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rideANDxORdie
Jun 11, 2010
Lol I use the tryout mod and still find what most people post as bare minimum stat thresholds online as completely unrealistic.

One of the things the DLC has done is made resolve and initiative slightly more attractive, which means less points overall are being funneled just to MAtk, MDef and fatigue/health. Amongst other things, like southern nomads having higher MDef but worse armor then their northern counterparts, this has made perks like fast adaptation and backstabber more attractive, as well as weapons such as swords and spears that I was all but phasing out entirely late game pre DLC

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Clark Nova
Jul 18, 2004

Broken Cog posted:

Has it always been the case that damaging a necromancer cancels any current possession, or is that new with the latest DLC patch?

I'm pretty sure I remember this happening when the game first came out

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

tbh I just don't hire dudes that can't hit at least high 80s and neither should you. Some random farmhand with 55 matk, 100 fat, and 65 hp and 3 stars in rdef and initiative for some random reason is a great day 1 hire though.

Like generally I probably have 4-6 early game guys out of 14 or so I intend to keep and generally 2-3 of the others die off and the rest I either keep as flail dudes who I can put in really hard fights to get them killed or eventually fire. Somewhere around day 20 I generally get stable enough to look around and hire another 3-4 keepers for 7-10 days.

Also finding a good seed with 3+ keepers is always a plus.

rideANDxORdie
Jun 11, 2010
Oh yeah, I know enough not to hire anyone who isn't going to hit at least 85 in their respective attack stat, and prefer mid-nineties (excluding non-damage builds like sergeants and tanks), but some people post on reddit that they won't bother with anyone who has less than 100 MAtk, 30 MDef, 75 fatigue in heavy armor, etc. to the point I thought everyone was just save editing. Part of the fun of the game is having brothers with quirks and flaws and papering over those with builds and items!

Honestly, I was thinking this morning how cool the gladiators' unique starting traits are and how much fun they add to playing that company (admittedly the bonus morale roll one is a little subtle but still powerful) and I hope if or when they follow this game up, they lean into more of those kinds of differences between origins instead of just having origin affect the range on various stat roles. Cool ones already in the game in line with what I'm thinking are the houndmasters releasing dogs at confident or the witch hunters getting bonus resolve on supernatural checks. There's also the brawler's unarmed bonus which is frankly asinine. But it'd be cool to see more of those, like maybe jugglers getting a quick hands-style swap for free, fishers getting to throw nets for half fatigue, butchers and lumberjacks getting small MAtk buffs or damage buffs with their respective weapons. You could give more impactful ones to higher-tier recruits like hedge knights, sellswords and nobles to help really distinguish these guys from the higher-tier lowborn recruits.

Sifting through recruits (especially the archer/ranged recruit grind) is one of the least rewarding parts of the game in my opinion. It'd be cool to have a reason to gravitate to certain backgrounds to open up certain possibilities. For example, the viper gladiator's passive makes doing a dagger specialist build even more attractive, and the way this guy can move and stab down 2-3 guys in one turn once he gets beserk is so cool!

Ixtlilton
Mar 10, 2012

How to Draw
by Rube Goldberg

rideANDxORdie posted:

Sifting through recruits (especially the archer/ranged recruit grind) is one of the least rewarding parts of the game in my opinion. It'd be cool to have a reason to gravitate to certain backgrounds to open up certain possibilities. For example, the viper gladiator's passive makes doing a dagger specialist build even more attractive, and the way this guy can move and stab down 2-3 guys in one turn once he gets beserk is so cool!

Having a 92 and a 101 at level 11 (and hiring a 102 hunter early on) for archers was a big plus for my poachers run, and the other turned into a decent enough hybrid (91 matk 88 ratk but with gifted). I think I only had 1 recruit this run who hit 99 matk and he became a dedicated swordlance guy and routinely had 2 1/2 times as much damage as the average dude in any given fight.

Edit: also had a 98 dude who was just a beast and basically hit all those ridiculous requirements, heaviest fallen hero armor and greatsword with 75 fatigue, 75 hp, 50 resolve, 28 mdef and I gave him reach advantage and underdog. One of the best recruits I've ever seen. And super late for armor chat, but I do like fallen hero scale and plate for like day 50-80 when your guys are getting to late game stats but you don't quite have the money to drop on 300+ armor on everyone. Put some leather/chainmail on it and keep 5 or so sets into late game for backup armor while I'm waiting on repairs.

Ixtlilton fucked around with this message at 00:30 on Aug 31, 2020

Palcontent
Mar 23, 2010

I don't fire anyone early game until I'm at 11 guys (not 12 so I can still get the ambition). Like a lot of people I used to think it was better to keep your numbers down early, so that the men you did have were better on average given the scaling. But since then I've completely come around to the idea that it's better to go big fast. More enemies means more loot and more xp. Having more men, regardless of their quality, means better AP economy and smooths out RNG. It also forces you to learn good positioning. If you have say 3-5 guys you want to live out of 10-11, you can learn to guarantee their survival. More bros also means that you can take more fights in a row, and getting ahead of the curve means taking as many fights as possible.

Also scaling only kicks in at 6+ bros, so there's never a reason to have fewer.

redreader
Nov 2, 2009

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

Dinosaur Gum
I think I should start renaming people I want to keep as <name> <buildname> and more importantly, people I want to get rid of as <name> dispensable. My last game, I kept someguy the craven around until the final battle that made me decide to restart, the vs 33 full nobleman army with a named knight. against 23 of us They had 11 of them left and I only had good old someguy the craven, running away.

Also if you have duellist, do you just use a shield on the fights with lots of ranged bad guys with arbalests/throwing guys? I have a whip duellist in the back line, I took my shield off and gave him a net before the fight, and half his hp were taken off by enemy ranged guys in the first round. I will say though that by the time your guys get to level 9 they can be so, so great!

Palcontent
Mar 23, 2010

Giving everyone descriptive names/titles is super useful. Though all my guys go by their background until level 7. If they make it to nimble/BF they get their actual name back lol

Donkringel
Apr 22, 2008
Seriously how the gently caress am I supposed to kill 34 ifrits on day 84?

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

redreader posted:

Also if you have duellist, do you just use a shield on the fights with lots of ranged bad guys with arbalests/throwing guys? I have a whip duellist in the back line, I took my shield off and gave him a net before the fight, and half his hp were taken off by enemy ranged guys in the first round. I will say though that by the time your guys get to level 9 they can be so, so great!

This seems odd to me. Between nimble and a decently high health pool ranged attackers aside from maybe goblin archers or enemy gunners should not be a meaningful threat to you once you hit high levels. I generally just ignore the archers now - my back line all has 75hp and nimble with around 100-120 body armour and the same on the head; and even heavy crossbows do gently caress all damage on the rare occasion that they hit one of my guys. Most ranged attackers in the game top out at 60 ranged attack so they can barely hit the broad side of a barn to begin with. The AI also goes to great lengths to target the bros with the lowest ranged defence (although I think it doesn't seem to factor in shields because for some reason the AI loves attacking this one shield bro who has no ranged def to begin with but is carrying a named shield that gives +30 ranged def). All in all I prefer it when enemy archers target the back line because they don't do that much damage and it saves money on armour repairs.

With initiative being more useful I'm now torn 3 ways on armour attachments though. Bone plating is good for polearms/gunners/throwers since they have higher chance of ending up in melee. The white cloaks that reduce ranged damage is better imo for archers who often stand back out in the open. but now I have to factor in whether I want to give my polearms/gunners hyena furs instead of bone plates.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
I want a bone plate attachment for helmets...

dogstile
May 1, 2012

fucking clocks
how do they work?

Donkringel posted:

Seriously how the gently caress am I supposed to kill 34 ifrits on day 84?

Kite them into a conscript army?

TheBeardyCleaver
Jan 9, 2019

Donkringel posted:

Seriously how the gently caress am I supposed to kill 34 ifrits on day 84?

Blunt weapons and a good tank did it for me. You can turtle up pretty well against them. Polehammers are nice if you have them but polearms behind the shields do well enough regardless. Wait for the big ones to toss pieces of themselves and kill those, since they seem to regen health/armour when they change shape. If you have archers give them throwing axes, same as skeletons really.

EDIT: Also, there are only 34 small ones, they are usually in bigger pieces, and don't really come at you all at once. I snorted my coffee when i got 24 on day 20, but it went well enough. Some broken bones and stuff, but my seed in the south has plenty of temples.

TheBeardyCleaver fucked around with this message at 11:14 on Aug 31, 2020

Genghis Cohen
Jun 29, 2013

TheBeardyCleaver posted:

Blunt weapons and a good tank did it for me. You can turtle up pretty well against them. Polehammers are nice if you have them but polearms behind the shields do well enough regardless. Wait for the big ones to toss pieces of themselves and kill those, since they seem to regen health/armour when they change shape. If you have archers give them throwing axes, same as skeletons really.

EDIT: Also, there are only 34 small ones, they are usually in bigger pieces, and don't really come at you all at once. I snorted my coffee when i got 24 on day 20, but it went well enough. Some broken bones and stuff, but my seed in the south has plenty of temples.

I found fighting Ifrits almost worthless due to the injuries. I take Colossus, but even so a contract for approx 3k (I think it was 17 Ifrits) saw me spend roughly that amount just on treating injuries at the temple.

TheBeardyCleaver
Jan 9, 2019

Genghis Cohen posted:

I found fighting Ifrits almost worthless due to the injuries. I take Colossus, but even so a contract for approx 3k (I think it was 17 Ifrits) saw me spend roughly that amount just on treating injuries at the temple.

Once i got armour and/or Nimble+good hp it never bothered me. I'm playing high end gladiators with few weaknesses though, so mileage may vary with slaves, peasants and others that aren't quite as solid. My low level recruits have not been that happy with the Ifrit. I'll try the Manhunters next, when I'm satisfied with my gladiator run, so I may come back crying, who knows :v:

Broken Cog
Dec 29, 2009

We're all friends here
Yeah Ifrits get absolutely chumped by crushing damage. Just give your backliners polemaces or something and they can oneshot the small ones once their armor is stripped.

Donkringel
Apr 22, 2008
So Ifrits is more a circle the wagons fight versus charging them before they can form? Good to know. I always beelined them before they could fully form but it let holes in my line that were ruinously exploited.

Sloober
Apr 1, 2011
the biggest problem with ifrits is they are deceptively accurate throwing their chunks around, and the biggest versions are even more accurate, so if someone lightly armored gets brained by it they /get brained/

Donkringel
Apr 22, 2008

Sloober posted:

the biggest problem with ifrits is they are deceptively accurate throwing their chunks around, and the biggest versions are even more accurate, so if someone lightly armored gets brained by it they /get brained/

That was the exact problem I was having, my back liners would get hit in the head with an ifrit, then the advance stops as we try kill it before the backline gets killed next round, then we're a man down.

Broken Cog
Dec 29, 2009

We're all friends here
Move your main tanky brothers one step ahead of the others to take the initial blow, then just focus fire down any remnants that end up in your ranks. I think the throw is a ranged attack, so fight them at night if you can. You can probably forego your ranged brothers in exchange for more polearms/polemaces as well, since the Ifrits seems to take very little damage from ranged attack (and piercing damage in general, so drop the spears).

Also, try to separate the small ones so they can't line up 3 and merge.

dogstile
May 1, 2012

fucking clocks
how do they work?
Ifrits are worth fighting because they drop the component for fire pots. A few of those and any big battle can be turned real quick.

Moonshine Rhyme
Mar 26, 2010

Hate Hate Hate Hate Hate
Do the ifrits even have an accuracy or is it just a percent chance to hit? Iirc the range attack doesn't show a roll in the combat log

Broken Cog
Dec 29, 2009

We're all friends here
Pretty sure there's a combat roll for it, and it can also miss or fly astray. I've had their throws hit other ifrits that were engaged with my brothers in melee.

Sloober
Apr 1, 2011

Broken Cog posted:

Move your main tanky brothers one step ahead of the others to take the initial blow, then just focus fire down any remnants that end up in your ranks. I think the throw is a ranged attack, so fight them at night if you can. You can probably forego your ranged brothers in exchange for more polearms/polemaces as well, since the Ifrits seems to take very little damage from ranged attack (and piercing damage in general, so drop the spears).

Also, try to separate the small ones so they can't line up 3 and merge.

They don't suffer from nighttime debuff, and they also have bullseye

there's no good reason to take ranged there unless they're throwers with axes, everything else does almost no damage vs the resistances they have

vv and yeah dont waste your time on large ones. smash the small ones up

Sloober fucked around with this message at 17:27 on Aug 31, 2020

rideANDxORdie
Jun 11, 2010
Ifrits, to me, are one of the few times they've added a beast to the game that is actually balanced pretty well. I've taken on up to 34 of them in one fight and got out with I think 4 crushing injuries which isn't bad. My notes were:

- They're more than happy to come to you. Don't worry about crossing the field to engage, make sure your formation is solid and good RDef bros are in front. The ifrits will start slinging small rock ifrits at you, you should drop these ASAP.
- Using ranged attacks against them seems pointless - leave your archers and gunners in reserve at best or switch them to a polearm (especially hammer/mace) at worst.
- Ifrits regain all health/armor when they merge and always spawn lil rocks at full health/armor as well - make sure you are focus-firing down one lil rock at a time or else you won't make any actual progress.
- Lil ifrits WILL end up in your backline, so maybe keep one frontliner in the back of the ranks to help deal with these.
- Smashing big ifrits down into smaller ones is a waste of time unless there's literally no lil ifrits on the field. Try and use your tanks to stand next to bigger ifrits to hopefully goad them into swinging melee for a turn or two instead of spawning or grouping up

Other than that, it just takes patience. I think they did a decent job adding a unique enemy that forces you to use different tactics to win, especially since IMO this is something they have whiffed on a lot in the past (hexen, alps, schrats in forests, with unholds as borderline). Even the serpents, which were added in this DLC too, are a bigger PITA than ifrits IMO

TheBeardyCleaver
Jan 9, 2019

rideANDxORdie posted:

[...] I think they did a decent job adding a unique enemy that forces you to use different tactics to win, especially since IMO this is something they have whiffed on a lot in the past (hexen, alps, schrats in forests, with unholds as borderline). Even the serpents, which were added in this DLC too, are a bigger PITA than ifrits IMO

Yes. The Ifrit are a decently designed enemy that checks if you have decent non-piercing weapons and can handle crushing ranged attacks, which is a fair thing for the game to do IMO. That they actually toss pieces of themselves and reform is interesting enough tactically. I do wonder how gnarly they could manage to make a fight with serpents, ifrit and Lindwurms working together :stare: ...All controlled by hexen. Nevermind orc invasions, Beast Invasion!
...Yea, maybe let's not do that.

Checking if you can be bothered to undress all your lads is a bit weird(though I hear it got better lately), though I don't mind the Hexen resolve testing, especially now that resolve has gotten to be more important anyway. I've always liked high resolve bro's, since I didn't much like running about with a bunch of cowards only propped up by a banner, but I can see how it would function as a dump stat.

TheBeardyCleaver fucked around with this message at 19:36 on Aug 31, 2020

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
They should add an enemy that is weak to piercing or slashing weapons and resistant to bludgeoning. There are enough enemies/situations in the game where having maces or hammers is flat out better than other weapon options that it influences my company makeup considerably.

vyelkin
Jan 2, 2011

The Lord Bude posted:

They should add an enemy that is weak to piercing or slashing weapons and resistant to bludgeoning. There are enough enemies/situations in the game where having maces or hammers is flat out better than other weapon options that it influences my company makeup considerably.

imo this should be Schrats. Hitting a tree with a mace should do basically nothing, but chopping it with an axe or a sword should do extra.

Sloober
Apr 1, 2011

vyelkin posted:

imo this should be Schrats. Hitting a tree with a mace should do basically nothing, but chopping it with an axe or a sword should do extra.

no one likes fighting schrats so i'm callin for a do-over

Broken Cog
Dec 29, 2009

We're all friends here
I think it's more that slashing and piercing are kind of over represented in general with swords, polearms, axes, cleavers and ranged weapons. Mostly because they are pure damage compared to the bludgeoning types, which usually have some sort of gimmick attached (stun, daze, armor rending, etc). So people end up with teams where everyone but a couple of specialists use slashing/piercing weapons.

Making an enemy that is weak to slashing/piercing would be pointless, as it's basically every enemy that isn't specifically resistant to it.

TescoBag
Dec 2, 2009

Oh god, not again.

Anyone have some particularly good new seeds?

Ideally for gladiators, but more interested in a good map!

dogstile
May 1, 2012

fucking clocks
how do they work?
I've not really used majority slashing in a while. Maces and axes seem to be the way i'm going. Polehammers in the back for when Sir ShitForBrains gets close.

TheBeardyCleaver
Jan 9, 2019
I can now confirm that a nimble Bear(Gladiator) is working very well. He just tanked a metric shitton of ancient honor guard fully surrounded. Trick here was to get enough armour on him that he could stack up his damage resist, and stand there with indomitable. I didn't really check the stacks, but I don't think shield hits count? If they do that's just broken. I used unhold bones, but the white cloak is probably better. I'll try this when I can be arsed to go look for the white ones.

EDIT: Note that loads of health is probably key here. Or at least it should be, he didn't really take much health damage.

rideANDxORdie
Jun 11, 2010
I've actually gone from someone who phases out swords and spears entirely to keeping at least one of each on the line even in late game. There are so many enemies with insane MDef that even a 90+ MAtk bro will appreciate the +10% or +20% to hit. My last DLC campaign I even got my hands on a goblin sword with better damage rolls than a noble sword for -2 fatigue and -2 fatigue on skill use. With a duelist, that baby was scoring 55% armor pen and he was basically always clear to swing it, no recover needed

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
I’ve always kept greatswords in play simply because the 2 AoE options are super useful. Before this most recent peasant game though I tended to go all 2H superbro frontline so I’d usually have a good weapon spread based on the quality named ones I’d come across over time.

Mazz fucked around with this message at 00:14 on Sep 1, 2020

MOVIE MAJICK
Jan 4, 2012

by Pragmatica
I hear this is coming to switch, is that true?

TheBeardyCleaver
Jan 9, 2019

Mazz posted:

I’ve always kept greatswords in play simply because the 2 AoE options are super useful. Before this most recent peasant game though I tended to go all 2H superbro frontline so I’d usually have a good weapon spread based on the quality named ones I’d come across over time.

This playthrough is the first where i haven't had at least 2 greatswords in play. Running 2 hammerers, a bardiche(not sold on this yet), a cleaver duelist, and a daggerbro. I am training a swordsman since his MAtk probably won't be all that great, but his Def and Fat is suberb. Don't feel as i miss them though, the hammerers kill things well enough. My cleaver and dagger(Viper) duelists are the main frontline killers so far though. When the viper gets into the backline it's pretty much a rout from there.

Also. drat a gladiator band is expensive to run!

Also also, fearsome overwhelm scythe is the poo poo. Do it people. It will change the game.

TheBeardyCleaver fucked around with this message at 00:58 on Sep 1, 2020

Jay Rust
Sep 27, 2011

I don’t know how you’re supposed to get a Lone Wolf start going without savescumming fights

Southpaugh
May 26, 2007

Smokey Bacon


It's hard but doable you basically have to be anal and lucky to succeed you get very strong once you get underdog though, trivialises a lot of early game groups. Assuming your mdef is skyrocketing. Also always have a training buff applied to your exp.

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Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
One thing I think most people overlook is that it's 100% fine to turn and loving run on bad engagements. If you hit ESC and click the menu button retreat there right after map load there's a really good chance the enemy AI doesn't even react and your dudes just nope off the map in 3 turns. If a contract is poo poo, just cancel it and move on. You need like 3-4 cancels in a row to piss them off for real.

TheBeardyCleaver posted:

This playthrough is the first where i haven't had at least 2 greatswords in play. Running 2 hammerers, a bardiche(not sold on this yet), a cleaver duelist, and a daggerbro. I am training a swordsman since his MAtk probably won't be all that great, but his Def and Fat is suberb. Don't feel as i miss them though, the hammerers kill things well enough. My cleaver and dagger(Viper) duelists are the main frontline killers so far though. When the viper gets into the backline it's pretty much a rout from there.

Also. drat a gladiator band is expensive to run!

Also also, fearsome overwhelm scythe is the poo poo. Do it people. It will change the game.

I generally ran with 2H hammers on the ends and swords in the middle, preferably with adrenaline so they can step into some poo poo, and then murder early on the next turn. Haven't done it since the adrenaline AP change though. Swords having the line AoE and Swing AoE just gives them a lot of overall utility as a frontliner.

Mazz fucked around with this message at 01:27 on Sep 1, 2020

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