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Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

redreader posted:

General questions: I'm using this for builds: https://battlebrothers.fandom.com/wiki/Character_Builds

I'm day 65 and my front row has 115-145 helmets and 95 to 115 armour. 3 of them have kite shields, 1 of them is a 2-handed hammer guy, there are 7 of them. All of them who are not the 2-hander are specced for shield guy. My back row is sergeant, crossbow (guns later), archer who I JUST FINALLY got at l2, 52 RA with 3 stars, and a dedicated pole guy.

Question about cleaver/whip shieldguy. I've specced him like a normal shield person so far: He's level 7, and has a head chopper, and perks are: student, colossus, brawny, cleaver mastery, battle forged. I see now that I finally got a whip I need quick hands, and I for sure need shield mastery too I think. His fatigue is really suffering. Do you choose whip or cleaver depending on the fight? or do you carry both?. Also, I see a military cleaver in the shop and I'm unsure what the difference is between military cleaver and head chopper. Is there a better cleaver than those two?. The military cleaver is a lot more expensive but (edit! )uses less the fatigue and the armour/damage stats are a bit worse. I wish the cleavers were less tough on fatigue.

I also have an armour attachment, Hyena Fur Mantle. It seems like it would be good on whatever my 2handed guy wears. I assume I give 2 handed guy the best armour/helmet in my entire company, right? I just don't want to put it on armour, then 'everyone knows that on day 70, 200 armour appears and then you'll be mad you used it'. Should I use it now? my best armour is a basic mail shirt, 115 points.

Also, when do you start exploring and assaulting places? I started around day 30 I suppose, and was finally able to actually win the battles. Was that too late?

Also, does everyone trade a lot? I finally have a map I found with a river through almost-the-middle with 4 ports, one of which is in a large city so that's super useful. I'm actually finally trading this time but it's slow going.

also, I have a couple of falxes, should I hold on to them? right now I have a pike for my dedicated back row guy, but I assume the falxes might be better vs undead for head lopping? I haven't figured out when to swap weapons out depending on the enemy

I never really take colossus on guys who get battleforged, as long as you get them to 60+ hp then they won't generally die to chip damage through it, and 20 extra hp isn't gonna do much of his armor is down. I honestly take gifted on just about everyone because it helps a ton at the time you take it and it's just 10 points of raw stats where they'll help most. I'm only on day 25 of my run but it feels like between whips and sword lances I'd rather have any guy who hits 90matk but sucks elsewhere on backrow whip/swoosh duty especially because I've only found one good hybrid (crossbow/sword lance) dude so far.

For the hyena mantle I got one and put it on the assassin armor I got and I'd generally recommend that you put light armor attachments on nimble suitable armors and the 200+ armors you find you'll want to put heavy armor attachments/unhold fur/unhold bones on.

As for when to explore I generally don't until I've filled out my roster with guys who I have a role in mind for, like 30-40. Basically my game plan is to get armor, find recruits while leveling up to 6-7 doing contracts, and I don't really keep weapons for beheading weidergangers but it's not a bad idea if you don't mind losing the inventory space.

Right now I have 2 mace front liners (matk88+, good fatigue/hp/resolve and 30-ish mdef expected at 11), 1 spear tank (~80matk, 45mdef, very high fatigue), 3 archers (90+ ratk), 1 2 hander (90+matk, 35mdef), a sergeant, a hybrid, a guy who I'm gonna make a nimble whip/sword lance dude (90+matk, poor fatigue, middling defenses, good hp) and a guy who was fodder but rolled really well his first 5 levels and now I might keep (along with like 4 dudes who I don't mind dying). I'm probably another 2 frontliners and a hybrid/gun dude from going out exploring.

Does anyone have any thoughts on.polemaces? I've been using them on backliners who haven't gotten into their future roles yet just because I got them off nomads and they seem decent but I feel like I'd rather have a sword lance on the dude because one shot at a 1 round stun with low damage is pretty meh.

Sorry for the word vomit I like this game and the new stuff is cool. Nomads seem like really good recruits for high matk stuff, anyone with stars is gonna hit 90 it feels like.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I put a lot of value in colussus not strictly for the HP boost but for the lower injury chance. This matters a lot in Lone Wolf/Gladiator games where you won't have reserves to pull from (without modding). This is especially true early where guys with injuries are still going to count against you in enemy spawns but sidelining 1-2 guys out of your 6 to injury can be super detrimental. I tend to take it as a mandatory early pick because of that.

I'm also starting to think resilient mind is a mandatory pick with the added resolve penalty from fearsome along with all the benefits vs fear/mind control/etc. Getting guys up to 60+ really helps keep them rolling safe on morale checks, and I think most players underestimate the penalty from wavering morale and the benefit from confident morale. It's basically the equivalent of a full level of stats. Confident to wavering equates to a full 20% swing of everything important.

Mazz fucked around with this message at 22:58 on Aug 23, 2020

Jay Rust
Sep 27, 2011

I think 115 body armour is low for day 65. Look into armoursmiths, you should be able to afford better

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

Mazz posted:

I put a lot of value in colussus not strictly for the HP boost but for the lower injury chance. This matters a lot in Lone Wolf/Gladiator games where you won't have reserves to pull from (without modding). This is especially true early where guys with injuries are still going to count against you in enemy spawns but sidelining 1-2 guys out of your 6 to injury can be super detrimental. I tend to take it as a mandatory early pick because of that.

I'm also starting to think resilient mind is a mandatory pick with the added resolve penalty from fearsome along with all the benefits vs fear/mind control/etc. Getting guys up to 60+ really helps keep them rolling safe on morale checks, and I think most players underestimate the penalty from wavering morale and the benefit from confident morale. It's basically the equivalent of a full level of stats. Confident to wavering equates to a full 20% swing of everything important.



That makes sense and is also why I never played lone wolf starts and was hesitant to try gladiators.

Broken Cog
Dec 29, 2009

We're all friends here
Man, whenever I find a good potential fencer recruit, I can't for the life of me find a fencing sword anywhere.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
So for back line polearm dudes who end up at like 24-29 MDef, do you guys default to nimble or battleforged or is it dependent on HP? I used to just default to BF but I'm realizing now that's probably penalizing total fatigue a bit, especially on dudes with high HP.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

Mazz posted:

So for back line polearm dudes who end up at like 24-29 MDef, do you guys default to nimble or battleforged or is it dependent on HP? I used to just default to BF but I'm realizing now that's probably penalizing total fatigue a bit, especially on dudes with high HP.

Battleforged is better imo, but nimble bros are cheaper to equip and I generally use it as a crutch for low fatigue brothers with really good matk, plus I might give him the dodgy perks and give him the hyena armor to see how it works. Also I used to never do dedicated polearm guys, I would look for guys who would 80+ ratk and 85+ matk and give them an arbalest so they could shoot, quick hands, swing when the lines engaged but kinda liking the whip secondary idea now.

With nearly 400 hours in this game now I'm really feeling like consistency in fights is really dependent on your ability to disrupt threats rather than just try to gang up before they get more than one attack off like I would 200 hours ago.

Ixtlilton fucked around with this message at 23:47 on Aug 23, 2020

vyelkin
Jan 2, 2011

Mazz posted:

So for back line polearm dudes who end up at like 24-29 MDef, do you guys default to nimble or battleforged or is it dependent on HP? I used to just default to BF but I'm realizing now that's probably penalizing total fatigue a bit, especially on dudes with high HP.

Basically anyone I know for sure is going to be a backliner (so, archers, sergeants, polearm specialists) I give nimble. They're very rarely in the line of fire and nimble is good enough to keep them alive against ranged damage, and that way they get the extra fatigue for more of whatever it is they're doing.

Broken Cog
Dec 29, 2009

We're all friends here
Dedicated polearm users have been insanely strong ever since they got the AP buff a couple of years back, there's never a reason not to bring them unless you absolutely want to try something else.

Also I have never really had hybrids work that well.

Edit: Anyone know if you can get the armor from the assassins that can randomly show up during nomad camps?

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

Broken Cog posted:

Dedicated polearm users have been insanely strong ever since they got the AP buff a couple of years back, there's never a reason not to bring them unless you absolutely want to try something else.

Also I have never really had hybrids work that well.

I guess I'm just willing to dedicate 2 perks (crossbow+quickhands) and leveling a stat every level to have extra ranged firepower and a bit of extra oomph at the start of combat.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The fact that AoE polearms are pretty common now (and legendary ones are in shops) along with the attack/move from polearm mastery I'm really starting to lean into them more as a main component of my force. 2 tiles of range is just really, really valuable more often than not, especially when polearm masters can hit, move and hit again.

I'm working up an expert Lone Wolf game through day 40 now and I got a bunch of Pikes from early raider kills; honestly they are loving poo poo up so long as my LW runs intercept. Definitely carrying their weight for being a bunch of a small handful of level 5-7 bros with 65-70 MAtk.

I'm super hesitant to take weapon mastery on any bro now though because I want to get him a legendary first :v:

Mazz fucked around with this message at 00:04 on Aug 24, 2020

dogstile
May 1, 2012

fucking clocks
how do they work?
I haven't seen a sword Lance the entire time I've been playing the new dlc and I must have like 9 hours on it by now, so I've been using the polemaces instead. The stuns pretty good and I like that they typically do an injury per swing.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

dogstile posted:

I haven't seen a sword Lance the entire time I've been playing the new dlc and I must have like 9 hours on it by now, so I've been using the polemaces instead. The stuns pretty good and I like that they typically do an injury per swing.

I got my 1 so far off a really good gladiator recruit for 2.8k :buddy:

Broken Cog
Dec 29, 2009

We're all friends here

Ixtlilton posted:

I guess I'm just willing to dedicate 2 perks (crossbow+quickhands) and leveling a stat every level to have extra ranged firepower and a bit of extra oomph at the start of combat.

Try swapping out the crossbow for some throwing weapons at some point. It's the only kind of hybrid I've had any luck with. Especially with duelist and those heavy javelins you can find from barbarian reavers up north, you can do some serious damage.


dogstile posted:

I haven't seen a sword Lance the entire time I've been playing the new dlc and I must have like 9 hours on it by now, so I've been using the polemaces instead. The stuns pretty good and I like that they typically do an injury per swing.

I've only seen one, and it was in a weaponsmith after a caravan delivery. They seem pretty rare.

Edit:


Managed to get it.

Broken Cog fucked around with this message at 00:18 on Aug 24, 2020

ccubed
Jul 14, 2016

How's it hanging, brah?
From Reddit thread on swordlances. With right build and that gladiator perk, you can get off 3 aoe attacks in a round.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

Broken Cog posted:

Try swapping out the crossbow for some throwing weapons at some point. It's the only kind of hybrid I've had any luck with. Especially with duelist and those heavy javelins you can find from barbarian reavers up north, you can do some serious damage.


I've only seen one, and it was in a weaponsmith after a caravan delivery. They seem pretty rare.

Edit:


Managed to get it.

I kinda feel like it might be crisis dependent. For noble war I think I'd rather have counter snipers/polearm killers with more range, for orcs throwing for sure, and kinda a tossup for undead if you're fighting more honor guard or necromancers. I should try throwing more, only really ever did the build once.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

redreader posted:

General questions: I'm using this for builds: https://battlebrothers.fandom.com/wiki/Character_Builds

I'm day 65 and my front row has 115-145 helmets and 95 to 115 armour. 3 of them have kite shields, 1 of them is a 2-handed hammer guy, there are 7 of them. All of them who are not the 2-hander are specced for shield guy. My back row is sergeant, crossbow (guns later), archer who I JUST FINALLY got at l2, 52 RA with 3 stars, and a dedicated pole guy.

Question about cleaver/whip shieldguy. I've specced him like a normal shield person so far: He's level 7, and has a head chopper, and perks are: student, colossus, brawny, cleaver mastery, battle forged. I see now that I finally got a whip I need quick hands, and I for sure need shield mastery too I think. His fatigue is really suffering. Do you choose whip or cleaver depending on the fight? or do you carry both?. Also, I see a military cleaver in the shop and I'm unsure what the difference is between military cleaver and head chopper. Is there a better cleaver than those two?. The military cleaver is a lot more expensive but (edit! )uses less the fatigue and the armour/damage stats are a bit worse. I wish the cleavers were less tough on fatigue.

I also have an armour attachment, Hyena Fur Mantle. It seems like it would be good on whatever my 2handed guy wears. I assume I give 2 handed guy the best armour/helmet in my entire company, right? I just don't want to put it on armour, then 'everyone knows that on day 70, 200 armour appears and then you'll be mad you used it'. Should I use it now? my best armour is a basic mail shirt, 115 points.

Also, when do you start exploring and assaulting places? I started around day 30 I suppose, and was finally able to actually win the battles. Was that too late?

Also, does everyone trade a lot? I finally have a map I found with a river through almost-the-middle with 4 ports, one of which is in a large city so that's super useful. I'm actually finally trading this time but it's slow going.

also, I have a couple of falxes, should I hold on to them? right now I have a pike for my dedicated back row guy, but I assume the falxes might be better vs undead for head lopping? I haven't figured out when to swap weapons out depending on the enemy

Be careful, a lot of those guides haven't been updated in a very long time. I encourage you to read this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2001196860

Ixtlilton posted:

I never really take colossus on guys who get battleforged, as long as you get them to 60+ hp then they won't generally die to chip damage through it, and 20 extra hp isn't gonna do much of his armor is down.

This may have been true in the vanilla game but it is extremely bad advice these days. Subsequent DLC has introduced many enemies capable of doing significant damage through armour and if you wander around with 60hp frontliners they are going to have significantly more injuries (which trigger when a hit causes damage that exceeds a certain % of current hitpoints) and they are going to rapidly die to a lot of enemies especially chosen)

Every frontliner should have colossus; and it's very strong on backliners as well. You should be aiming for more like 100hp on frontliners, and 70-80 on back liners.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Mazz posted:

So for back line polearm dudes who end up at like 24-29 MDef, do you guys default to nimble or battleforged or is it dependent on HP? I used to just default to BF but I'm realizing now that's probably penalizing total fatigue a bit, especially on dudes with high HP.

I take nimble on polearms because then you can use the guys with excellent attack but lower fatigue in that role (plus it's much cheaper). With decent health pool (~75) and nimble they can take a surprising amount of damage. Also I think boosting mdef on backliners is something of a waste - by all means do it when you've got health and resolve where you want them but don't sacrifice health and resolve for it. Back liners are more likely to be damaged by ranged attacks but with nimble they can take arrows/bolts without much damage; I wouldn't bother raising rdef at all.

edit: I haven't had any trouble finding swordlances in shops; and they're pretty reasonably priced.

Pole/crossbow hybrids are an early idea that was popular when the game first came out but was eventually abandoned by most people as polearms got better and people did more theory crafting.

The Lord Bude fucked around with this message at 02:23 on Aug 24, 2020

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

The Lord Bude posted:

Be careful, a lot of those guides haven't been updated in a very long time. I encourage you to read this:

https://steamcommunity.com/sharedfiles/filedetails/?id=2001196860


This may have been true in the vanilla game but it is extremely bad advice these days. Subsequent DLC has introduced many enemies capable of doing significant damage through armour and if you wander around with 60hp frontliners they are going to have significantly more injuries (which trigger when a hit causes damage that exceeds a certain % of current hitpoints) and they are going to rapidly die to a lot of enemies especially chosen)

Every frontliner should have colossus; and it's very strong on backliners as well. You should be aiming for more like 100hp on frontliners, and 70-80 on back liners.

Not to disagree with ~meta~ but like is there anything other than chosen and dagger goblins anything over 70 even is worthwhile for on a frontline battleforged guy? I can't imagine a situation I have that many stat points to spare to go above that on everyone even with colossus. What's the meta for polearm guys sine crossbows though? Genuinely curious.

edit: I guess the argument is for fewer injuries but I'm kinda okay with taking injuries and swapping dudes out on my runs.

Ixtlilton fucked around with this message at 02:57 on Aug 24, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Ixtlilton posted:

Not to disagree with ~meta~ but like is there anything other than chosen and dagger goblins anything over 70 even is worthwhile for on a frontline battleforged guy? I can't imagine a situation I have that many stat points to spare to go above that on everyone even with colossus. What's the meta for polearm guys sine crossbows though? Genuinely curious.

edit: I guess the argument is for fewer injuries but I'm kinda okay with taking injuries and swapping dudes out on my runs.

Chosen; hyenas, Orc warriors, unholds, southern armies with lots of polemaces and AOE. The game is full of enemies that can strip away armour faster than before and do significant damage through armour. You should be building for the toughest threats. And many injuries have been made more severe in the new expansion. Plus injuries significantly affect how well your guys can perform in the current fight when you get them. It’s also not a big deal stat wise. The average HP of a new hire is 60; expensive backgrounds are often higher.

With crossbows and polearms; originally polearm mastery didn’t reduce the AP. Now that it does; polearms are better - you can attack twice in a turn with berserk. And we now have easy access to AOE polearms. If you make a hybrid you have to waste 2 perks; and you have to waste stats on ranged attack. You’re better off having a pure polearm build that has super high attack because they do tons of damage and they can apply debuffs like overwhelm and fearsome which are more useful than ever.

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

The Lord Bude posted:

Chosen; hyenas, Orc warriors, unholds, southern armies with lots of polemaces and AOE. The game is full of enemies that can strip away armour faster than before and do significant damage through armour. You should be building for the toughest threats. And many injuries have been made more severe in the new expansion. Plus injuries significantly affect how well your guys can perform in the current fight when you get them. It’s also not a big deal stat wise. The average HP of a new hire is 60; expensive backgrounds are often higher.

With crossbows and polearms; originally polearm mastery didn’t reduce the AP. Now that it does; polearms are better - you can attack twice in a turn with berserk. And we now have easy access to AOE polearms. If you make a hybrid you have to waste 2 perks; and you have to waste stats on ranged attack. You’re better off having a pure polearm build that has super high attack because they do tons of damage and they can apply debuffs like overwhelm and fearsome which are more useful than ever.

It's not like you sacrifice any matk to increase ratk though and they're a backliner. You can fit overwhelm and fearsome into a build: http://tumult.cc/bb-calc.html?1-9&1-8&2-7&3-6&4-10&4-8&6-1&5-2&7-1&6-3&1-3

Hyenas seem kinda a non-threat even at mid-level and I've never had any problems with unholds or orc warriors with middling HP dudes, only enemies who've ever been a problem were chosen and that was more because of my steadfast refusal to take steel brow. I also generally built mine battleforged but I can kinda see how if you want overwhelm then nimble is a lot better and there's utility to that for sure.

I also savescum so I guess I can kinda get away with fewer fail-safes in my builds lol.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I found a unique whip - attacks cost 1 less stamina; and does 41% damage vs armour.

WarpedLichen
Aug 14, 2008


Started a new game on blazing deserts and doing my first Expert/Expert run. My bros kinda suck but at least I got 16 of them.

Noticed some weird things that I'm not sure if they are dlc changes or a difficulty thing. Enemy archers used to run away a lot more I think? Normally I feel like enemy archers start to hoof it as soon as I get the advantage in melee but now it feels like they stay and try to fight even if their entire front line is breaking. Very odd. Also noticing a ton of delivery missions and I can't seem to get the Ambition that gives a free set of noble house gear. Are peasants locked out from that? I was waiting a long time for a cart upgrade until I noticed it in the retinue screen so maybe it got removed also?

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
In that same vein I got the random road event that gives an arming sword and mail armor on day 6 of a peasant run tonight. Pretty game changing.

Also I gave up on expert economy, I’ll still do expert difficulty but economy just makes the game that much more tedious without really adding anything. Rolled that poo poo back to beginner and never looked back.

Mazz fucked around with this message at 07:34 on Aug 24, 2020

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Expert economy really just makes the first 1 or 2 fights you do into a complete RNG fest due to having to throw guys into combat usually half naked with a knife or something. After that yeah you can scale a bit faster but if you're playing efficiently most of your upgrades come from loot anyway so it's not really that big of a deal.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

RabidWeasel posted:

Expert economy really just makes the first 1 or 2 fights you do into a complete RNG fest due to having to throw guys into combat usually half naked with a knife or something. After that yeah you can scale a bit faster but if you're playing efficiently most of your upgrades come from loot anyway so it's not really that big of a deal.

To an extent, yeah but it also means you’re limited on recruits and buying them starter gear if you aren’t saving it. The real point though is there’s not really any reason to suffer that because as you said it’s effectively just an additional RNG penalty on the fist 10-15 days. After that the only thing it’s actually doing is adding risk that you won’t be able to buy legendaries when they occasionally show up because you snowball slower. There’s no actual added difficulty, just tedium IMO. YMMV as always though.

Mazz fucked around with this message at 07:41 on Aug 24, 2020

dogstile
May 1, 2012

fucking clocks
how do they work?
Hp chat, I just take Colossus on everyone I want to keep and the decent backgrounds will get 65+ off of that alone, then one good roll gets them higher. I've started dumping points into go when I can only get +1 melee attack or whatever and I have significantly less injuries

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

dogstile posted:

Hp chat, I just take Colossus on everyone I want to keep and the decent backgrounds will get 65+ off of that alone, then one good roll gets them higher. I've started dumping points into go when I can only get +1 melee attack or whatever and I have significantly less injuries

My militia game last night was thinking on the same lines. Additionally, I’ve dropped Student from being an early pick and instead go colossus/gifted/mind on everyone (unless they have 50+ base morale already and won’t be sarge). Student is good but I’m realizing now that it’s not worth the early survivability or skills, you can easily hold off till level 6 or 7 and/or not take it on early game bros at all. It’s value actually grows later when your established and need to catch new bros up to your core. The early HP boost from colussus is very impactful when dudes have no other protection available, at least for militia where you have no glad/LW core strength.

Mazz fucked around with this message at 12:44 on Aug 24, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Mazz posted:

My initial game last night Xhanges my strat, I’ve dropped Student from being an early pick and instead go colossus/gifted/resilient on everyone (unless they have 50+ base morale already and won’t be sarge). Student is good but I’m realizing now that it’s not worth the early survivability or skills, you can easily hold off till level 6 or 7 and/or not take it on early game bros at all. It’s value actually grows later when your established and need to catch new bros up to your core. The early HP boost from colussus is very impactful early when dudes have no other protection available.

I assume you mean fortified mind; not resilient? Taking resilient on everyone would be very strange.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

The Lord Bude posted:

I assume you mean fortified mind; not resilient? Taking resilient on everyone would be very strange.

Oh yeah, mind. I get those names mixed up. I don’t think I’ve ever taken resil.

Post edited to fix that and some phoneposting spelling.

dogstile
May 1, 2012

fucking clocks
how do they work?
I take student second, you can usually afford to wait on brow/mind/whatever

I don't really like the second row of perks at all, to be honest. Quick hands I guess.

Sloober
Apr 1, 2011
which faction has the best chance at famed shields? i've been smashing brigands and nomads like crazy and the best i can find is a large supply of kite shields, which is not useful.

By far the most famed items i find are goblin pikes. One of my various forays down the side of the map smashing up the joint netted me 4 of the drat things, along with two 300+ helmets and a nimble-caliber surcoat that was like 130 durability/8 fatigue, which i found when i smashed a place with a bunch of auxilliaries/legionnaires and a priest. helmets seem most common since i have a famed hat on every one of my frontliners and my polearm backliner has one. I usually aim to puncture any named guy to death in case the body armor is good

I did manage to score that big ol cleaver and the regen plate armor for a guy though, which is crazy neat

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

Sloober posted:

which faction has the best chance at famed shields? i've been smashing brigands and nomads like crazy and the best i can find is a large supply of kite shields, which is not useful.

By far the most famed items i find are goblin pikes. One of my various forays down the side of the map smashing up the joint netted me 4 of the drat things, along with two 300+ helmets and a nimble-caliber surcoat that was like 130 durability/8 fatigue, which i found when i smashed a place with a bunch of auxilliaries/legionnaires and a priest. helmets seem most common since i have a famed hat on every one of my frontliners and my polearm backliner has one. I usually aim to puncture any named guy to death in case the body armor is good

I did manage to score that big ol cleaver and the regen plate armor for a guy though, which is crazy neat

Fallen hero champs will spawn with shields quite often but they'll be kite shields a good amount, which are mediocre unless they full roll MDef. Orc champs that aren't warlords also have some good shields but they're generally heavy/fatiguing as gently caress. They tend to have crazy good durability though which is a big benefit vs chosen.

Lindwurm and schrat crafted shields are both very good IIRC, with Lindwurm basically being heater+.

Mazz fucked around with this message at 13:59 on Aug 24, 2020

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yeah I made a Schrat shield this run and it's pretty great.

Sloober
Apr 1, 2011
yeah i got one, but they aren't famed and dont count for the ambition to have one of each slot.

i tend to destroy every location i come across if it has a leader or champion in it, same with fallen heroes. No dice

I'll probably end up retiring this gladiator company and try another origin out, it's been a great run though, did lots of poo poo but i've been stuck on this one ambition for 50+ days trying to find a shield, checking every shop etc. Just finished up the noble war after the undead scourge crisis. also i now feel its mandatory to have a handgonner around, especially with fearsome

TheBeardyCleaver
Jan 9, 2019
Has anyone done any serious Manhunter playthroughs and able to share their experiences? Especially for building the Indebted. I have one off the ground so to speak, but haven't gone too far in.

How much HP/FAT/MDf/MAtk is realistic to expect? Take spears/polearms on all the slaves and get the 'real' guys to do the mass murdering? I suppose a Fast Adaptation slave will hit things often enough to be a duelist maybe?

Also, I haven't done many peasant runs, but are there any quality to the quantity? Does the game just throw even more enemies at you as you get ~25 lads in there and end you up slogging through 50 man battles consistently? Also, since slaves are max lvl 7, getting more guys generating more enemies, and the slaves being limited in their abilities, will that not eventually gently caress a slave army over unless you have them all in legendary gear?

Yes. I should just go try and see, but I enjoy some theorycraft before heading out.

vyelkin
Jan 2, 2011

TheBeardyCleaver posted:

Has anyone done any serious Manhunter playthroughs and able to share their experiences? Especially for building the Indebted. I have one off the ground so to speak, but haven't gone too far in.

How much HP/FAT/MDf/MAtk is realistic to expect? Take spears/polearms on all the slaves and get the 'real' guys to do the mass murdering? I suppose a Fast Adaptation slave will hit things often enough to be a duelist maybe?

Also, I haven't done many peasant runs, but are there any quality to the quantity? Does the game just throw even more enemies at you as you get ~25 lads in there and end you up slogging through 50 man battles consistently? Also, since slaves are max lvl 7, getting more guys generating more enemies, and the slaves being limited in their abilities, will that not eventually gently caress a slave army over unless you have them all in legendary gear?

Yes. I should just go try and see, but I enjoy some theorycraft before heading out.

No matter how many bros you have, most enemy encounters max out at around 31 enemies. Only the legendary locations like the Monolith or Goblin City will drop 50ish on you. By the post-endgame (like day 200+) whether you have 12 guys or 16 in combat you'll be finding a lot of 31-enemy camps either way. The difference is that when you bring 16 guys into a fight like that you're only outnumbered 2-to-1 instead of nearly 3-to-1, which makes a big difference.

For peasants you can absolutely get quality to go with the quantity, but you have to be selective with your hires and aware that your bros will level more slowly because XP is spread over more people. In the end I think peasants is the strongest endgame company because with careful hiring and leveling you can have 16 endgame bros on the field instead of 12, but still fight more or less the same enemy groups. But it takes longer to get there.

dogstile
May 1, 2012

fucking clocks
how do they work?
I think next run I take past a crisis for me is either peasants or manhunters just to try the 16 bro's on the field thing.

Might mod food to take longer to decay for that run though. After the first hurdle its more an annoyance than an actual gameplay mechanic for me. Truly wish i could hire a retinue member that just foraged food for me. Or a quartermaster that takes a percentage cut of all gold you make but in return you never have to worry about food/tools/arrows again.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

dogstile posted:

I think next run I take past a crisis for me is either peasants or manhunters just to try the 16 bro's on the field thing.

Might mod food to take longer to decay for that run though. After the first hurdle its more an annoyance than an actual gameplay mechanic for me. Truly wish i could hire a retinue member that just foraged food for me. Or a quartermaster that takes a percentage cut of all gold you make but in return you never have to worry about food/tools/arrows again.

the cook retinue member makes food last longer (and makes your guys heal HP faster). I've never really had an issue with food though. You use it up faster but it isn't a big deal.

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Jay Rust
Sep 27, 2011

Hey they fixed the surgeon not being able to save poisoned / bleeding brothers

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