Gooses and Geeses posted:What does "MA" mean on that Battle Brothers Class Chart? If you mean my spreadsheet, that's melee attack. It's currently in draft state though.
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# ? May 30, 2019 16:51 |
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# ? May 25, 2024 18:21 |
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Tias posted:How do you reach friendly territory in raider start without being murked by mercenaries or household troops? You can just use a seed which puts friendly territory much closer to your starting location. This one also has iron lungs on all your barbarians (case sensitive) ldWuGlMiGX Yeah starting with 3 level 3 strong combat backgrounds with iron lungs is kind of rediculous
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# ? May 30, 2019 17:29 |
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Night10194 posted:Really? When I've had the Wars, I'm fighting constant battles, though some of that is me wandering out to kill companies for sport/armor. I seem to get contracts for the Noble War very often when it's on. I do go wander out to kill companies, which is very profitable since they have good armour. But the contracts are really few and far between. This whole war, probably 30 or 40 days by this point, I've had three contracts: two large battles and one raid. There have been other noble contracts but they've been basic ones, like hunting down greenskins or going on patrol somewhere where I wouldn't encounter any other noble house companies. And it really reminded me of my last playthrough where I got to the noble war, where I found the exact same thing, that the contracts were really few and far between. I think I posted in here at the time, I would prefer it if crises were constantly offering you missions, more than you could actually do. Like you stop in a town and it has four different crisis missions for you to do, and you have to pick which one you like the best because by the time you finish that one and return, the others will be gone and there will be new ones. That would actually live up to the billing you get in crisis events, which always say oh there will be so much work for you in the coming days, and then sometimes there just isn't.
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# ? May 30, 2019 17:35 |
RabidWeasel posted:You can just use a seed which puts friendly territory much closer to your starting location. This one also has iron lungs on all your barbarians (case sensitive) ldWuGlMiGX Hahahha christ I might start a new raider start with that just for lols I also recently figured out how to use BBEdit to copy-paste bros from one savegame into another. Since I save religiously when hiring new bros, this means I have a whole stable of "that was a good bro" goodbros I can pull back from the Vaults of History and insert as new recruits into new games, it's pretty amazing
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# ? May 30, 2019 17:40 |
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They weren't kidding when they said they buffed famed items.
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# ? May 30, 2019 19:01 |
Ok I made a lil chart for the adrenaline combo and the max practical fatigue you'd need to pull off various combos such as eternal indomitable, eternal indomitable +spearwall, Indomitable + AoE every other round, etc. Basically almost every build is going to have to pick offense or defense. That said, if you're over 125 max fatigue, you could wear full coat of plates, full helm, and greatsword and still do the indomitable combo while pulling an Overhead Swing every other turn even without mastery. Wear Sellsword's and you could do it with 110. Wear Sellsword's and have Iron Lung, at 134 true max fatigue you could go on an aoe spam every other turn while keeping indomitable up constantly. Hieronymous Alloy fucked around with this message at 19:46 on May 30, 2019 |
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# ? May 30, 2019 19:41 |
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So how exactly does this combo work? It's a two-turn cycle, right? On turn one you hit indomitable and do whatever your second action is, AOE or shieldwall, and rely on your high fatigue from those two actions to put you last in the turn order, then on turn two when your turn comes around you hit adrenaline and then recover, so you lose indomitable but it doesn't matter because the enemies have already moved (barring any who might have waited their first round) and you get to go first on the next turn to do indomitable and AOE or shieldwall again?
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# ? May 30, 2019 20:16 |
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vyelkin posted:So how exactly does this combo work? It's a two-turn cycle, right? On turn one you hit indomitable and do whatever your second action is, AOE or shieldwall, and rely on your high fatigue from those two actions to put you last in the turn order, then on turn two when your turn comes around you hit adrenaline and then recover, so you lose indomitable but it doesn't matter because the enemies have already moved (barring any who might have waited their first round) and you get to go first on the next turn to do indomitable and AOE or shieldwall again? That's basically it. Turns should look something like this: turn 1 <attack+indom> <enemies act> turn 2 <enemies act> <recover+adrenaline> turn 3 <attack+indom> <enemies act> turn 4 <enemies act> <recover+adrenaline> and repeat... It works best on the standard battle-forged brothers as their initiative will be really low once fatigue starts piling up. They'll almost always act last in that case.
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# ? May 30, 2019 20:25 |
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One of my starter barbarian Bros ended up as a 146 hp nimble bro and it's making me consider an all nimble party. The guy rules.
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# ? May 30, 2019 20:58 |
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Hieronymous Alloy posted:Ok I made a lil chart for the adrenaline combo and the max practical fatigue you'd need to pull off various combos such as eternal indomitable, eternal indomitable +spearwall, Indomitable + AoE every other round, etc. Bogarts posted:One of my starter barbarian Bros ended up as a 146 hp nimble bro and it's making me consider an all nimble party. The guy rules. TheBeardyCleaver fucked around with this message at 21:22 on May 30, 2019 |
# ? May 30, 2019 21:16 |
RabidWeasel posted:You can just use a seed which puts friendly territory much closer to your starting location. This one also has iron lungs on all your barbarians (case sensitive) ldWuGlMiGX Dude, you totally undersold these starts one is iron lungs and paranoid, one is iron lungs and brute, and then the last one, the one who has stars in health and melee def instead of stars in fatigue, has iron lungs and tough, so PERFECT for a nimble tank bro those brosefs are brotacular
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# ? May 30, 2019 22:35 |
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Holy poo poo
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# ? May 30, 2019 22:52 |
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Whose for creating a SA Battle Brothers balance mod?
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# ? May 31, 2019 00:17 |
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Hieronymous Alloy posted:Dude, you totally undersold these starts Aiai. Stuff of legends there.
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# ? May 31, 2019 01:15 |
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Fighting some of these barbarian camps with 12 chosen and 3 armored snow unholds is pretty loving unpleasant. Nothing like getting tossed over the unhold into 6 chosen.
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# ? May 31, 2019 01:34 |
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Had a camp earlier that was one drummer 19 chosen and a champion. I gave it a shot and it was just irritating because eventually they get lucky and almost kill a 300/300 bf guy in one hit.
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# ? May 31, 2019 08:04 |
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Everything i'm hearing is "don't bother going north, keep killing nobles in the south".
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# ? May 31, 2019 10:16 |
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Reavers have become one of my favorite early-mid game targets just for their weapons. Barb king contracts also give great pay for their difficulty. But, once you start running into large groups of chosen it gets uglier.
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# ? May 31, 2019 12:36 |
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The seed I’m on has this very good layout of northern towns and alongside the large town is this big open space of tundra where like 3-5 groups of barbarians spawn. It’s always groups of like 11-12 thralls/reavers and I print money just murdering all of them and run back to town to sell everything. Then I head north to the edge of the map where I know a couple weapons are hidden and it’s 26 enemies; 13+chosen and 6 unholds, 3 of them armored snow variant. Even 2 handed hammers barely hurt the unholds, meanwhile they break up and toss my guys into giant groups of chosen who morale shock them and hit them with a bunch of high armor ignore 2 handers. Even a couple connections and you start losing dudes. The trick I normally use against lots of chosen, using the tundra bush terrain to make chokepoints, doesn’t work with unholds and the throws. I’m thinking if I really tune up the groups to just be like 12 hedge knight level guys I can do it but drat it’s rough. Just high armor 2Handers all the way down. I’m finding dudes who rely on shields for defense to just be a liability here too, they get smashed immediately just like fighting tons of orcs. The big problem is that you really can’t go to those large camps without a full line of 11+ guys, and you’re likely to lose a couple every time, setting you back again. Def a problem in Lone Wolf at least. Mazz fucked around with this message at 13:40 on May 31, 2019 |
# ? May 31, 2019 12:45 |
I've updated the "basic builds" and "artisanal builds" section of my guide, any feedback appreciated: https://steamcommunity.com/sharedfiles/filedetails/?id=902880552
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# ? May 31, 2019 12:56 |
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Does anyone get bags on shield guys? I just realized that would work to extend their capability a ton. Quick hands is pointless as it doesn’t apply to shields but having two more shields (w/o fatigue penalty) in your bags could really make a difference in those big awful fights. Especially paired with a fatigue potion, keep shieldwall up forever.
Mazz fucked around with this message at 13:46 on May 31, 2019 |
# ? May 31, 2019 13:42 |
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Hieronymous Alloy posted:I've updated the "basic builds" and "artisanal builds" section of my guide, any feedback appreciated: I straight up believe now days not starting Colossus on most Melee characters is wrong. Also I find student to be a better perk around level 4 when you're having to consider the direction you want them to go in the specialisation up until level for getting XP isn't the hard part it's making sure that your dude isn't dying. Student is important first on archers because arches need stats more than they need anything else and student gives you quick access to stat level ups
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# ? May 31, 2019 14:22 |
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I think student is also important for peasant militia, because XP is spread over so many more bros than normal, your guys level way slower. I think if you don't take student you'll find yourself going into the first crisis with way fewer high-level bros than you want.
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# ? May 31, 2019 14:25 |
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I would say student first just so you maximize its benefit, but colossus is almost always my second pick on nearly every character becuase that boost to HP is one of the biggest upticks to early survivability and carries on forever. You really can’t have too much HP, even has a high armor battleforged character, as it reduces Arpen danger and raises the injury threshold. I also have a very high opinion of boosting resolve with the perk if necessary because 60+ resolve makes a lot of dangerous poo poo less dangerous, and wavering is a pretty big stat penalty you should try to avoid as much as possible. This carries over to underdog too. Mazz fucked around with this message at 14:39 on May 31, 2019 |
# ? May 31, 2019 14:28 |
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Don't forget higher Resolve also makes positive events more likely to bolster the character, so it's easier to become Confident by getting kills.
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# ? May 31, 2019 14:32 |
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Night10194 posted:Don't forget higher Resolve also makes positive events more likely to bolster the character, so it's easier to become Confident by getting kills. Agreed, and it’s worth mentioning that reducing the rout chance is super important too. A routed bro is not only almost guaranteed to die in hard battles, his death will morale shock everyone around him. It’s basically the single worst thing that can happen in a close battle. The banner certainly helps but at the same time high base morale means you can routinely drop the banner for another better billhook/poleaxe/whatever. I put direwolf mantles on everyone now even over the better armor pieces because morale damage is loving amazing and routing 12 direwolves or 9 orcs in a single turn is just the best. Every enemy you rout can be ignored, both in further attacks and ZoC. That’s really invaluable when you’re up against like 4 orc berserkers who’d all still have a turn left on a poor bro. Mazz fucked around with this message at 15:24 on May 31, 2019 |
# ? May 31, 2019 15:03 |
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Most melee bros get Colossus first because having more XP doesn't help if you're dead. The only exception are, like, 35 HP Cripples that would get so little out of Colossus they take Steel Brow/Gifted as early defensive perks instead. The first few levels take so few XP to reach I don't particularly care about Student then. I still take it on any bro I plan to keep around but generally as a third or fourth perk. Ranged bros and sergeants still take it at the first opportunity because there's nothing they need more than just raw stats and the other tier 1 perks aren't immediately appealing to them. Their next levels are also spoken for (Bullseye/Anticipation/Mastery and Fortified Mind/Rally/Gifted respectively) whereas melee bros can mostly pick things in any order depending on the overall needs of the company. Gridlocked posted:Whose for creating a SA Battle Brothers balance mod?
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# ? May 31, 2019 15:25 |
Yeah, I don't like colossus as much on non-nimble builds because generally you're just buying one extra hit, and if you can get into a good position with Pathfinder that'll do a lot more for you than a few extra hit points will. Plus, generally speaking, I don't like the raw-stat-boost skills because in theory at least you can make up for those by just finding better recruits with better stats in the first place. Still that's a matter of playstyle and start and which bros you have available and I can see the argument for colossus, especially on ironman. For a guide for Beginner or Veteran, non-ironman difficulty though colossus-on-everyone seems excessive -- it's more important to learn positioning and terrain etc. Plus you need Pathfinder for the Kraken fight and I don't know what else could go to make room for Colossus, and one goal of this guide is to generally prepare them for everything so people don't get to endgame and suddenly realize that for X fight they should have built their team differently starting 150 days ago. Still, good points. There will be another section on team-building generally and I'll mention the benefits of taking Colossus and Fortified Mind across the board there. Mazz posted:
Yeah I do that too. I'm gonna need to add a section to the guide for B&E content specifically. Hieronymous Alloy fucked around with this message at 16:35 on May 31, 2019 |
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# ? May 31, 2019 16:24 |
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Once a goblin ambusher gets in a double puncture on one of your main bros you'll be glad you picked up that Colossus.
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# ? May 31, 2019 16:37 |
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You don’t always need fortified mind as resolve can roll 5 naturally, it’s more of a “make sure this guy is 60+” thing. As you said, it’s personal preference, I just really hate all the things that are resolve based; hexen/geists/priests/alps/routing, so I overdo it generally and take it on most bros.
Mazz fucked around with this message at 16:43 on May 31, 2019 |
# ? May 31, 2019 16:40 |
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All my bro's have a baseline of 50 resolve. I'll take colossus and steel brow on everyone, which has lowered my man with crossbow incidents down to 1, where it was less man with crossbow and more six men with crossbows all hit the same guy. There is also not always terrain to fight on, so its nice to just have superior bro's. Even on better bro's i'll take colossus because they're rarely if ever get injured at the wall of HP they have. If I wasn't playing ironman i'd probably pathfinder more.
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# ? May 31, 2019 16:52 |
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Playing as barbarians on the "goldmine" seed- but there's no taxidermist!! What am I gonna do with all these webknecht faces?!
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# ? May 31, 2019 17:00 |
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Okay I got a bro who has really nothing interesting going on offensively whatsoever BUT this dude is kinda silly. At level 3 he has 129(!) Fatigue and his starting def was crazy good. Slapped Colossus on him too so he's at 90 HP. Question is what the gently caress do I use this fellow for? His morale sucks so he's not a good sergeant and he's terrible for all damage-dealing options. Just generic shieldbro?
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# ? May 31, 2019 18:50 |
Insurrectionist posted:Okay I got a bro who has really nothing interesting going on offensively whatsoever BUT this dude is kinda silly. At level 3 he has 129(!) Fatigue and his starting def was crazy good. Slapped Colossus on him too so he's at 90 HP. Yeah, pump his Resolve as much as you can and give him a resolve token -- nach tooth trophy thing. Then build him like a shieldbro. I'd give him an axe as the "break shield" action doesn't require a to-hit roll.
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# ? May 31, 2019 18:54 |
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Mugsbaloney posted:Playing as barbarians on the "goldmine" seed- but there's no taxidermist!! What am I gonna do with all these webknecht faces?! Hoard them all, throwing away piles of sellable loot for months of game time while you wait for the noble war to fire and finish. It's what I'm doing in my raider game! Insurrectionist posted:Question is what the gently caress do I use this fellow for? His morale sucks so he's not a good sergeant and he's terrible for all damage-dealing options. Just generic shieldbro? I'm no expert but that's what I'd do. Worst case, he continues to survive well past all your other promising recruits as you slowly grow to resent him
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# ? May 31, 2019 18:58 |
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Yeah, shieldbro for him but you can load him up with defensive active abilities and his massive fatigue will let him wear heavy armor and just be a rock to hold a flank or whatever you need. You don't want too many bros like him, but a few like that aren't bad at all.
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# ? May 31, 2019 18:58 |
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Insurrectionist posted:Okay I got a bro who has really nothing interesting going on offensively whatsoever BUT this dude is kinda silly. At level 3 he has 129(!) Fatigue and his starting def was crazy good. Slapped Colossus on him too so he's at 90 HP. Kinda dumb but also works and your bro actually has decent stats apart from Resolve while mine is just a random early hire with 3 MDef stars that failed to die. e: You can't build yours the exact same way but basically, having a dedicated tank isn't the worst thing. I've also grown to appreciate the Fencing Sword just for that role since its secondary attack is terrible in terms of actual damage output but it does let you jump from one enemy to a more dangerous one that needs to be tanked without having to invest in Footwork or Taunt. Wizard Styles fucked around with this message at 19:04 on May 31, 2019 |
# ? May 31, 2019 18:59 |
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Insurrectionist posted:Okay I got a bro who has really nothing interesting going on offensively whatsoever BUT this dude is kinda silly. At level 3 he has 129(!) Fatigue and his starting def was crazy good. Slapped Colossus on him too so he's at 90 HP. Pump up his HP and MDef, get him underdog, shield mastery and a mace. Have him as a nimble bro who jumps out alone and distracts/stuns/tanks as many people as possible before he eventually dies. Bump up his resolve and init when they get the 5 rolls too. If he’s getting poo poo for MAtk just don’t even worry, spend all his AP on taunts, shieldwall, indom and such. With that kind of MDef base you’re looking at 60-70 MDef at 11 with a heater. Aim for him to get surrounded as much as possible making his own little ZoC dead zone. Rotation or footwork to force it when needed. That suicidal fucker will probably last for hundreds of days. EDIT: the above is a great example and the axe for shield breaking is also good, I’d definitely build him for nimble over bf though because he’s gonna take hits by design. W/ colossus he can easily hit 120 HP starting at 90, and his armor will eat up tools and time. Just nimble him instead for more fatigue, init, and the same survivability at much lower opportunity cost. Mazz fucked around with this message at 19:33 on May 31, 2019 |
# ? May 31, 2019 19:00 |
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En Garde Motherfuckers posted:Hoard them all, throwing away piles of sellable loot for months of game time while you wait for the noble war to fire and finish. It's what I'm doing in my raider game! I'm finally on decent terms with house north, which must have a taxi somewhere ( hope I dont have to choose north Vs south in the upcoming war) but I've sold pretty much everything :0
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# ? May 31, 2019 22:06 |
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# ? May 25, 2024 18:21 |
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So betraying a noble house for a named item during the war can come back to bite you in the rear end. Took a three skull orc contract for the faction I betrayed 100 days ago and as soon as the battle is over I get ambushed by the noble house with a "did you think we forgot?" dialogue and then immediately attacked by a 26 man noble army. Would have been really annoying if this was right after the war but at this point in my game noble armies are pretty easy.
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# ? May 31, 2019 22:30 |