were fighting on foot.
MO 2 animations are clunky, and slow. Needlessly slow. If a foot fighter can release his swing instantly, why can an MC not release his swing instantly?
MO 1 had a variety of weapons equally viable for MC. Lances did high damage. Axes did high damage. Swords did high damage. Star Maces did high damage.
MO 2 has no weapon that shines above the others. Lance damage is unacceptable. Swords/Axes/Maces take too long to swing. They have low durability, and take heavy durability loss.
Spears perform worse than lances now after a recent patch, and are no longer viable.
MO 1 had very clear rules and requirements surrounding dismounts, and weapons designed to dismount. 70+ damage with a blunt weapon = dismounted MC. EQ = dismounted MC.
MO 2 has no animation for dismount, and no clear options for dismounting enemy mounted. You can use an axe and roll the dice. EQ won't dismount you currently. There is no clear ruling on the damage required to dismount you.
Now let's talk about how to fix the class and bring it up to where it should be.
1.) Remove the swing delay with swords/axes/hammers on MC. If I release a swing, I want it to pass instantly. What purpose does the swing delay serve? A higher skill ceiling? Make the class harder? If a foot fighter can swing instantly, why can't an MC? It does nothing but make the class unplayable.
2.) Make lances what they are supposed to be. High Damage death sticks. If I charge a poorly armored individual with an end game lance, 4th speed perfect hit right to his head, that should damn near kill him. Damage bonus, and mount velocity currently are not being factored into MC damage.
MO 1 damage difference between 2nd speed, and 4th speed hits were significant. You would hit 50+ more damage with a 4th speed charge perfect hit.
MO 2 you're lucky to get 10 more damage with a 4th speed charge perfect hit.
All builds regardless of damage bonus do about the same damage. This is problem. A veela can hit for about the same as a max sized thursar kallard on an MC. It makes no sense.
3.) Give us some proper dismount mechanics. Make blunt lances dismount. Make EQ dismount. Give us a dismount animation that looks and feels good. A knight flying off a horse and slamming on the ground, like he should. Give footies their dismount weapons to knock an MC down on the ground. Give MC's proper dismount mechanics against other MC's. It was one of the main features of MO 1 MC's. Dismounting the enemy.
4.) Make MC damage chip through parries. How on earth would a foot soldier tank a lance and get hit for 0 damage on a parry? He would lose his weapon, or get knocked on his ass. All I ask is that some of that damage gets through. Right now a footie only has to parry the embarrassingly slow animations from an MC for a rewarding 0 damage, and go about his day. There is no shot a competent MC and take a competent foot fighter.
Heavy Cavalry are an absolute necessity on the battlefield. They serve their purpose just like foot fighters.
In MO 2 currently, they have no purpose.
If you think the Mounted Combat class is fine as it is, then I imagine you haven't tried it yet. Educate yourself.
The Mounted Combat in Mortal Online 1 at the very end of the game is what I will be referencing as far as what the class should look like in MO 2. I will go over it's capabilities here.
In Mortal Online 1, the Mounted Combat was a very versatile class. You could move quickly on the battlefield, you could do high end damage, and you were very tanky.
You filled the role of an M1 Abrams battle tank.
Your armor was min maxed to your armor weight, so that it offered maximum protection.
Your weapons were designed to either dismount other mounted, or do high damage to foot players.
Your horse had high HP, and moderate damage resistance with horse armor.
You could move quickly on the battlefield, diving back lines to disrupt healers, sow chaos into the front line, and run down retreating enemies.
Your animations were fluid, and simple. They made sense.
Now lets discuss the Mounted Combat for Mortal Online 2 in comparison.
in Mortal Online 2, the Mounted Combat is a joke. You can move moderately quick, You do no damage, and your not very tanky.
You fill the role of a slight nuisance, incapable of handling a 1v1 on your own.
Your armor might be min maxed for your armor weight, but you'll likely dismount to fight anyway so you can do some damage. Maybe something lighter.
Your weapon SHOULD be a lance, but you'll do no damage with it. Maybe a sword? Maybe an axe? Your animations are too clunky and slow to be effective. Good luck.
Your horse will be a Desert Horse if you don't want circles run around you. It's the only Meta horse currently. 270 max HP? Good luck.
You can't really dive back lines, your damage is 50 or lower with an end game tungsteel lance, or sword or axe. You won't be very impactful.
Your animations are clunky, and slow. If you aren't using a couched spear or lance, then your swings are delayed. You release the swing and about a second and a half later it will pass. Good luck.
Let's talk about the difference between the two.
MO 1 MC did high damage with the right weapons. 50+ on the lower end. 80+ with the perfect hits.
MO 2 MC does baby damage with an end game weapon. Tungsteel lance hits bone armors for 50 or less with a perfect hit to the head.
MO 1 animations were user friendly, and straight forward. When you released an attack it passed instantly, just like if you were fighting on foot.
MO 2 animations are clunky, and slow. Needlessly slow. If a foot fighter can release his swing instantly, why can an MC not release his swing instantly?
MO 1 had a variety of weapons equally viable for MC. Lances did high damage. Axes did high damage. Swords did high damage. Star Maces did high damage.
MO 2 has no weapon that shines above the others. Lance damage is unacceptable. Swords/Axes/Maces take too long to swing. They have low durability, and take heavy durability loss.
Spears perform worse than lances now after a recent patch, and are no longer viable.
MO 1 had very clear rules and requirements surrounding dismounts, and weapons designed to dismount. 70+ damage with a blunt weapon = dismounted MC. EQ = dismounted MC.
MO 2 has no animation for dismount, and no clear options for dismounting enemy mounted. You can use an axe and roll the dice. EQ won't dismount you currently. There is no clear ruling on the damage required to dismount you.
Now let's talk about how to fix the class and bring it up to where it should be.
1.) Remove the swing delay with swords/axes/hammers on MC. If I release a swing, I want it to pass instantly. What purpose does the swing delay serve? A higher skill ceiling? Make the class harder? If a foot fighter can swing instantly, why can't an MC? It does nothing but make the class unplayable.
2.) Make lances what they are supposed to be. High Damage death sticks. If I charge a poorly armored individual with an end game lance, 4th speed perfect hit right to his head, that should damn near kill him. Damage bonus, and mount velocity currently are not being factored into MC damage.
MO 1 damage difference between 2nd speed, and 4th speed hits were significant. You would hit 50+ more damage with a 4th speed charge perfect hit.
MO 2 you're lucky to get 10 more damage with a 4th speed charge perfect hit.
All builds regardless of damage bonus do about the same damage. This is problem. A veela can hit for about the same as a max sized thursar kallard on an MC. It makes no sense.
3.) Give us some proper dismount mechanics. Make blunt lances dismount. Make EQ dismount. Give us a dismount animation that looks and feels good. A knight flying off a horse and slamming on the ground, like he should. Give footies their dismount weapons to knock an MC down on the ground. Give MC's proper dismount mechanics against other MC's. It was one of the main features of MO 1 MC's. Dismounting the enemy.
4.) Make MC damage chip through parries. How on earth would a foot soldier tank a lance and get hit for 0 damage on a parry? He would lose his weapon, or get knocked on his ass. All I ask is that some of that damage gets through. Right now a footie only has to parry the embarrassingly slow animations from an MC for a rewarding 0 damage, and go about his day. There is no shot a competent MC and take a competent foot fighter.
Heavy Cavalry are an absolute necessity on the battlefield. They serve their purpose just like foot fighters.
In MO 2 currently, they have no purpose.