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Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
I've finally caved and bought cattle shovers. Lets gently caress some goblins up!!

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Bruxism
Apr 29, 2009

Absolutely not anxious about anything.

Bleak Gremlin

The Lord Bude posted:

Sigbold is a decent shieldbro; although the matk is only just good enough. His stamina is really good though. Take matk and stamina every level up; and take the higher roll of either resolve or health for the third. You’ll want him to end up with 100hp (after colossus bonus) - that’s 4 max rolls. Then you want to get his resolve up - I generally take fortified mind on most shieldbros; so around 4 max rolls ought to do it; plus the fortified mind to get him above 50 resolve. And leftover can go into melee defence. You can also run him through the arena till he gets the +5 resolve buff.

Magnus is an ok sergeant - peasant armies need 2 of them because your line is too wide for one rally to affect everyone; so it’s ok for one of them to be a tad mediocre. I take gifted; colossus and fortified mind on my sergeants. You want resolve and matk as high as possible of course. Health at a minimum of 75 after colossus; and the rest in stamina. He already has very good starting stamina for someone who’ll be using nimble and light armor on the back line so it’s ok not to raise it every level. 120-130 is enough.

Oskar; Alberich and Horik are good ranged bros - none of them are quite good enough to be bowmen but you can make them either gunners or throwers. Alberich should probably be a gunner since his stamina is low even by archer standards and gunners are the least stamina dependant of the ranged builds; also his health is very low so you won’t get to 75 without colossus and gunners are the only ranged build with room for colossus in my opinion. I’d probably make Oskar a gunner as well and Horik as a thrower. Gunners need a higher resolve than other ranged units if you want to use them to apply the fearsome debuff.

Leif has very good attack; but his stamina is marginal - to me that says polearm

Bernfried is the final good one - he’s an interesting case. His super high attack puts him in a position to potentially be a two hander bro; but his stamina is on the low side for that. You could make him a 2hander anyway; and give him a less stamina dependant weapon like a 2h mace; but the other issue is his low resolve - by the time you get it up to scratch you won’t have many level up points left to put in melee defence. Alternatively he’d be an amazing shield bro; but it would be a bit of a waste of his high attack. I’d favour making him a polearm user.

This is exactly what I was hoping for. Thanks a ton!

TheAnomaly
Feb 20, 2003

Broken Cog posted:

You can take on groups of 2-3 serpents at low levels, but if you run into one of the 6-serpent groups, what usually happens is you'll engage with 3-4 on their front lines, then the remaining ones are gonna pull your frontliners behind their lines, and nuke them down with 3-4 surrounded attacks before you can push through and rescue them.

I can beat these groups, but they consistently kill 1-2 bros every fight, and it doesn't feel like there's much I can do about it.
alright, if you have enough room and depending on how their bunched up, you can move the top or bottom of your line to try to get them into a formation where you can rush every snake at the same time. If you aren't in a position to do that, because of terrain, low movement, starting locations, etc. Then you can force them to grab a specific character by only putting one bro in range of the grab from the first serpent who isn't engaged (you have to pay attention to their turn order, it almost never changes before combat starts unless one of them crosses elevated terrain and the others don't).

You can handle this in two ways - the first is by sacrificing a bro who isn't going to make it to the end anyway, (or someone with nine lives you're going to retire so you can get a sergeant down the line) or if you have a bro with good early game armor- at least 90/90 head and body, you can put them in there and have them shieldwall after they've been grabbed and hope they can stay alive long enough to get guys through the snake wall. Large groups of snakes are aweful if you have bad armor.

Oh, if you have a brother with underdog, they can get grabbed and negate the surround bonus which gives the snakes a much harder time of hitting them as well, but you unless you are trying to just do southern contracts you probably don't want underdog that early. If you are doing southern contracts, get underdog on a bro you'll eventually use to hold the edges of your line early and set him up to get grabbed.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I tend to value the first star in a stat more than the others because it guarantees all the rolls on that stat will be usable. An ordinary brother probably loses 3-4 points off a core state over their career if you aren't willing to take a +1 (and generally speaking, I'm not), which means the guaranteed decent rolls turn that star into an effective +8 instead of a +5.

Southpaugh
May 26, 2007

Smokey Bacon


MYQMWPLRBZ


Thought I'd share my lone wolf seed, since hes got iron lungs and that seems to be a rarity these days.

Maps OK, the big town in the north east has all the industry buildings you'd want and the arena is in the central southern state.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Jay Rust posted:

I think poachers are the best you can get. I’m Day 50 in my peasant run and haven’t found a hunter. Witchhunters might be available, maybe?

You can't hire hunters or witchhunters as peasants. Your ranged bros will be poachers, shepherds and the occasional militiaman. Poachers appear to have been changed at some point, according to the wiki they now always spawn with 47-49 ratk (can someone verify?). My rule of thumb is 90+ ratk for archers, 80+ for throwers and gunners.

The Lord Bude fucked around with this message at 05:30 on Aug 19, 2020

redreader
Nov 2, 2009

I am the coolest person ever with my pirate chalice. Seriously.

Dinosaur Gum
I just restarted and had a 2-handed axe guy to start with, 60 melee attack and 2 stars on it. I decided to listen to the thread so I put my best armour (80 for the first mission!!!) and best helmet (50) on him and he got one shot by a first-mission-one-skull thug.

Jay Rust
Sep 27, 2011

Shoutout to the random group of peasants who happened to be nearby when I took on twenty webnechts, they charged ahead of my brothers, and fought valiantly. Tragic

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
oh god this game is so hard I'm never gonna gently caress up any goblins!!!

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

redreader posted:

I just restarted and had a 2-handed axe guy to start with, 60 melee attack and 2 stars on it. I decided to listen to the thread so I put my best armour (80 for the first mission!!!) and best helmet (50) on him and he got one shot by a first-mission-one-skull thug.

You don’t actually give your 2hander bros a 2handed weapon until you’ve got good armour for them. Give them a 1handed weapon and shield until they get to level 7 and take battleforged; and you can afford to put them in 200+ armour top and bottom.


And I just discovered the surgeon won't save a bro who dies from a dot effect like bleed rather than an actual hit.

Manhunters are available to be hired by peasants - they actually have really good stat ranges; all in all a big boost to peasants ability to find good 2hander recruits.

The Lord Bude fucked around with this message at 08:41 on Aug 19, 2020

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






What provides your killing power while you’re below L7, and how many troops do you put in the back row v front row while the front row is all shieldbros?

dogstile
May 1, 2012

fucking clocks
how do they work?
Polearms, mostly.

I keep spear bro's on the end of the line until i can replace them with 2h hammer bro's. The middle of my line has whatever hodgepodge of maces, swords and axes I can grab. If i can get a flail that'll go on my best guy because he can one shot anyone not in a helmet and its not a bad weapon for midgame anyway. But look at the stat values for polearms, the damage is pretty nuts.

Nordick
Sep 3, 2011

Yes.
I have my two-hander bros use two-handers from the very beginning because I'm not some sissy coward baby. :black101:

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






dogstile posted:

Polearms, mostly.

I keep spear bro's on the end of the line until i can replace them with 2h hammer bro's. The middle of my line has whatever hodgepodge of maces, swords and axes I can grab. If i can get a flail that'll go on my best guy because he can one shot anyone not in a helmet and its not a bad weapon for midgame anyway. But look at the stat values for polearms, the damage is pretty nuts.

Thanks! Now I just need to find some hunters. I had 3 good ones but they got et by unholds.

TheBeardyCleaver
Jan 9, 2019

The Lord Bude posted:

You don’t actually give your 2hander bros a 2handed weapon until you’ve got good armour for them. Give them a 1handed weapon and shield until they get to level 7 and take battleforged; and you can afford to put them in 200+ armour top and bottom.
If you really want to be safe, give them a polearm and some kind of shield in the back pocket for when some asshat breaks through or you spawn in front of Man With Crossbow on turn one.

The Lord Bude posted:

And I just discovered the surgeon won't save a bro who dies from a dot effect like bleed rather than an actual hit.
That there is a point in favour of taking Nine Lives I'd say.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Beefeater1980 posted:

What provides your killing power while you’re below L7, and how many troops do you put in the back row v front row while the front row is all shieldbros?

Mostly you don't need the extra killing power because you're up against weaker opponents. My rule of thumb with back line vs front line is to make the back smaller than the front, that way it's harder for the odd enemy to get around your flanks and interfere with the guy on either end of the back line. so I run 7/5 or 9/7 depending on the size of my company but it isn't the end of the world to do even numbers front and back especially early on when you're still hiring.

As you manage to find good ranged bros, put them in the back of course - they do surprising amounts of damage early on; especially with throwing weapons. And you can safely give a polearm to someone you intend to use for that purpose as soon as you get one, so long as you have enough bros left for the front line. You can get hold of pikes pretty early by looting them from raiders, and I'd advise buying swordlances as soon as you can afford them, they add a lot to your killing power.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
How many early dps bros you can afford depends on how many archers you have, you probably want 1/2 to 2/3 of your bros with shields when your armour sucks, and also it's very dependent on what weapons you have randomly drop. If you happen to get a ton of pikes for example then you're best off just using them and having as few shields as possible.

vyelkin
Jan 2, 2011

The Lord Bude posted:

And I just discovered the surgeon won't save a bro who dies from a dot effect like bleed rather than an actual hit.

Death from DOT (especially bleed) is weird and buggy as hell in this game. Bros who die from bleed don't appear in the obituary either, or at least don't do so consistently. I'm pretty sure at least once I have not got the equipment and experience from enemies who died from bleed too. It seems like sometimes the game decides that when someone bleeds to death they just vanish out of existence instead of actually dying and triggering the things the game is supposed to do when someone dies.

punishedkissinger
Sep 20, 2017

whats everyone's whip build? some kind of fast hands?

also, do people have dedicated dagger frontliners? seems like you could wreck elite units with three attacks+overwhelm

Broken Box
Jan 29, 2009

punishedkissinger posted:

whats everyone's whip build? some kind of fast hands?

also, do people have dedicated dagger frontliners? seems like you could wreck elite units with three attacks+overwhelm

either fast hands on a 1H+Shield front liner that exists to tangle up enemies and remove their offensive capacity (disarm/mace stun/maybe puncture dagger)

or fast hands on a polearm to give them some defensive support and extra range/whips on unarmored guys

dogstile
May 1, 2012

fucking clocks
how do they work?
I found a legendary dagger early once and made a frontliner with it. It was honestly pretty sweet, I had a guy who's only job was to throw nets on his targets while he gave me their armour. I think its the best run i've ever had.

punishedkissinger
Sep 20, 2017

Can you imagine the feeling of pure terror bandits must feel when the entire enemy company puts away their flails and maces and pulls out daggers?

Broken Cog
Dec 29, 2009

We're all friends here
Dagger bros are great, but they actually need pretty decent stats to be viable. You need good MA and Fatigue, and either high Initiative or MD depending on how you want to build them.

punishedkissinger
Sep 20, 2017

Broken Cog posted:

Dagger bros are great, but they actually need pretty decent stats to be viable. You need good MA and Fatigue, and either high Initiative or MD depending on how you want to build them.

I've never done a Nimble build, should dagger guy be going light armor?

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

redreader posted:

I just restarted and had a 2-handed axe guy to start with, 60 melee attack and 2 stars on it. I decided to listen to the thread so I put my best armour (80 for the first mission!!!) and best helmet (50) on him and he got one shot by a first-mission-one-skull thug.

I think someone said this already, but to reiterate, even bros with good potential still need time in the oven before they're ready to fight without a shield. Early in the game, most people will start out in the shield wall with a spear or sword unless they have high enough starting melee attack not to need the accuracy bonus, and they level out to their real careers as they develop and the equipment they need becomes available. Great recruits get polearms and go in the back rank to insulate them from random strokes of bad luck like the above, and when the company has reached the point where it can field a full roster that becomes the default starting position since later encounters are dangerous enough that a new brother is in grave danger on the front lines no matter how hard I try to protect him.

As for when to actually switch over to a 2-hander, I generally wouldn't do it until they have ~20-25 melee defense without a shield, a heavy set of armor and enough fatigue to properly wear it, and a decent set of defensive perks like Battle Forged and Reach Advantage. I might be more conservative than most, but it's pretty typical for my companies not to field any 2-handers until a bit before the first crisis, even if I've got a few brothers intended for the job, simply because we're don't have the levels and gear to do it properly yet.

Broken Cog
Dec 29, 2009

We're all friends here

punishedkissinger posted:

I've never done a Nimble build, should dagger guy be going light armor?

You don't have to, but I do prefer to make them nimble since it synergises well with dodge/overwhelm (Since daggers get 3 attacks). They need pretty good Initiate for that though, I can recommend trying it out if you get a rat catcher or thief with good MA stars.

vyelkin
Jan 2, 2011
Supposedly puncture, which is the main reason to build a dagger specialist, doesn't get any benefit from duelist or double grip. That doesn't mean nimble is a bad choice, since the fatigue gains can be really worth it, but it also means you might want them to be carrying a shield for added protection. Nimble might still be good for the overwhelm benefits, but overwhelm is only situationally useful for a major damage dealer like you want a dagger specialist to be, since if all goes according to plan you'll kill the enemy fast enough that they won't attack you very much anyway. And puncture uses enough fatigue that even with nimble and relentless you're likely to end up without sky-high initiative anyway.

My experience building a dagger specialist a long time ago was that you needed absolutely insane fatigue to have them be effective for more than one or two turns. I think that guy, who had something like 70-80 fatigue after armour, still spent like every other turn using Recover.

Alternatively, the qatal dagger supposedly rewrites a lot of this since it doesn't use puncture and so is nowhere near as fatigue-heavy, and since it's not using puncture it should also benefit from double grip and duelist. So a qatal dagger duelist who uses their offhand to throw a net or some kind of bomb, then uses the dagger's special attack to wreck whoever's caught by it, should be pretty viable. I haven't tried it yet so can't report from experience.

Broken Cog
Dec 29, 2009

We're all friends here
Another fun thing you can do with dagger bros is give them fearsome, though it's more of a gimmick and only really strong against orcs.

Edit: Woops, fearsome not fearful.

Broken Cog fucked around with this message at 16:22 on Aug 19, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Presumably you’d want them to be fearsome rather than fearful unless your intent was to entertain the orcs by running away like little girls.

rideANDxORdie
Jun 11, 2010
The qatal dagger has turned the dagger overwhelm specialist from niche build to a very viable DPS/utility build

The qatal dagger is easy on the fatigue, with the deathblow special requiring 10/7 with dagger mastery per swing. On top of that, the qatal does benefit from double grip and duelist on BOTH of it's attacks, not just stab like standard daggers. Finally, there is no aim penalty on the qatal's moves. This means dagger specialists no longer require ridiculously high fatigue and MAtk to pump out three punctures a turn.

The qatal is seriously good for how much one costs from the weaponsmith (around 1.5k)

punishedkissinger
Sep 20, 2017

rideANDxORdie posted:

The qatal dagger has turned the dagger overwhelm specialist from niche build to a very viable DPS/utility build

The qatal dagger is easy on the fatigue, with the deathblow special requiring 10/7 with dagger mastery per swing. On top of that, the qatal does benefit from double grip and duelist on BOTH of it's attacks, not just stab like standard daggers. Finally, there is no aim penalty on the qatal's moves. This means dagger specialists no longer require ridiculously high fatigue and MAtk to pump out three punctures a turn.

The qatal is seriously good for how much one costs from the weaponsmith (around 1.5k)

but deathblow doesn't skip armor right?

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

If you have double grip, Duelist, and you're using the proper Deathblow since they're stunned, I think the through-armor would be high enough on 3 swings to not worry about not totally ignoring it.

punishedkissinger
Sep 20, 2017

Night10194 posted:

If you have double grip, Duelist, and you're using the proper Deathblow since they're stunned, I think the through-armor would be high enough on 3 swings to not worry about not totally ignoring it.

yeah it makes sense as a DPS but I want an armor thief. Unless their damage to armor is low. I guess I still don't fully grasp all of the mechanics of this game.

vyelkin
Jan 2, 2011

punishedkissinger posted:

but deathblow doesn't skip armor right?

It doesn't, but it gives a damage boost and a damage-through-armour boost which, combined with double grip and duelist and the multiplicative damage effects, should give pretty substantial regular attack damage.

Broken Cog
Dec 29, 2009

We're all friends here
You can always carry one dagger of each type and switch depending on the situation. Not like they weigh much.

dogstile
May 1, 2012

fucking clocks
how do they work?
Nothing, actually. You can give all your bro's daggers, it won't affect fatigue.

rideANDxORdie
Jun 11, 2010
You can certainly use a regular dagger but in my experience a dedicated puncture bro requires an absolute unicorn of a brother and they're still underwhelming. I give almost every single guy a dagger in his pocket for the entire early to mid game and have never had an issue getting armor when I need to

Puncture is just too mediocre to be a main damage tool. Massive fatigue cost and an accuracy debuff make it not worth imo. Throw in that neither double grip or duelist applies and it just isn't worth it IMO

My qatal guy does carry a standard dagger as well for those rare occasions I need him to strip armor instead of just murder indiscriminately

rideANDxORdie fucked around with this message at 18:10 on Aug 19, 2020

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah, i found a brother who had decent fatigue, melee attack and melee defence, so with the named dagger i figured i'd lean into it.

By the end game he still ended up being a benchwarmer. That was back when you would have an entire line of indom 2h guys though.

Broken Cog
Dec 29, 2009

We're all friends here
Man, you get an absolute shitload of recruits in every settlement with the Recruiter. Can recommend.

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punishedkissinger
Sep 20, 2017

rideANDxORdie posted:

You can certainly use a regular dagger but in my experience a dedicated puncture bro requires an absolute unicorn of a brother and they're still underwhelming. I give almost every single guy a dagger in his pocket for the entire early to mid game and have never had an issue getting armor when I need to

Puncture is just too mediocre to be a main damage tool. Massive fatigue cost and an accuracy debuff make it not worth imo. Throw in that neither double grip or duelist applies and it just isn't worth it IMO

My qatal guy does carry a standard dagger as well for those rare occasions I need him to strip armor instead of just murder indiscriminately

I'll keep this in mind. I went to attack some barbarians and they offered a Duel as a choice so I had my best guy go out with shield/dagger and he absolutely wrecked the Chosen idiot. Got me thinking.

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