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I am replacing all stadiums with the grass field stadium. gently caress spectators.
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# ? May 2, 2013 15:00 |
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# ? Jun 10, 2024 00:43 |
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Joshlemagne posted:No he was playing dorfs. That's what made it so The mistake was having dorfs in a match with you at all.
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# ? May 2, 2013 15:23 |
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Brainamp posted:The mistake was having dorfs in a match with you at all. This is what I meant. Friends don't let friends interact with dorf teams.
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# ? May 2, 2013 15:39 |
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Random Hajile posted:As amazons, your main early advantage over wood elves is that you're harder to knock over. Any 1dbs he throws with anyone other than a wardancer is more likely to cause a turnover than to knock you down. And he's only more likely to be able to dodge if he's got a reroll available. Elves are expensive, so it's not likely he'll have more than two rerolls.
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# ? May 2, 2013 16:08 |
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Forums Terrorist posted:This is what I meant. Friends don't let friends interact with dorf teams. Oh, I see what you mean. Believe me I don't play against them by choice. The best part is that the single player campaign is structured like a bunch of tournaments. That game was the playoffs. Guess which team I had to immediately play again in the finals. With half my team dead . But the second game actually didn't go too badly mainly because my werewolves remembered they had claw and killed a few dudes. And I had like a million dollars in inducements. It also led to the most amazing AI play I've ever seen. I managed to knock the ball loose and had a couple of guys around. He had one dwarf and his deathroller on the ball. I'm thinking "crap I'll never get that deatchroller off there" so I'm thinking how I can push someone onto the ball and hope for a good scatter. So then on his next turn he decides to break tackle directly on to the ball into like four or five tackle zones with the deathroller. I have seen the AI make some incredibly stupid plays, and sometimes they even work. But that was the first time I've ever seen it try to do something that was literally impossible. To be honest, I'm kind of fascinated by the AI. Just trying to figure out what bizarre and probably contradictory rules it uses to make its decisions is weirdly fun.
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# ? May 2, 2013 18:08 |
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Joshlemagne posted:To be honest, I'm kind of fascinated by the AI. Just trying to figure out what bizarre and probably contradictory rules it uses to make its decisions is weirdly fun. The AI is truly terrible, I think in part because it doesn't seem to have any sort of "oh poo poo" meter as turn 8 / 16 approach. Time and time again, I've seen it move its only player in scoring position, on turn 7, back out of scoring position in order to help cage, thereby destroying any chance of scoring for the sake of not making a fairly easy pass with rerolls. Then again, there are the fabulous first-turn TTM plays that ogres and goblins love to
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# ? May 2, 2013 18:41 |
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cmndstab posted:Yeah, I don't know. I hate that snow pitch too because I can't read the drat white-text rolls over the snow. just increase (decrease?) the opacity of your text box in the options.
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# ? May 2, 2013 20:14 |
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Muscle Tracer posted:The AI is truly terrible, I think in part because it doesn't seem to have any sort of "oh poo poo" meter as turn 8 / 16 approach. Time and time again, I've seen it move its only player in scoring position, on turn 7, back out of scoring position in order to help cage, thereby destroying any chance of scoring for the sake of not making a fairly easy pass with rerolls. Yeah it definitely lacks any real gamesense. Although I'm not really one to talk considering the number of times I've finally managed to pick up a loose ball and thought I had a nice easy run to the endzone next tu-HALFTIME. Probably the biggest thing about the AI I've noticed is that it loves loves loves to dodge. Doesn't matter if it makes sense or provides any kind of an advantage or if its players all have 1 agi, if there's a dodge to be made it's freaking gonna do that dodge. I figure you can count on getting at least 2 or 3 turnovers per game just from stupid failed dodges. I don't know why but I feel like it could be competent if it just did a little better in a few areas.
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# ? May 2, 2013 20:42 |
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You bads need to stop playing the ai and come to the irc channel to play some real games.
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# ? May 3, 2013 14:18 |
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Is there some bug that allows 13 players onto the pitch? I've seen 12 players before, but I just finished eking out a draw against an Ogre team that fielded 6 ogres and 7 snotlings every drive.
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# ? May 3, 2013 15:21 |
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cmndstab posted:Is there some bug that allows 13 players onto the pitch? I've seen 12 players before, but I just finished eking out a draw against an Ogre team that fielded 6 ogres and 7 snotlings every drive. God drat. That's ridiculous. I've never seen this one before but the amount and variety of bugs in this game never ceases to amuse me.
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# ? May 3, 2013 16:15 |
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You were probably counting the ref.
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# ? May 3, 2013 16:20 |
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Box wine posted:You were probably counting the ref. It literally said "*team* has 13 players on the pitch". I wouldn't have even noticed otherwise because seriously, I can never even see the drat things, but then I went and checked and there it was. Edit: Here's the replay for anyone interested. http://www.filedropper.com/replay2013-05-0322-42-36 Try not to cringe too hard at my mediocre plays cmndstab fucked around with this message at 16:36 on May 3, 2013 |
# ? May 3, 2013 16:26 |
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cmndstab posted:Is there some bug that allows 13 players onto the pitch? I've seen 12 players before, but I just finished eking out a draw against an Ogre team that fielded 6 ogres and 7 snotlings every drive. I've had 13 players on the pitch before and every time this has happened to me it's lasted the whole game. The 12 players bug on the other hand only seems to last for a single drive so I think they're two seperate problems. You'd think it would be very easy for the game to say more than 11 players is a non-starter but... cyanide.
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# ? May 3, 2013 19:38 |
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So, when will Cyanide learn how to code because I may be wrong here but this game doesn't look so terribly complex. How could they have so many creative exotic bugs in their code?
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# ? May 3, 2013 19:42 |
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Never, Blood Bowl 2 is coming out sometime in 2014 though.
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# ? May 3, 2013 19:43 |
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cmndstab posted:Is there some bug that allows 13 players onto the pitch? I've seen 12 players before, but I just finished eking out a draw against an Ogre team that fielded 6 ogres and 7 snotlings every drive. I think in the tabletop version of bloodbowl the "titchy" trait that Snotlings have allows them to field over 11 players. quote:Titchy - The player is incredibly tiny (even smaller than a Halfling or Goblin.) To represent this he makes all dodge rolls with a +2 modifier and may ignore any enemy tackle zones on the square he is moving to as long as he is not armed with a secret weapon. Titchy player must increase the range by two categories when they make a pass and opposing coaches may add +2 to the injury roll for a Titchy player. Titchy player do not exert a -1 penalty when dodging into their tackle zone. In addition, it is very hard for the ref to keep track of how many Titchy players are on the pitch at any one time. To represent this a coach may be able to set up extra Titchy players every time he set up his team (roll a D6: 1=0 extra, 2-5=1 extra, 6=2 extra), after setting up his normal allocation of 11 players. This may allow teams with Titchy player to have more then eleven player on the field. However in Chaos edition the skill description makes no mention of this so...
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# ? May 3, 2013 20:45 |
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Kanthulhu posted:So, when will Cyanide learn how to code because I may be wrong here but this game doesn't look so terribly complex. How could they have so many creative exotic bugs in their code? This is what amuses me most about the game. All of the game rules and mechanics are literally completely pre-designed for them. All they had to do was implement the underlying math in a computer program. Prior to Legendary Edition (and maybe in LE, too) there were a TON of really basic bugs that just got the underlying game rules wrong, and a lot of half-implemented mechanics, or ones that weren't implemented at all (like weather). How does a board game adaptation get botched so incredibly horribly? Some stuff like the AI and graphics rendering are excusable because Cyanide would obviously have to do that from scratch, but it's always the most basic mechanics that are most egregiously bugged. It's mind boggling.
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# ? May 3, 2013 20:59 |
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Mainwaring posted:I think in the tabletop version of bloodbowl the "titchy" trait that Snotlings have allows them to field over 11 players. Christ, what edition is that from?
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# ? May 3, 2013 21:31 |
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The answer is simple: they spent the entire budget on graphics.
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# ? May 3, 2013 21:33 |
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goatface posted:Christ, what edition is that from? There isn't any version that has ever been like that. Titchy was introduced in LRB5 and never worked that way. In LRB4 and prior, the Ogre team had Goblins and worked by normal rules. edit: Or were Snotlings axed at some point and re-introduced? The rule about rolling a D6 to add additional snotlings to the pitch is not in the latest few editions of the rulebook. Dr. Video Games 0031 fucked around with this message at 21:46 on May 3, 2013 |
# ? May 3, 2013 21:43 |
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Got a wight on a necro team that rolled 4 + 6. Is the movement worth it for a wight or should I just grab a regular skill?
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# ? May 4, 2013 02:02 |
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Speed can be really helpful in blitzing, so if he already has his core blitz skills, I say grab it, but if he doesn't, get those first.
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# ? May 4, 2013 02:04 |
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I would grab a normal skill, ma not worth it on a wight imo, unless he already have POMB, guard and tackle
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# ? May 4, 2013 02:09 |
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You already have MA 8 wolves to build as long-range blitzers, you need the wights for face-smashing support. Go for regular skills.
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# ? May 4, 2013 02:50 |
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Just got done playing a Khorne team. The weather roll was sweltering heat. He had some bad rolls. All of our teams shown here. Also, after I kicked I got Perfect Defence; kinda felt bad.
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# ? May 4, 2013 07:34 |
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Mainwaring posted:I think in the tabletop version of bloodbowl the "titchy" trait that Snotlings have allows them to field over 11 players. Huh. Never saw that rule before. Doesn't mention it in the game and certainly doesn't show a roll for it, but I suppose it's possible that it's there and he just rolled a 6 on each drive.
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# ? May 4, 2013 07:41 |
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So I've taken the jump and played a few online games. Figured I'd roll a human team to just get a feel for the skill level. Kinda weird so far, first match was against a gobbo team where I stupidly based him on a kick-off blitz, which allowed his chainsaw dude to murder one of my blitzer. He goes up 2-0 and then... he disconnects and I win? Allows me to buy a replacement blitzer. Next match is some weird 40 second turn lightning match against skaven, and after an initial shock of the time limit, I proceed to herd and punch the poo poo outta him while leaving the ball carrier on the far side near his endzone, and he up and abandons. Finally, another 40 second turn lightning match against Delves, a lot of passing BS between us, but I manage to keep him scoreless. While on turn 14 I decide to stall my on-the-line scoring opportunity in case he could muster a drive, which screws me because the next turn he bases my dude and I can't dodge out and it's a 0-0 draw. As interesting as the lightning games are, is there any way to avoid that in match making preferences? I can't find it anywhere. Somebody fucked around with this message at 18:09 on May 7, 2013 |
# ? May 6, 2013 16:07 |
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Bootcha posted:So I've taken the jump and played a few online games. Figured I'd roll a human team to just get a feel for the skill level. 1. Dem tables! 2. You can set your preferred minimum/maximum time limits when you search for a game, and should probably just stick to 4 minute rounds in all circumstances.
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# ? May 6, 2013 16:11 |
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I assume you're using matchmaking? There is an option in there for which time limits you'll accept. You have to set it individually for each team you make though. I only ever use 2 min or 4 min. 40 seconds is a terrible game and usually the people trying to run those have optimised teams specifically for that turn length and it kind of sucks.
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# ? May 6, 2013 16:26 |
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To clarify on the location, when you are choosing which teams you want matched(right after clicking on matchmaking), clicking on a team's name will bring up two additional dropdowns for minimum and maximum turn lengths. As said above, this needs to be set for each team you make individually.
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# ? May 6, 2013 16:47 |
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Against random strangers I've actually grown to prefer 2 minute matchups to 4. Some people use every second of their 4 minutes every single turn even when there's very little to think about that turn. It starts to drive you insane playing against those people. 2 minutes gives you that feeling of having to think quick, while still actually giving you time to do thinking unlike the 40 second matches.
LibbyM fucked around with this message at 00:51 on May 7, 2013 |
# ? May 7, 2013 00:44 |
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I had quite a lot of fun with 40s maches with orcs though. Just clicky clicky punch punch punch.
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# ? May 7, 2013 08:29 |
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Which teams are fully considered "B-Teams"? Halflings, Goblins Ogres for sure, but are Vampires and Khorne Demons intentionally bad? I'm not interested in nitpicking about which teams are top tier, only in knowing which are complete trash by design, so I can have some fun with them!
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# ? May 13, 2013 16:39 |
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Khorne Daemons a little bit, Vampires and Underworld definitely yes but not quite as bad as Halflings or Ogres.
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# ? May 13, 2013 16:44 |
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Weinertron posted:Which teams are fully considered "B-Teams"? Halflings, Goblins Ogres for sure, but are Vampires and Khorne Demons intentionally bad? There are three semi-official tiers. Tier I are most likely to win a game and are the Elf teams, Dwarf, Human, Orc, Skaven, Undead, Amazon, and Norse. Tier II are average, and are expected to win about half of their games, and are Chaos, Chaos Dwarf, Necromantic, Khemri, Lizardman, Nurgle, and Vampire. Tier III are like the gimmick teams that can be a lot of fun but are still expected to lose most of their games, and are Ogre, Goblin, Halfling, and Underworld. These are not perfect, Khemri being in Tier II post-nerf is particularly suspect but they're still viable if you get a little lucky with some skillups, I guess. Underworld is probably the most viable tier III team. The one thing to take away from the tier lists, since they were made by the creators of the rules, is that Vampires and Khemri are probably supposed to be better than they are in reality, and Underworld are supposed to somehow be worse.
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# ? May 13, 2013 21:43 |
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I'm surprised Amazons count as Tier 1. They're really good for the first few games, but it doesn't take very long before their complete lack of varied stats comes back to bite them, and they are very injury-prone. Yeah, all the Dodge is great, but they really need a big guy or something, or a little variety like the Norse do. As is, they just stop being competitive once you get up over a certain TV barrier, usually around 1300.
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# ? May 13, 2013 22:03 |
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Dr. Video Games 0031 posted:There are three semi-official tiers. Tier I are most likely to win a game and are the Elf teams, Dwarf, Human, Orc, Skaven, Undead, Amazon, and Norse. Tier II are average, and are expected to win about half of their games, and are Chaos, Chaos Dwarf, Necromantic, Khemri, Lizardman, Nurgle, and Vampire. Tier III are like the gimmick teams that can be a lot of fun but are still expected to lose most of their games, and are Ogre, Goblin, Halfling, and Underworld. Thank you so much for this. I'm starting a small tournament with half new players, so the experienced guys are playing B-teams. One of my friends backed out, so if anybody here is willing to be a good sport and play a stunty team against extremely new players playing Orcs, Amazons, and other simple strong teams shoot me a PM. We'll be aiming for 1 game a week like the goonbowl. We need a 10th player and would love to get a Vampire or Underworld team!
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# ? May 13, 2013 22:04 |
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Dr. Video Games 0031 posted:There are three semi-official tiers. Tier I are most likely to win a game and are the Elf teams, Dwarf, Human, Orc, Skaven, Undead, Amazon, and Norse. Tier II are average, and are expected to win about half of their games, and are Chaos, Chaos Dwarf, Necromantic, Khemri, Lizardman, Nurgle, and Vampire. Tier III are like the gimmick teams that can be a lot of fun but are still expected to lose most of their games, and are Ogre, Goblin, Halfling, and Underworld. It's also worth noting that this changes as you rise in TV, where stat-light teams like Amazon and Norse do worse and skill-light teams like Chaos and Lizardmen can catch up, since it's much easier to get (for instance) loads of Block as Lizards than it is to get loads of +STR as Norse.
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# ? May 13, 2013 22:05 |
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# ? Jun 10, 2024 00:43 |
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Bashy teams with mutation access are often going to be scarier at high team values too, because if you put orcs vs chaos, a few players with claw is going to add up to a lot more armor breaks on the orcs.
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# ? May 13, 2013 23:03 |