Warband Infantry Primer

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CONTROLS:

Settings:

I see a lot of people asking about what control settings to use for playing, everything from sensitivity to block direction. As always it is personal preference on what to pick first of coarse.

For my opinion, I think having your mouse control block and attack directions is a must. Initially when picking up the game the first one I had played that was similar was jedi outcast, which controls swing direction via movement keys, so that is what felt natural to me. Over time though I have realized the speed an maneuverability you get from quickly being able to pick swing/block directions with the mouse is far superior to the key mode. 

Mouse does take some getting used to, and takes a bit of time to learn how to stop 'looking' with the mouse and then select a block direction, then resume looking. At first you will be looking up to see an incoming attack and block high by accident and get hit, but over time the swing and block selections will become second nature to you and flow very smoothly. 

Inverse or regular is whatever you like. I think if you play inverse at the end of the day it might end up like feeling you are playing a lefty, but really you should stick with the less frustrating of the two.

For mouse sensitivity, this is really what you feel comfortable controlling. For shooting arrows I sort of like it a little bit lower. I used to play on my old mouse with it slightly above default as this felt really natural for me. I got a higher dpi mouse recently and had to turn the sensitivity way down. Basically what you need to be able to do in melee is make sure you can track a person moving to the side of you without letting them get around behind you. You also should be reasonably able to pull a 180 without coming off your mouse pad...basically just the same amount of turning you need in your basic FPS will work perfectly fine here.

Spinning your mouse will not make you hit things faster, there is a turn cap, and currently (patch 1.126) it is pretty low, so no worries you need to jack up your sensitivity to compete. 

Attacking, the basics:

When swinging a melee weapon. you generally have 4 attack directions. Most weapons will have a left, right, and overhead swing. Some weapons additionally have a thrust attack, and long pikes will only have a thrust and overhead attack.

Right swing

 - Swing will cross horizontally right to left in front of you. This horizontal swing is one of the faster swings to be released,  meaning, when you click the button and release, this swing will be one of the fastest to impact a player.

Left swing

 - Swing will cross horizontally left to right. This swing takes a bit more time for the weapon to travel into it's chambered position. This attack does have a slight reach advantage over the right attack with a 2h.

Overhead swing

 - Swing goes up over your head and straight down in front of you. This attack is the slowest of all and is harder to aim since the swing must be precise. This can score a quick kill if someone is not wearing a helmet though. (.850) - 1h swing hitbox is slightly to the right of center, take care to aim where the weapon goes and not dead center of your character model. (will have to test, not sure if this is true in .860 or back to the old way)

Thrust 

- The weapon will come straight out in front of you. This attack has the longest reach, and is often tricky to spot coming out. It has the disadvantage of being harder to aim than a left to right swing and must be guided to the target. If you thrust at someone point blank range, the hit will 'whiff' doing no damage, but interrupting the target. (.850) Thrust is a bit different now in that it has some travel time behind you then forward, so it is a little easier to spot coming out. The 1h reach for thrust is still longest, but only by a tiny bit. 

Kick

 - Middle mouse button by default, but is bindable to whatever you want. The kick is an extremely short range attack that will interrupt and slightly stun your opponent. (.850) Kick has very little rotation, so aim where your target will be by the time the kick lands.  If you try to attack during the kick, your swing will be reset as you come out of the kick. To attack afterwords, your foot must be fully down for about half a second, then you may attack. Kick can not get activated while moving forward too fast, so generally it is hard to run in on a person and kick them. Save it for when someone is too close for comfort. 

Fists

 - When your weapon is sheathed, or you are not carrying a weapon at all, you may still attack with your fists. There are 4 different attacks as above, and you may also block other fist attacks with your arms. Generally people will box for fun, as the range and damage is next to nothing with your fists. As a last resort, you can sometimes get a kill shot on a player with next to no health (though again you won't really find yourself with out a melee weapon, unless you have 3 crossbows 

 )

Weapon Mode Toggle 

- When using a throwing weapon, hit this key (X by default) to toggle between throwing weapon mode, or using the throwing weapon in melee mode. When using nord long axes, this key will swap between a poleaxe mode where you may thrust, and a regular swinging mode. (.850) Also note for the cavalrymen out there, you use this key to switch into couched lance mode while using a lance from horseback.

Sprint

- When you run forward not doing anything for a bit, your speed will increase. If you generally do ANYTHING (swap weapons, raise your shield etc) it will drop you out of this sprint mode. 

Archer / Thrown weapon Bump

 - If you run into a player aiming a bow, crossbow, or throwing weapon, from the front only, you interrupt them with small bumps constantly as you press into them. You are still susceptible to kicks here, and if they take out a melee weapon (or with a thrower swap to melee mode) it will no longer work. 

"Autorun"

 - Not a feature per say, but if you bring up the chat bar while running forward, you will continue running forward. This is helpful to do when you need to run into position quickly but still need to type. 

Blocking, the basics:

There are two forms of blocking when you do not have a shield, auto or manual. Auto and manual are a server setting, but you can still set yourself to manual block all the time in your options. Most players prefer manual block as it adds more dynamic gameplay.

Auto

 - Press and hold the block button (right mouse button by default) and your weapon will snap to the correct block direction of the person in front of you. If the person attacking changes attack directions, you have to release the block button and press again to correct to the new position.

Manual

 - You must select the correct direction of the attack to block. Depending on how you have your configuration set up, the way you move your mouse may be different to get the block to come out, so I'll just describe where the player animates to block correctly.

If the weapon is coming from your left, (opponents right side), you must block so that your weapon is on your left side.

To block from the right is the opposite.

Overhead attacks are blocked when the sword is raised at eye level horizontally.

Thrusts are blocked when the sword is low and horizontal.

With horizontal swings (left/right block), you can still block an attack if you pick the wrong direction. If the swing is coming from the right, and you block left, if you turn your character such that the weapon is between you and the incoming swing (to your right), you will still block the attack. The area for this to happen is somewhat small, but it can save you sometimes when you are in close to an opponent. The rule of thumb when blocking left/right is that your sword must be between your body and the incoming weapon (as it should be! ). 

Shield Blocking

 - When you have a shield equipped out on your left hand, simply hold the block button down to bring the shield in position. The shield will block any melee strike coming at you from the front, as well as arrows.

* Not sure if this is still here *New in .660 you can manual block with the shield. If you block the correct direction, the shield will take less damage and last longer.

Not sure on this section anymore, been a bit since I played with arrows flying at me

Arrows can skim over the top of your shield and strike your head, especially when the archer is shooting at an elevated position. Arrows may also strike your legs for a free hit. You may raise the shield up or down depending on the way you are looking while holding the block button.

I would suggest keeping the shield high when advancing on archers that are elevated to protect your head better, while keeping the shield lower when moving in towards archers on level ground to make foot shots harder.

As the shield takes damage, the icon in the lower right will change from a fully formed shield, to an icon of shields in pieces. When enough damage is done, your shield will explode into splinters and be gone.

One final note about your shield. When blocking arrows and throwing weapons, your shield is ALWAYS active when it is out on your character model. This means if you have your primary, or a secondary shield on your back, any arrows coming in at your back will be absorb by the shield there. Even when you are swinging a weapon, and the shield is held at and odd angle out to your left, arrows and throwing weapons coming from your side will stick into the shield still. You can even have projectiles stick to the INSIDE of your shield if hit from side angle while it is out.

Chamber Blocking

 - If you chamber an attack in the correct direction as an opponents attack is about to hit you, you will block the attack. Think of it as knocking the blade away as your char moves into his strike position. A chamber block will negate any stun you would get from blocking a heavy blow.

The correct swing directions are:

Left or Right attacks = same direction as manual block. If their sword is out to their right (left side of their body as you look at them), you swing to your characters left to block. Visa versa if it is the other direction.

A thrust coming at you is chamber blocked with an overhead attack (.850) or another thrust.

An overhead attack coming at you is chamber blocked with (.850) another overhead attack.

I have an example video 

here 

recorded in .650 that shows some chamber blocking in action, though it is an older version so things aren't exactly as they are now. 

Also note to chamber block your weapon must basically make contact with their weapon. It works on about a 35 degree arc in front of your character, so if a long weapon is coming at you from the side, face the weapon coming in, and swing just a microsecond before the actual weapon is about to hit you to chamber block. 

Attack Variations

Feinting

 - Feinting is the act of stopping a swing mid motion and changing its direction. The reason for feinting is to confuse your opponent. If using autoblock, they may not correct in time and take a hit. If using manual block, it might just be overwhelming for them to select the correct block direction. You can even use it to throw off the other person's timing in shield to shield combat. They might think it is their 'turn' to attack, when you just feinted and your real swing is in motion as their guard drops.

To perform feints:

While holding the attack button, move the mouse in another attack direction and hit the block button. Your character will change his swing direction. You can also hit block button at any time during the first half of a swing to pull out into a block, then go immediately into a swing with the attack button. Generally you can feint out of a swing when it is before the midpoint of the animation.

So for example, to perform a right to left feint:

Chamber (by holding down the attack button) a swing to the right. Move the mouse to the left, then hit the right mouse button. You will see the weapon start on the right, then start to move into a chambered left swing. Feints can be done as many times as you want in any direction.

Inventory Management

There are four inventory slots for weapons in the inventory select screen. Left click the square you want to change to bring up the options of weapons/armor you can use for that slot, then left click to select what you want to buy. 

To clear a slot, right click on it. 

When the game starts, all of your equipment will be purchased. If your total equipment selected is too expensive (total is in red), the game will pick what it thinks to be the 'best fit' for what you can afford. Instead of your expensive 1h sword, you might find yourself with a middle of the road one.

Generally the game does a good job getting you what you want, but if your total is in the red, it is best to find the trade offs yourself rather than letting the game do it, but only if you have time.

There are now key bindings to select which weapon you want. If you select a shield it will put the shield away. If the last time you had a weapon that could use a shield, but the shield was put away, it will remember that 'setting' and not take the shield out again.

Rolling the mouse wheel down will always work your shield, and sometimes when you have a two hander out and want  to get a shield out to block an arrow NOW, just roll the mouse down, then afterwords select the proper weapon slot to change to it. 

Dropping and Picking up Weapons:

When you press the drop weapon, it will place your currently equipped weapon on the ground. If you have a 1 handed weapon and shield out, the 1 handed weapon will drop first. With another press, the shield will drop. If you would like to just drop the shield, sheath your weapon first, then press the drop key.

To pick up a weapon, look down at it until you see a tool tip for it. Press your use key to pick it up. This weapon will go to the first available inventory slot, and be immediately equipped for use.

If you are carrying stacks of arrows or throwing weapons, make note of how many you have left. Currently throwing weapons come in stacks of four. This means if you have 8 weapons, you are using two inventory spaces. When you have thrown 4 weapons, you have a free space and may pick up another weapon. This works the same with arrow stacks as well.

Mount and Blade Combat Mechanics

Stuns

 - There is a slight stun mechanic in warband now. When you are stunned you can still block, but you can not attack, and your weapon is 'frozen' and won't respond to the attack button. Generally the stun is very short. There are several factors to determine when a stun occurs:

Most important now is 'chamber time'. When you hold the attack button down the swing stay cocked back, ready to be released. As you hold the button, you can see the sword come back, shift almost horizontally, and then sit in place. This small 'after shift' is your chamber time. It takes .6 sec to reach peak chamber bonus, and then falls down. At the peak of the chamber bonus, your stun effect will be 1.6 times normal. As you pass the peak, you will fall back down and stay at a 1.2 times stun effect bonus.

The short version is that,  if you want to stun, you have to hold the attack down a little bit longer before you release.

After chamber time, weapon weight difference is a big factor. If you swing a heavy weapon at a light 1 handed weapon, the stun effect will be quite noticeable. The greater the weight difference between weapons, the greater the stun effect.

Finally, of all the swings, overheads have the greatest chance of adding stun to the attack.

So, the best way to see a stun is to use a great axe with a chambered overhead attack against a blocking scimitar.

Crush-through

 - Generated similarly to stuns. I think blunt weapons are the only ones that can crush through. What a crush through will do is blast right through a person's block and do damage to them, even if holding a shield. In game play, what this means is that basically Rhodok 2 handed hammer's overhead hits will hit you no matter what, so stay away from them 

 Generally try to avoid a large speed bonus and stay away from chambered overhead strikes and you can avoid this.

Weapon Sweet Spots

When you swing a weapon and try to hit someone just as the animation is released, it will do no damage and not interrupt the person you attacked out of a swing. 

After a short moment in the swing it will do about 1/3 damage and interrupt.

Finally after that mark the weapon will do full damage. The sweet spot effect is slight and expires in probably less then half a second into a swing. 

The reason for this is to prevent instant hits at the start of a swing if someone is standing right off to your side. It is also the reason that a point blank thrust will do no damage... because the weapon is touching your enemy, it contacts immediately, doing no damage. 

Heavy armor will increase the effects of this indirectly. If you hit someone with the 1/3 reduced damage, armor can absorb or drastically reduce the amount of that already reduced damage even more. With a low damage weapon it might reduce it to a whiff. This means that the sweet spots are even more pronounced against heavily armored foes and you really have to hit someone who is armored out of the sweet spot to hurt them. 

Also take note that some swing animations like the great axe or spear start way back over your shoulder, so it is very possible the 'sweet spot timer' has expired before the weapon even clears the line of your shoulders. 

So while you should try hit on the early part of your swing, you shouldn't hit TOO early in it!

Location Damage

Depending where you hit an opponent with a weapon (arrows/thrown weapons especially) you will do more damage. Hits to the head do the most, hits to the body are in the middle, and hits to the legs the least. For reference, the head target area is the CHIN and up on the model, not the neck. 

Generally in melee it is hard to aim up or down, but over time you will be able to see and aim for the head more. It is particularly good to try to strike helmetless opponents in the head, as they will take much more damage than their armored body (and consequently is a good reason YOU should take a helmet). Overhead strikes tend to hit the head more frequently than an aimed side swing, so think about those a little more when someone has no helmet. 

Also, I believe the animation and noise when you hit the head is different. The enemy yells louder and will sometimes bring their hands up to their face in the hit animation, so that can help you tell when you connect to the head region.

Weapon Damage Types

(Will need help here, not 100% on weapon type differences)

There are three types of damage in Mount and

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