In "Mount and Blade 2", attribute points and skill points can improve players. How to allocate attribute points and skill points reasonably? What are the characteristics of the mainstream genres? I believe some friends don’t know yet, so let’s take a look with me.
After several hours of research, I found that among attribute points and skill points, attribute points are more valuable. Only 1 attribute point is given every 3 levels. Judging from the slow upgrading of old files, it cannot be upgraded after 20 levels. Moved. Of course, the new version will be upgraded much faster. Let’s not talk about it here. I don’t know how fast the new version will be upgraded to the mid-to-late stage.
Chun Meng Xin carefully set up a pseudo-highest difficulty. Except for the marching speed and the protagonist's damage reduction, it was all real. Because attribute points are too precious, you must think clearly about which genre to play when challenging high difficulty. We are roughly and vaguely divided into three major schools: the brave fighting school, the war-seeking school, and the talkative and boring school.
The Brave Fighter Faction
The Brave Fighter Faction is divided into melee and long-range abilities.
Melee
The one-handed sword and shield configuration is not suitable as the main output, especially the sword, shield and horse fighting are very good at paddling.
The single-handed pistol and shield cannot even achieve stable output, and the hit rate is worrying.
In terms of melee output, the only reliable ones are the two-handed sword (for foot combat), the Guandao (or horse sword), and the lance (especially the gun that can be mounted).
Among them, Guandao Masha has certain requirements for shooting, but the damage is not worried at all. The lance ignores damage, and the weapon is OK if it passes the test. 5 points of skill specialization will give 150 skill level, plus the player's initial 2 attributes. Even if no attributes are selected, there will still be a skill level of 150 20-10 = 160. After 160 and then gliding for a while, we barely calculated 175. 175 is enough for Guandao Mashan.
Therefore, only the style of foot combat with two-handed swords needs to increase the vitality attribute.
Long-range
Because the damage of the bow is low, the damage increase requirement is very high, just like the two-handed sword. Moreover, the penalty for riding and shooting is very serious, so the requirements for accuracy increase are also very high. The bow must be equipped with the best, such as a grassland war bow or a noble bow. The mounted archery genre is suitable for frontline command.
Crossbow is a genre of swordsmanship with its own style. It has two core level skills, one is a volley of thousands of arrows, and the other is a morale blow. If you are determined to play crossbow, you must use the ultimate skill to complete it. Sniping one will reduce morale by 1. The crossbow can be used in both foot and horse battles. If it is a horse battle, it is basically a back attack with a melee cavalry team. The stable extra morale effect is very good.
Among thrown weapons, the javelin should be the most reliable. The number of thrown weapons is limited, so it is impossible to pick them up in a horse battle, and it is too dangerous to pick them up in an infantry battle. The advantage of throwing weapons is that the equipment slots are flexible. They are simple, crude and effective weapons. They cannot be used as the main output weapon of the protagonist, but they are very good as an additional weapon. For every extra equipment slot equipped by the protagonist, he can carry a few more javelins and fly on horseback. Ben hit it in seconds.
Summary of long-range:
If you are good at riding and archery, you need to be smart with bows and arrows, which means you need to keep accumulating control. The rewards are huge, because bows and arrows have the highest battery life and also have continuous Output capability.
Crossbow is an autistic skill. The key point is to focus on two core skills, at least to shoot thousands of arrows.
There is no high skill level requirement for throwing, the one given by specialization is enough.
Summary of the Brave Fighting Faction
Fighting on foot with a two-handed sword requires extremely high vitality, sword fighting requires a small amount of vitality, and riding a lance does not require much.
Mounted archery requires extremely high control, the higher the better. Both horse crossbows and infantry crossbows require the ultimate skill, and throwing requirements are not high.
Just right, the rhythm of lance and throwing goes well together, and the attribute points are also very flexible.
The war-seeking faction
Since ancient times, most famous generals have been the war-seeking faction, typical examples are Li Jing and Xu Da (the representative of the brave war faction is Xiang Ji).
It’s not that the war-seeking faction won’t go to war, and it’s not that the brave-warming faction only has muscles and no brains. The war-seeking faction and the brave-warming faction are blurred.
Because many skills in command and tactics have not been implemented yet, so it is not convenient to study. Let’s talk about the legendary intelligence attribute.
There are 4 family positions in Cavalry and Blade 2. Among them, reconnaissance is a cunning attribute, and management, medical treatment, and engineering are all intelligence attributes. And when the player does not set a certain position, the position is represented by the player.
Friends, have you seen that the intelligence attribute is related to three positions (a weird laugh comes from the right rear of the cavalry). As we said before, skill specialization points are easy to get, but attribute points are hard to come by. At this time, as long as we have no brains and intelligence, all three positions can be filled by the protagonist (if not set, the protagonist will act as the default agent).
I personally named this school San Gong Liu, which is homophonic to San Gong, and I personally hold all three positions, so it is called San Gong Liu.
I haven’t tested them one by one. Judging from the background points I have tested, only the last option at the beginning has no intelligence, and there are intelligence attributes to choose from before.
There are a bunch of super practical skills in management. The ultimate skill of medical treatment can reduce the real damage to 2/3 damage at skill level 300, and the difficulty is lowered by one level. Moreover, under real damage, the battle damage is much higher than 2/3, and 1/3 is almost lossless, which is not a gaming experience at all.
What do we need at this time? Super high troop capacity, super tough troops, and engineering skills are an added bonus.
NPC teammates in management, medical, and engineering generally have low combat effectiveness.
If you choose the three bow style, it means that the combat effectiveness of three team members can be improved. When three players fight against five scum, if the players gather together, they will fight against fifteen scum. What's more, many level skills require unit commanders, and the intelligence attributes of these three NPCs are often not high, incomparable to those of players in the middle and later stages.
I am currently optimistic about the two cultural passives of Vlandia and Couset, a soldier experience of 20 and a cavalry march of 10. For the former, you can consider using crossbowmen (three crossbowmen trees from Vlandia, Empire, and Mercenary), while for the latter, infantry and cavalry coordination is recommended.
Judging from the new files I have opened so far, the Kusset branch of the Three Bows style is very powerful (the last one has a background and adds points to select bows and arrows to kill enemies). Command only requires discipline (real damage supplements the purpose of soldiers), and tactics only require infantry bow ambush and infantry cavalry. These can be selected with skill specialization and do not require attribute points. When Kuset Sangong Liu (infantry and cavalry coordination) participates in the frontline command, mounted archery is a good way of combat. This requires us to order some bows and arrows. In the mid-term, 160 is no problem. For a non-combatant, this is already very good. That's enough, killing miscellaneous soldiers is already very efficient.
The limitation of real damage to cavalry is that the front is brittle, and it is not necessary for the cavalry to be too large. The total of 150 cavalry is enough. It would be great if we had an army of durable infantry at this time. Don’t be afraid, the Three Bows style solves your troubles. Players can not only continue to play happy cavalry, but also have a large number of infantry, which are becoming more and more tough. Not only tough (super high blood volume) but also tough (low battle damage and quick recovery) .
I used to think I was a smart ruler and a dual practitioner in management. I was really naive.
I want more warriors. After all, I play on a laptop. If I play for too long, there will be intermittent lag. At this time, I need another formation to follow me to protect me.
In addition, the Vlandia branch of the Three Bow Style is also very strong (real damage). After all, the real damage and battle loss are much higher. It is very important to upgrade the reserve units. You can try it yourself.
By the way, the attribute of endurance is basically useless for genres that focus on long-range shooting (that is, mounted archery and crossbow sniping). As long as the riding skill is specialized, it is completely sufficient (main range), and riding and shooting does not require a particularly high movement speed.
Special horses for riding and shooting: grassland horses (can be obtained at the beginning)? Field war horses (many are very cheap in the east)? Assaliger horses (available in the arena)
Running is basically ignored (even in the infantry and crossbow style, it is impossible to run very fast, as long as you can keep up with the pace of the army).
Ignore blacksmithing (forging is for the main melee genre).
In ancient times, Sun Wuzi had 30,000 soldiers walking sideways (although he was not the coach). If you scale it to the world of Cavalry and Cutting 2, in the real damage difficulty, how many soldiers can you give you to walk sideways?
My answer is: San Gong Liu, holding prisoner shift.
Eat the enemy for one minute, and treat me for twenty. The ultra-high number of soldiers means the ultra-high number of prisoners. By holding prisoners and clicking shift (see my other post for details), this can be guaranteed A steady stream of backbone troops joined in. He only carries horses, rations and prisoners with him. The enemy will capture and beat the legions. Only the 3rd and 4th level prisoners will be kept, as well as the more practical noble 2nd level. After becoming independent, a large number of NPC teammates can form a large number of troops. Organize the non-main cavalry that can withstand a large number of battle losses into the light cavalry group (for example), and organize a small number of Khan's personal guards and fierce general NPC members into the heavy cavalry group.
After the start of F6, the light cavalry takes care of itself, and the heavy cavalry follows (responsible for blocking the protruding units, that is, the general's guards and personal soldiers). The cavalry of the No. 3 team (the main force) is manually commanded from the front, and all other archers default to Team 4 is enough. When accumulating prisoners, don't click them all at once, keep the quota for clever moves. When you need to replenish soldiers, just shift click and there will be a lot of replenishment.
Real damage. If you want to play cavalry happily, you lack infantry, horses, and recruitment speed. Three-gong flow, shift click to accumulate prisoners, can solve all your worries. When playing the self-reliance normally, the ultimate medical skill has been released, and the difficulty is directly downgraded. All of them are elites, and they just want to be beaten by the legion, huh (from a pure newbie who was driven crazy by the true damage difficulty).