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Miss Lonelyhearts posted:This is pointless drivel, you haven't played the game they started making after giving you a free DLC for FTL and are already de-crying it. Stupid, uninformed, entitled opinions seem to be your gimmick. Whoa there, I'd say you're getting p.mad about video games for such an obviously well-adjusted person
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# ? Jun 21, 2017 12:59 |
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# ? May 15, 2024 04:54 |
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Tias posted:Man, late-game strongholds are something else. When not on mission, I'm looking at ruins that either hold 5+ marksmen AND hedge knights or two leaders, OR 15 armoured weidergängers, 4 fallen knights and 5 geists 4 ghiests, 15 zombies and 0 necromancers is STILL an issue for me because the ghiests are loaded up with meatshields.
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# ? Jun 21, 2017 13:00 |
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Miss Lonelyhearts posted:Yea I agree, was triggered because I could not possible disagree more w/ that person's opinion. I loved FTL, it was a total refreshing surprise of a game and the free dlc was something I appreciated and wish more ppl would imitate. They should've imitated more content
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# ? Jun 21, 2017 13:02 |
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Gridlocked posted:4 ghiests, 15 zombies and 0 necromancers is STILL an issue for me because the ghiests are loaded up with meatshields. Exactly. I can't get at them before they've worn my guys nerves down to nothing. I think I may have to get 3 or more rally soldiers.
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# ? Jun 21, 2017 13:09 |
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Gridlocked posted:4 ghiests, 15 zombies and 0 necromancers is STILL an issue for me because the ghiests are loaded up with meatshields. Geist
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# ? Jun 21, 2017 14:02 |
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I struggle with those even with my late game guys. I usually end up splitting my guys into two forces, the guy with the anti fear trinket and everyone else. Everyone else clusters around the rally guy and my other dude spends like 5 turns chopping his way through them.
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# ? Jun 21, 2017 15:07 |
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Need bros with more resolve for late game, especially if you ever want to give black monolith a shot without retreat scumming.
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# ? Jun 21, 2017 16:36 |
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I don't give a poo poo about dlc. But I'm bummed about mod support being dropped. This game looked perfect for it.
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# ? Jun 21, 2017 17:06 |
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aparmenideanmonad posted:Need bros with more resolve for late game, especially if you ever want to give black monolith a shot without retreat scumming. How much is enough? I've found that 45 resolve + banner buff is more than enough for anything except for geists. I don't think the ancient dead have special attacks that target resolve?
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# ? Jun 21, 2017 17:13 |
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Pretty sure they're all Fearsome, and Ancient Priests have their Horror spell.
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# ? Jun 21, 2017 17:39 |
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I just experienced an "autofail caravan" I encounter brigands, and before it asks me if I want to join battle, it just displays the message that plays when you lose a caravan detail and my mission disappeared. Both my men and the brigands remained on the map, and I killed them afterwards. Anyone experience anything like this?
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# ? Jun 21, 2017 17:50 |
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BenRGamer posted:Eh, still around level 6-7 or so on my guys so far. Not every bro can get there to begin with. But that really mostly just means that you should generally start hiring and firing cheap recruits of some promising backgrounds (Thieves, Gravediggers, Messengers, Houndmasters etc.) to find the ones that can as soon as you have a couple thousand lying around and don't need to spend everythying you earn immediately just to keep going. e: Especially once you move past the early levels. The first four levels come quickly, but after that leveling slows down and any bro you keep around beyond that point should be worth the time. Also, as for Necrosavants, there's no way you could have been ready for those at the point you're at. Ideally you go after them with everyone in heavy armor. Any bro going up against a Necrosavant in Padded Leather is just a drink on legs. Tias posted:Man, late-game strongholds are something else. When not on mission, I'm looking at ruins that either hold 5+ marksmen AND hedge knights or two leaders, OR 15 armoured weidergängers, 4 fallen knights and 5 geists You don't need to stop attacking lairs altogether when you're leveling new bros, but strongholds/fortresses never (?) let you see what you're going to be up against. You should definitely be able to take out any Brigand camp that doesn't have Hedge Knights or multiple Leaders with good gear, though. As long as you've got decent archers to snipe out the Marksmen with tier 2 crossbows, at least. Similar with Goblins, as long as they don't have Shamans. You may not have end game bros, but you should have end game gear, which most Goblins just bounce off off. Overseers and Skirmishers with daggers can be a problem, but overall you should be able to handle them. Wizard Styles fucked around with this message at 18:27 on Jun 21, 2017 |
# ? Jun 21, 2017 18:05 |
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Battle begins. The first two turns are both bandit marksmen standing on top of a mountain about 10 tiles away who immediately kill my level 1 cultist who has 58 resolve with two-star resolve growth. Alt-F4.
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# ? Jun 22, 2017 18:58 |
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Tias posted:I just experienced an "autofail caravan" I encounter brigands, and before it asks me if I want to join battle, it just displays the message that plays when you lose a caravan detail and my mission disappeared. Both my men and the brigands remained on the map, and I killed them afterwards. Anyone experience anything like this? I had this happen to me once. It's just a bug as far as I can tell.
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# ? Jun 22, 2017 19:37 |
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I decide to go hunt some Orcs. I go to a small fishing village to stock up on nets, but they've only got one on sale. gently caress it then, just gonna hire all the desperate Fishermen I can find to take their nets from them. One of the Fishermen I pick up is this guy: Five minutes later, en route to a Warlord's camp. I find a Berserker cave and decide to attack it for some easy morale boosts. 7 Berserkers later, and I get this as loot: So now I got a Fisherman who is going to be indistinguishable from a decent Hedge Knight in a few levels time and a nice new weapon for my dagger/sword bro. I can only assume the battle against the Warlord will end with a dead level 15 bro and the loot is going to be two Furs and a Signet Ring. Wizard Styles fucked around with this message at 21:43 on Jun 22, 2017 |
# ? Jun 22, 2017 21:33 |
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Eh, when I said 60 it was a ballpark minimum. Now they're mostly over seventy, a couple of levels later. I got the reward for allying a house and put that armor on a two-hander. So now one of my dudes has a fish-hat. Then I went and raided a lair and had my first dagger party against a fallen hero also in almost-top-tier armor and a lady-hat. One thing, though. One of my guys is a two-hander, but it doesn't look like he's going to break 75 in melee skill (no stars in that skill). But his melee defense (3-stars) is going to be over 30 or so so it feels like a waste to throw a shield on him. Should I go duelist or do something like give him a warbrand so he could attack twice as well as the AoE to try to get around that? With the warbrand I could still give him reach advantage to bolster the melee defense Edit: Welp, Noble War started at Day 70 or so. Been getting warnings of it since Day 50. Edit 2: I love this game. DMW45 fucked around with this message at 02:19 on Jun 23, 2017 |
# ? Jun 23, 2017 01:25 |
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BenRGamer posted:Eh, when I said 60 it was a ballpark minimum. Now they're mostly over seventy, a couple of levels later. I got the reward for allying a house and put that armor on a two-hander. So now one of my dudes has a fish-hat. Then I went and raided a lair and had my first dagger party against a fallen hero also in almost-top-tier armor and a lady-hat. 75 melee at level 11 is a dealbreaker regardless of other stats. This guy is a placeholder, sadly. Replace him with a solid noble/sellsword when you can. At best he could be an OK spearwaller if you haven't gone too far down the 2H perk path, but even a spearwaller needs higher attack so he can reliably hit through shieldwalled legionnaires, orcs, and nobles. Comedy option, if his fatigue is solid you could make him a dedicated shieldwrecker. Give him a longaxe, greataxe, or man splitter and take advantage of his fat defense and the fact that split shield has a 100% success rate.
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# ? Jun 23, 2017 02:24 |
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I see, well everyone I had was the el cheapos I got at the beginning of the campaign. I can actually afford the stronger guys now. About daggers, though, is there any one in particular I should be looking for? Right now I just have everyone with a Notched Blade on the side from fighting tons of gobbos
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# ? Jun 23, 2017 03:28 |
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I want to say there's a third tier dagger because I remember seeing it once, but it may have been edited out, 'cause I haven't seen one in 270 days.
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# ? Jun 23, 2017 10:44 |
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Yes, the third tier is called the Rondel dagger.
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# ? Jun 23, 2017 11:24 |
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Shield splitter is a time honoured tradition of all my old guard/dudes with injurys that I keep around in reserve.
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# ? Jun 23, 2017 14:07 |
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Well, fighting in the noble war and... that two-hander guy is terrible. But he lasts a really long time. I wonder if I should stick a spear/shield on him and just have him pick up taunt and taunt everything.
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# ? Jun 23, 2017 16:45 |
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Taunting and tanking is a viable build, but Taunt and Spearwall together are very Fatigue-intensive.
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# ? Jun 23, 2017 16:49 |
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Rondel daggers are great. They're the cheapest top-tier weapon by far and hurt nearly as much as a sword. You should check for them and buy them up every time you pass through a town with a weapon smith
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# ? Jun 23, 2017 18:32 |
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Really, I love the way daggers are implemented in this game. It's never amiss to give a guy a dagger as a sidearm/way to deal with targets of opportunity; they're still perfectly useful on non-specialists. But give one to a specialist and watch that guy smoke.
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# ? Jun 23, 2017 18:35 |
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You can get buy with sub-75 against the late game crises. Positioning and flanking becomes critical for increased chances to hit, and you'll be relying on a few strong guys to take out enemies while the others turtle. Probably will want a deep bench to rotate out after fights, too.
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# ? Jun 23, 2017 23:04 |
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So I tried making a sniper concept with that lone wolf trait and pathfinder, but I've found it too hard to keep him far enough away from other brothers to get the benefit. Any ideas?
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# ? Jun 25, 2017 14:13 |
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It would be nice if this game had a deployment stage like in Total Warhammer so you could set a guy like that away from the rest to start (and also avoid being spawned on crap terrain). I know that doesn't help your problem; just a thought I had.
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# ? Jun 25, 2017 14:57 |
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So what kind of builds do you guys go for? I've been playing for a little while and got to the midgame a couple of times where I start to get brothers up to higher levels, and I'm realizing I actually have very little idea what kinds of perks work well together or which are more or less valuable than others in the long run, aside from really obvious ones like Dodge being good on brothers with high initiative and lighter armour.
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# ? Jun 25, 2017 15:15 |
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I put berserk on everybody. Overwhelm can still be useful on your slower guys because they're probably still going to be faster than a knight, an orc warrior or most undead. I don't know how you'd make lone wolf work out unless you set up a designated guy to go charge necromancers and the like. Three tiles is just too far away to be routinely useful in a big battle.
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# ? Jun 25, 2017 17:35 |
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A lone wolf man is going to need Footwork to get through breaks in the line and a ton of defense to hold up on his own. I just never found room in my builds for it (lone wolf) even on guys that ended up standing on their own.
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# ? Jun 25, 2017 19:02 |
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Lone Wolf isn't useful because it takes a ton of perks to make useful and you could easily do better just by keeping the guy in formation with his brothers, like the game encourages. Normally a dude strung out on his own is a dead man, after all.
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# ? Jun 25, 2017 19:07 |
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Gridlocked posted:4 ghiests, 15 zombies and 0 necromancers is STILL an issue for me because the ghiests are loaded up with meatshields. Falling back a couple of turns at the start of combat makes the geists hit your line approximately a century before the zombies arrive.
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# ? Jun 25, 2017 19:33 |
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vyelkin posted:So what kind of builds do you guys go for? I've been playing for a little while and got to the midgame a couple of times where I start to get brothers up to higher levels, and I'm realizing I actually have very little idea what kinds of perks work well together or which are more or less valuable than others in the long run, aside from really obvious ones like Dodge being good on brothers with high initiative and lighter armour. Mace bro: Just utility, although maces deal decent damage against everything as well. They can lock down almost any enemy almost indefinitely. If one of them doesn't need both Colossus and Steel Brow due to exceptionally high base HP, Fast Adaptation, Gifted, or Adrenaline are the main other perks I'd consider. Stat-wise, Melee Skill to land those stuns and high Fatigue to keep the stuns coming are by far the most important. Ideally 90 Melee Skill and 140 Fatigue at level 11. I build two of those at least. Two-handers: Differences here are which defensive perks they get. Hammer bros are kind of the default, or what I think of as the default at least. Greatsword bros hold the flanks and need every defensive bonus they can, so they get Reach Advantage plus two out of Colossus, Steel Brow and Underdog. They don't get Footwork or Rotation, which is why they always get a mace bro as a babysitter. Greataxe bros almost never use their AoE attack, so I've always considered Reach Advantage debatable on them and give them Colossus and Steel Brow instead. In terms of stats at level 11, 85 HP with colossus, 125 Fatigue, 85 Melee Skill and 30 Melee Defense with at least some Ranged Defense is what I aim for as a baseline. Greatsword bros want more Fatigue and ideally also more Melee Defense since they use their AoEs the most. Greataxe bros want additional HP or Melee Defense since they don't have Reach Advantage. Also, if a recruit with the potential to become a two-hander has Brute, he's gonna be a greataxe user. High Melee Skill and Initiative are nice for hammer bros because part of their job is stripping armor so their teammates can finish what the hammer bro started. e: I don't really level Initiative on them, but it's nice when the hammer user just naturally goes before the bros next to him. I usually have two greatsword bros and one each of the others in the first 12. First reserve two-hander I build is always a hammer user since they're the most versatile imo and I like to mostly spend the endgame hunting orcs, which they shine against. Cleaver duelist: Has no defensive perks besides Rotation and Quick Hands and as such needs extremely high base Melee Defense and enough Fatigue to wear some of the heaviest armor. The Graverobber above actually has pretty low Melee Defense for this build, I like to use a talented Thief/Sellsword/Adventurous Noble/etc. that can at least get close to 50 at level 11. These are of course extremely rare, though, and the Graverobber has Iron Lungs, which is especially relevant for Cleaver duelists because unique Orc cleavers are a thing of beauty. So far I've only ever had one or two of these. I'd use more, but recruits aren't easy to find. Sword/dagger dual spec: Sword and dagger work well together since stat-wise, they have similar requirements. For both you want good Melee Skill (90+) and Defense (30+) - for daggers because dagger users will occasionally solo an Orc Warrior, Knight or even Hedge Knight, for Swords to help with Riposte and maximize hit chances while ghost hunting, which is one of the jobs of this bro. The dual specialization also works well because swords and daggers are very powerful weapons, but neither one is useful in every fight. And when both get used, they compliment each other well because the dagger's Puncture skill builds up a lot of Fatigue quickly, while the sword is overall one of the least demanding weapons in terms of Fatigue. I only build one of these. Bow archer: Not much to say about this. Dodge and Anticipation might be overkill in many situations, but it isn't so much when you start attacking goblin cities. Bow archers want about 115-125 Initiative and 85+ Fatigue after armor, 90+ Ranged Skill and as close to 30 Ranged Defense as they can get. The starting archer usually is pretty much exactly what I want for this build. Crossbow/throwing weapon dual spec: This bro can, at least with a unique crossbow with additional armor penetration, one-shot a lot of human enemies (Billmen, Arbalesters, Brigand Raiders). He can also reliably put injuries on and apply poison to Hedge Knights, Orc Warriors and Warlords. I used to be down on throwing weapons, but then I figured out how to hunt for uniques efficiently. And unique throwing weapons cost like 2,000 when you see them in stores. Also, it's nice to have at least one archer that is useful against Ancient Dead. And ultimately, crossbows don't work well with a lot of offensive perks, so a crossbow user (which this bro mostly is) has the perk points to spare to make this dual specialization work. Bros like this need a lot of Ranged Defense since they're closer to the action/enemy archers than their bow buddies. Fatigue and Initiative are secondary. I like to have two bow and one crossbow archer in the first 12. Sergeant: Well, he waves his banner. When he doesn't need to use Rally, he runs around behind the melee bros and uses Adrenaline to pick off severely wounded enemies before they get a chance to go again (useful since pretty much anything that isn't a Fallen Hero outspeeds my melee bros). Most important stat is Resolve, of course. 20+ Ranged Defense, 75+ Melee Skill, and 100+ Fatigue after armor are other things I look for. HP shouldn't be too low because he will get hit by melee attacks occasionally and won't have the defense to evade them. Wizard Styles fucked around with this message at 19:58 on Jun 25, 2017 |
# ? Jun 25, 2017 19:46 |
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Wizard Styles posted:<Glorious post> You don't happen to have a cool build for Axe and/or Sword duelists, or Nimble based ones of any kind(I like nimble).
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# ? Jun 28, 2017 13:41 |
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This guy probably has some good ideas http://steamcommunity.com/app/365360/discussions/0/1354868867730143340/?ctp=3
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# ? Jun 28, 2017 16:15 |
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Gridlocked posted:You don't happen to have a cool build for Axe and/or Sword duelists, or Nimble based ones of any kind(I like nimble). I've got nothing for sword duelists, and I've kinda given up on Nimble. But this was a build I used for a bro that would hunt down priority targets: It's mostly modeled after the build suggestions in Hieronymous Alloy's guide. I think most people use heavier armor and go for Duelist, but I always felt that maximizing the defenses and Nimble was the way to go. I'm not sure if that's true, but that bro survived the war and the greenskin invasion and killed a lot of Knights and Orc Warriors/Warlords in the process. I liked that build, but ultimately its role is now filled by the sword/dagger dual specialist, who is more versatile. Wizard Styles fucked around with this message at 19:27 on Jun 28, 2017 |
# ? Jun 28, 2017 19:23 |
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Wizard Styles posted:I've thought about using the cleaver duelist build for axes. I just keep finding unique cleavers. And I like beheading Orcs, Goblin Shamans, and other obnoxious enemies. I see. Shame I really love Axes and wanted to see them get a good work out.
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# ? Jun 29, 2017 15:20 |
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Finally got around to completing all missions in noble war, and it's The final task in the army camp one( participating in a battle between knights and their armies) is pretty fun, and gives an indication of what this game could have been or eventually lead to: control of fantasy battle squads with completely individual members with their own stat, trait and equipment variables, each fighting out a part of a larger battle. Ah well, one day Wizard Styles posted:Amazing stuff This is a really cool squad, and I'm definitely going to try to emulate it. I still can't wrap my head around how your guys have so consistently high fatigue after armour? It seems like you're able to only select the finest recruits, which seems to imply that you're not playing ironman or vet, but maybe I'm just bad at games Tias fucked around with this message at 10:14 on Jun 30, 2017 |
# ? Jun 30, 2017 10:08 |
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# ? May 15, 2024 04:54 |
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Tias posted:This is a really cool squad, and I'm definitely going to try to emulate it. I still can't wrap my head around how your guys have so consistently high fatigue after armour? It seems like you're able to only select the finest recruits, which seems to imply that you're not playing ironman or vet, but maybe I'm just bad at games I have people who's sole job is to stand there and tank hits in armour and when they get around to dying (finally) I'll usually replace them with someone who's actually good. I assume lots of people do the same.
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# ? Jun 30, 2017 12:52 |