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I'm beginning to really appreciate how the Cleaver special decapitates people if it lands the final blow. Great for stopping corpses from getting back up AND terrifying bandits, and it looks cool to boot. Cleavers are pretty nice.
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# ? Mar 27, 2017 17:26 |
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# ? May 13, 2024 07:02 |
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Night10194 posted:I'm beginning to really appreciate how the Cleaver special decapitates people if it lands the final blow. Great for stopping corpses from getting back up AND terrifying bandits, and it looks cool to boot. As I found out during the unread scourge they can come back without heads.
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# ? Mar 27, 2017 17:28 |
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Perestroika posted:Another lesson learned in blood: Swamp fights suck. They suck double-extra hard when you're the side who needs to advance on the enemy, because they have a necromancer or more bows. it's really a testament to how much swamps suck that they are still entirely miserable even if your entire company has pathfinder.
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# ? Mar 27, 2017 17:28 |
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GlyphGryph posted:Then you just back up, or immediately retreat from battle. Or we just reload the game. Please let people enjoy the game they want to play, I mean you have talk of cheating in this thread and you aren't jumping down that poster's throat.
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# ? Mar 27, 2017 17:31 |
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I about panicked when the second wave of a 3 skull defend against brigands contract was 40 brigands. Then I realized they were mostly thugs and poachers. Turns out it's easy to terrify, decapitate, and drive off a shitload of worthless chaff even if you're outnumbered nearly 4 to 1.
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# ? Mar 27, 2017 17:36 |
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Do enemies go on the offensive based on the number of ranged weapons you field, or based on the odds of them getting hit by your arrows? If it's the former, I wonder how viable it would be to stick some dinky-rear end crossbows on your unshielded guys in order to force the bad guys to come to you
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# ? Mar 27, 2017 17:38 |
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Exmond posted:Or we just reload the game. Please let people enjoy the game they want to play, I mean you have talk of cheating in this thread and you aren't jumping down that poster's throat. I'm not jumping down people's throats and don't give a poo poo about cheating. Just pointing out there is actually an iron-man-acceptable bug-out button explicitly for dealing with this sort of situation.
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# ? Mar 27, 2017 17:43 |
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Soup du Journey posted:Do enemies go on the offensive based on the number of ranged weapons you field, or based on the odds of them getting hit by your arrows? Definitely both imo, I've had situations where they wouldn't move until I plinked a few of their dudes to death, and then that got them into gear. The amount of ranged power they've got on their own side is also relevant, as is the distance between the lines, if they have a bunch of marksman even doling out some damage of your own might not make them advance unless you are already pretty close.
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# ? Mar 27, 2017 17:45 |
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So when exactly does the Greenskin invasion end? I've been "winning" it for nearly 20 days, and it's starting to take a toll. I lost one of my 11th level 2 handers to an Ork warlord and I am now sad.
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# ? Mar 27, 2017 17:46 |
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ZombieLenin posted:So when exactly does the Greenskin invasion end? I've been "winning" it for nearly 20 days, and it's starting to take a toll. When you kill the guy responsible for it.
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# ? Mar 27, 2017 17:51 |
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I'm reminded of my first ever encounter with a necrosavant that started with him being scary and teleporting to my squish-like archers and subsequently getting its head chopped off in one hit by one of my guys before really doing anything. Also i had no idea that the most 'embiggened' ghoul can literally devour a guy. Was p funny since it was nearly dead and I had the company Butcher with a greatsword standing next to him, uneaten, which meant he got to perform surgery via greatsword to extricate his companion. I've also been coming around on flails a bit, they seem to trend towards crippling blows whenever they hit and good ones like concussions or shattered limbs. I still keep 3 of my front line with spears, since with mastery it slows down the enemies quite a bit and generally manage any number of low def wiedergangers or bandits. Even orcs can be held off a bit, and slowing the impaction while I whittle down whoever passes the wall is nice. Although i have noticed flails don't end up being fatal as much as most other weapons, but the cripple power is nice.
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# ? Mar 27, 2017 18:17 |
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Flails are great for taking down the fuckers that love to throw up shieldwall after shieldwall and the morons that decide that they only need a dirty rag wrapped around their head to complement their chainmail.
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# ? Mar 27, 2017 18:22 |
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Speaking of lessons learned: If someone has a maimed foot, that injury applies its effect after Pathfinder. So moving over grass still costs 3. Pathfinder means that moving the maimed foot guy on snow or forest will also cost three ap, but it won't go down to 2. Also, if you take a job to escort a caravan from a port town, and buy a boatride to another town after you take the contract, it will teleport you back across the country to the escort instead of launching the escort from your new location. I was hoping to cut some travel time but nope!
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# ? Mar 27, 2017 18:30 |
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Exmond posted:Or we just reload the game.
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# ? Mar 27, 2017 18:34 |
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ShootaBoy posted:Flails are great for taking down the fuckers that love to throw up shieldwall after shieldwall and the morons that decide that they only need a dirty rag wrapped around their head to complement their chainmail. Looking at you, skeletons and your infinite fatigue. Instead of using flails though I like to give my archers and pikemen longaxes if I have them, so I can break their shields down asap, but having 4 longaxes on the back rank is a luxury build for the early to mid game.
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# ? Mar 27, 2017 18:35 |
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Kibbles n Shits posted:Looking at you, skeletons and your infinite fatigue. Instead of using flails though I like to give my archers and pikemen longaxes if I have them, so I can break their shields down asap, but having 4 longaxes on the back rank is a luxury build for the early to mid game. I have an axe guy that just smashes shields up, w/ fighting axe and axe mastery anything but top tier go down in one hit. He's got very few real kills but is on a mission to smash a thousand shields in his career.
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# ? Mar 27, 2017 18:42 |
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Kibbles n Shits posted:Looking at you, skeletons and your infinite fatigue. Instead of using flails though I like to give my archers and pikemen longaxes if I have them, so I can break their shields down asap, but having 4 longaxes on the back rank is a luxury build for the early to mid game. Unfortunately this means you're increasing the damage dealt by any survivors by about 150% AND wasting several of your own attacks doing things that aren't "killing skeletons". I mean, it's something I do as well, but it's not a perfect strat.
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# ? Mar 27, 2017 18:43 |
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marshmallow creep posted:Speaking of lessons learned:
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# ? Mar 27, 2017 18:45 |
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Coolguye posted:i'd file that one as a bug report honestly. That's... actually how I would have expected it to work.
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# ? Mar 27, 2017 18:45 |
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the order of operations is vague and there's little precedent for it in other areas of the game because penalties otherwise never hit limits. in general, uncertainty has gone to the player as this game has continued through early access however. this was the stated ethos when caravan escorts were changed to feed your soldiers. they never gave you an idea of how long it would be, and since the UI does not give you an easy to digest breakdown of how long your rations will last with spoilage, caravans were changed to feed your company so you could not make a big mistake accepting the contract. similarly, this interaction is never articulated to you, and the interaction makes it easy to waste a perk point on someone who has a maimed foot. at the absolute least, pathfinder's description should be updated to clarify the interaction. it was written before the injury system was even in the game. even then, a bug report would be the best way to accomplish that. Coolguye fucked around with this message at 18:59 on Mar 27, 2017 |
# ? Mar 27, 2017 18:56 |
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Night10194 posted:I'm beginning to really appreciate how the Cleaver special decapitates people if it lands the final blow. Great for stopping corpses from getting back up AND terrifying bandits, and it looks cool to boot. Zombies don't actually need a head to get up sadly.
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# ? Mar 27, 2017 19:27 |
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Man, battles get real nerve-wracking when you have to fight multiple waves on a defense without time for your armor to repair.
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# ? Mar 27, 2017 20:43 |
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Roobanguy posted:Zombies don't actually need a head to get up sadly. I thought that regular zombies did, but that fallen heroes could get back up without a head?
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# ? Mar 27, 2017 21:04 |
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Sloober posted:I have an axe guy that just smashes shields up, w/ fighting axe and axe mastery anything but top tier go down in one hit. He's got very few real kills but is on a mission to smash a thousand shields in his career. I hope you're keeping a tally.
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# ? Mar 27, 2017 21:13 |
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Do flails ignore the shield bonus even after the enemy uses shield wall? Or if multiple adjacent troops are all using it together to get that even larger shield bonus, do flails ignore all that as well? Also I've never seen zombies get up without a head. Is that a new thing? IIRC, that one dev who does their Let's Plays said during one of his videos that they won't get up without a head.
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# ? Mar 27, 2017 21:30 |
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Perestroika posted:Another lesson learned in blood: Swamp fights suck. They suck double-extra hard when you're the side who needs to advance on the enemy, because they have a necromancer or more bows. Swamp fights without / before pathfinder are unspeakable hellscapes. On the other hand, they're real loving funny when you do the right thing and put pathfinder on Literally Everyone and are up against orcs or brigands.
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# ? Mar 27, 2017 21:32 |
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Kenzie posted:Do flails ignore the shield bonus even after the enemy uses shield wall? Or if multiple adjacent troops are all using it together to get that even larger shield bonus, do flails ignore all that as well? They do not ignore the shieldwall bonus, only the base shield bonuses. So if someone puts up a shieldwall that would take them to 20 shieldwall+15 base extra defense, the flail only ignores the 15. But going from -35 to -20 to hit is a pretty good deal.
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# ? Mar 27, 2017 21:32 |
I almost feel like an all dagger army is the most appropriate approach. That's my armor they're wearing, I don't want to mess it up.
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# ? Mar 27, 2017 21:39 |
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Wolf Riders don't seem that dangerous if they're all your fighting, but I can see where they'd be an incredible pain in the rear end if they had a few poison archers backing them up so my men couldn't shift lines to respond to their flanking attempts.
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# ? Mar 27, 2017 21:54 |
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Night10194 posted:Wolf Riders don't seem that dangerous if they're all your fighting, but I can see where they'd be an incredible pain in the rear end if they had a few poison archers backing them up so my men couldn't shift lines to respond to their flanking attempts. When they decide to actually stand and fight they can be scary since they're kind of like direwolves on crack, the rider and wolf both get to attack and they can do an awful lot of damage if all the attacks hit. Night10194 posted:Man, battles get real nerve-wracking when you have to fight multiple waves on a defense without time for your armor to repair. After a while you end up just leaving your reserves with all their armour on and use them as mannequins, or rotate them in when someone gets injured or is too low on HP. 3 star settlement defense missions are really easy and profitable if you have a few decent reserves (big gold reward and 2 or 3 fights with incoming groups each of which shouldn't be excessively challenging). Just don't fight them all at once, let them start attacking the settlement and pick them off when they fan out to go raze different structures. RabidWeasel fucked around with this message at 22:03 on Mar 27, 2017 |
# ? Mar 27, 2017 22:00 |
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RabidWeasel posted:When they decide to actually stand and fight they can be scary since they're kind of like direwolves on crack, the rider and wolf both get to attack and they can do an awful lot of damage if all the attacks hit. I don't think I've ever had trouble with Direwolves, is the thing. Though part of that is direwolf AI is just 'We're going to rush you in a big blob while screaming' and really predictable.
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# ? Mar 27, 2017 22:04 |
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Night10194 posted:I don't think I've ever had trouble with Direwolves, is the thing. Though part of that is direwolf AI is just 'We're going to rush you in a big blob while screaming' and really predictable. You never had one guy get RNG hit with 9 attacks in a row? poo poo hurts, same thing. Direwolves are rediculously easy to fight but sometimes you just get unlucky.
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# ? Mar 27, 2017 22:09 |
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Hieronymous Alloy posted:I almost feel like an all dagger army is the most appropriate approach. That's my armor they're wearing, I don't want to mess it up. Combined with the morale penalties for being surrounded and taking health damage I have found that encircling the last guy on the map is actually incredibly safe. Bandit Leaders frequently have good armor, and it's often easier to distract him with a few shieldbangers and pick off all the rest, then Footwork or Rotation them out if needed as the rest of the team descends, daggers at the ready. One or two successful punctures and they are usually in full flight mode with nowhere to go.
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# ? Mar 27, 2017 22:21 |
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First random unique find of my current run I don't have the stats of the tier 3 spear handy but this doesn't seem amazing except for the penetration. Sure beats using a boar spear on a fresh recruit though
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# ? Mar 27, 2017 22:29 |
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I think that one has slightly better armor pen, ignores a little more armor, and has less of a fatigue penalty.
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# ? Mar 27, 2017 22:33 |
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I have still never seen a unique weapon or armour of any type actually worth having, I did find a nice medium armour early in a playthrough months ago but that's it. I'm slightly tempted to start a no crisis game so I can just grind through enemy camps looking for loot
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# ? Mar 27, 2017 23:25 |
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RabidWeasel posted:I have still never seen a unique weapon or armour of any type actually worth having, I did find a nice medium armour early in a playthrough months ago but that's it. I'm doing a no crisis game for the 365 day achievement.
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# ? Mar 27, 2017 23:29 |
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Perestroika posted:Man, it's a bit disconcerting to see you all planning out your guys' roles in such detail. Currently my recruitment strategy boils down to "Do you ask for less than 200 gold up front? Congratulations, you're in. Here's a spear and shield, if you're still alive two weeks from now we'll see about upgrading you with whatever stuff we've got lying about." Same. I also play ironman and die a lot which means I get to do the starting battle a lot and I really wish you could just skip that.
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# ? Mar 27, 2017 23:36 |
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whatever you do caravan guards, don't move moving would be the worst thing you can do just hang back and chill and do nothing
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# ? Mar 27, 2017 23:44 |
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# ? May 13, 2024 07:02 |
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Liu posted:whatever you do caravan guards, don't move they need to let you give basic commands for militia/caravan guards who have joined a fight. the last thing i want a mook in a cloth sack to do is charge a orc berserker.
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# ? Mar 28, 2017 00:00 |