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Tin Tim posted:Yeah at day 150 such a battle shouldn't give you much trouble if you're not playing very slowly on purpose but pretty much everyone ends up with lovely choices on their first run so no worries! I would start off fresh but you can still salvage your run if you want. Imo it's mainly about knowing your target stats and builds that are successful for your style. I'm saying it that way because there isn't really one perfect strategy. For instance, a lot of posters itt swear that fearsome builds or lot of backline dps are they way to go whereas I don't use either but we're still all successful with our strategies. quoting for my own info. thanks
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# ? Dec 16, 2020 02:00 |
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# ? May 24, 2024 03:28 |
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TheBeardyCleaver posted:
I’m so loving jealous right now. I’ve found exactly 2 in a combined 800 days across 3 campaigns. And neither of them were as good as that one.
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# ? Dec 16, 2020 04:04 |
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Guildencrantz posted:Are the unique locations randomized between playthroughs on the same seed now? As in, re-rolled every time to decide where they are? It seems to be the case for me but google brings up nothing and I don't see it in the patch notes. I have a few mods installed, but none that should have that effect. I don’t think so; but each difficulty and possibly origin has a different location.
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# ? Dec 16, 2020 04:06 |
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Ohh I thought it was neutral wrt origins, that explains it. Shows how long I've been away from BB. Thanks!
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# ? Dec 16, 2020 07:45 |
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Don’t take it as gospel; I’ve seen conflicting information on the subject. The only thing I’m certain of is that it changes based on difficulty.
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# ? Dec 16, 2020 12:24 |
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The Lord Bude posted:I’m so loving jealous right now. I’ve found exactly 2 in a combined 800 days across 3 campaigns. And neither of them were as good as that one. These things are super variable. I've never used a named greatsword in the game. Seen one for sale in my last playthrough, but while I was rich enough to buy it, I could see it didn't have any additional damage or anything, just increased shield damage (ugh). But all my post-Blazing Deserts playthroughs I had one or two unique swordlances.
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# ? Dec 16, 2020 16:49 |
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I pretty much only find 2h hammers. Including a couple of max damage ones, which basically kill anything that walks on two legs other than unholds, but seriously ruins an unhold's day.
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# ? Dec 16, 2020 18:35 |
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I find greatswords(mostly lovely ones like the +shield damage mentioned), 2H axes, and the occasional swordlance. Would be nice if there was a way to commission gear from a smith for exorbitant sums, just to offset RNG a bit. Have yet to find a well rolled mace. Edit: I've only found swordlances in shops though. Perhaps it's only the southern champions that drop them, and I haven't fought a lot of those. Got a holy war coming up, that's going to lose me some slaves. TheBeardyCleaver fucked around with this message at 12:08 on Dec 17, 2020 |
# ? Dec 17, 2020 12:06 |
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I’ve found one swordlance in a shop and one in a barbarian chosen camp of all places.
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# ? Dec 17, 2020 12:38 |
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Are we just talking about weapons or do ya'll not find massive amounts of shields and light helmets?
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# ? Dec 17, 2020 20:13 |
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I swear the rng on famed item drops is wild af. My current camp is in the second crisis and I've found one single shield so far. Also two helmets(one light, one heavy), one 2h cleaver, one warbow, one gun, and gently caress all otherwise E: After bitching about it I just scored a famed 1h mace let's see those stats baby! +1 dura, +10% armor damg, -1 fat per hit....wtf Tin Tim fucked around with this message at 23:17 on Dec 17, 2020 |
# ? Dec 17, 2020 20:21 |
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Which weapon spec is best on a Lone Wolf these days? I last played a proper campaign back when two-handed swords were considered the 100% best, but it doesn't seem that way any more. Obviously picking well before having any named items.
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# ? Dec 18, 2020 13:23 |
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Guildencrantz posted:Which weapon spec is best on a Lone Wolf these days? I last played a proper campaign back when two-handed swords were considered the 100% best, but it doesn't seem that way any more. Obviously picking well before having any named items. 2h Swords have been nerfed at least once, now you're definitely trading away damage for the versatility of the two types of AoE attacks. My preference is that unless I find a 2h sword that has unusually good stats, I build a couple of guys with 2h hammers, and then other 2h guys in the front line will typically get a bardiche.
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# ? Dec 18, 2020 13:47 |
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The 2h mace also is a good option (contrary to what bude thinks ). Very solid penetration, stun is handy for a solo, and dazed is a helpful effect too imo. The damage reduction should be even more relevant for a lone wolf. Only downside is that 2h maces are sorta tricky to find and you won't see a flanged one on enemies outside of getting lucky with bandit leaders/hedge knights I think
Tin Tim fucked around with this message at 14:38 on Dec 18, 2020 |
# ? Dec 18, 2020 14:29 |
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My only issue with 2h maces is that if i'm gonna make a maceman i'm just gonna give the guy a shield. His job is to stun and tank, not kill.
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# ? Dec 18, 2020 14:33 |
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Tin Tim posted:The 2h mace also is a good option (contrary to what bude thinks ). Very solid penetration, stun is handy for a solo, and dazed is a helpful effect too imo. The damage reduction should be even more relevant for a lone wolf. Only downside is that 2h maces are sorta tricky to find and you won't see a flanged one on enemies outside of getting lucky with bandit leaders/hedge knights I think Nah it's poo poo. Literally no reason to use one over a mace duelist other than giving a bro with bad stats something to do. Wasting a precious slot on one in a lone wolf company should be a crime.
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# ? Dec 18, 2020 14:34 |
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I still think 2H swords are a bit underrated post nerfs. The damage is not so sub par that the two AoE options and extra hit don’t often make up for it. I’ll routinely give my LW sword spec at 11 because you can go longsword > greatsword usually within the first 60 days and just hang out till a named one shows up, meanwhile that dude will murder everything he comes across for the most part until you’re solidly late game, and a good named 2H greatsword can still roll like 100-120 max damage, 35% AP or 110% armor damage. Like yeah 2H hammers and axes are a little bit better long term but there’s zero reason to actually avoid swords straight up. Just don’t put them on everyone, but that’s true of all weapons. Having the guy at the core of the battle able to both the sweep and line AoE as the opportunities arise pays for itself pretty quick. Mazz fucked around with this message at 14:42 on Dec 18, 2020 |
# ? Dec 18, 2020 14:38 |
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I will concede that the lack of aoe makes a 2h mace a lot less desirable for a lone wolf start. Didn't think about that one! But beyond that I think you guys are trashing the 2h mace too hard E: I know that's it's not a real test and just an approximation but I don't think that there is a significant difference between these two late-game bros outside of specific enemy groups Mazz posted:Like yeah 2H hammers and axes are a little bit better long term but theres zero reason to actually avoid swords straight up. Just dont put them on everyone, but thats true of all weapons. Having the guy at the core of the battle able to both the sweep and line AoE as the opportunities arise pays for itself pretty quick. E: Here's the 2h starter from my current run and he put in a lot of work Tin Tim fucked around with this message at 15:06 on Dec 18, 2020 |
# ? Dec 18, 2020 14:47 |
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Mazz posted:Just don’t put them on everyone, but that’s true of all weapons. On the other hand, my lone wolf company of 10 swordlancers and 2 javelin throwers murders everybody.
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# ? Dec 18, 2020 15:04 |
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Tin Tim posted:I will concede that the lack of aoe makes a 2h mace a lot less desirable for a lone wolf start. Didn't think about that one! But beyond that I think you guys are trashing the 2h mace too hard The point is that if you took that same guy, with the same starting stats and made him a nimble mace duelist he'd be considerably more powerful. 1h maces and 2h maces do the same thing - single target high penetration damage; & stuns for crowd control - but 1h maces does both jobs better so there's no reason to use 2h maces (again other than the edge cases of making a fatigue neutral build for a bad bro, or an indebted in a manhunter company). A duelist with a good named mace can one shot say ancient legionaries and nearly 1 shot honour guards. Using my duelist build posted earlier you can consistently get 3 hits in, often getting 3 kills per turn; you can kill something and then recover in the same turn, and you can get fearless/overwhelm procs in; all the while enjoying decent mobility. Between dodge and nimble you end up much more survivable as well. A 2h maceman meanwhile gets to hit once, and can only move 1 tile; and can't make good use of reach advantage so they have less survivability than the typical 2handed front liner. It's not like choosing between a 2h hammer and a 2h sword, or javelins/bows where there are pros/cons to each and you have to weigh up what you need. 2h maces/1h maces fill the same role and 1 is flat out better than the other. One thing to consider for the lone wolf starter is make them a front line nimble swordlancer - I did this with my viper to incredible effect, and while a lone wolf doesn't have the extra AP from kills that lets my viper attack 3 times a turn and theoretically even 4, you would still get 2 attacks consistently; you'd be able to hit the enemy back line from your front line, and you'd get full stacks of reach advantage most turns.
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# ? Dec 18, 2020 15:18 |
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named maces, they grow on trees. Don't let these hyper-optimizers get you down. A 2h mace is a great tool to give to a back-liner and is definitely strong enough for a large portion of the game. They're just as good with a one-handed mace so it's not like you can't swap it in when you need more defence or something, the perk works for all smashy things. Listen to bude if you've found that unicorn with 3-star key stats and are tackling the monolith or library or something. But when you're at day 30, have a backliner, and your choice is between a pitchfork and a 2h mace, use the drat mace. Hell, use it with mace specialization because that 2h mace swinger will allow you to GET to the point where you're shopping for unicorns and legendary named weapons. I see the game as very much of making the best with what you have and sometimes that means specializing in swords (or maces) because you've got a ton of decent-to-good ones and you're at the point where you need to start excelling at *something*. Also dodge is a good perk. Also also I've been playing with the Legends mod lately and it's gotten silly.
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# ? Dec 18, 2020 17:30 |
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El Spamo posted:But when you're at day 30, have a backliner, and your choice is between a pitchfork and a 2h mace, use the drat mace. I imagine you mean a polemace here and not a normal 2h mace. If the bro's a "keep for later and train up" dude he's getting the drat pitchfork That said: El Spamo posted:I see the game as very much of making the best with what you have and sometimes that means specializing in swords (or maces) because you've got a ton of decent-to-good ones and you're at the point where you need to start excelling at *something*.
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# ? Dec 18, 2020 17:58 |
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Oh yeah, I was thinking the polemace. The 2h mace is great when you're fighting bandits. It's better than the wood axe, you haven't found a better 2h weapon, and you're chumping raiders. It'll KO a baddie in one hit a non-zero amount of times, good to use if you have a bro who's fine for 2h fighting against lowbies since it'll mulch through bandits.
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# ? Dec 18, 2020 18:24 |
Does a 2h mace stun for 1 turn or 2? I thought it was two but some enemies shake it off after 1.
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# ? Dec 18, 2020 20:10 |
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Donkringel posted:Does a 2h mace stun for 1 turn or 2? I thought it was two but some enemies shake it off after 1. Some enemies have the perk that means duration effects last one less turn, so a two-turn bleed or stun or poison wears off after just one turn.
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# ? Dec 18, 2020 20:31 |
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The daze from 2H Maces is ridiculously good and gives them utility even on stuff you can't stun.
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# ? Dec 18, 2020 20:35 |
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2H mace pretty great on indebted at least. I use it on most of them. Heaviest armour i can cram one into from level 1, whipped from a veteran bro, can hit most things and nerf their damage to nothing. Get a full line of battleforged indebted and it's just a wall of hurt. The great thing about the normal attack is that it does full damage and dazes at the same time. no need for a high fatigue stun then. Just stand there and hit things forever, and no running out of fatigue. For premium bro's, sure give them hammers and bardiches and swordlances, but the 2H mace is extremely useful for taking some chump bro that costs little to no money and making him close to as useful as your 100g 3 star hedgeknight. Budget hedgeknight is nothing to sniff at.
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# ? Dec 18, 2020 23:23 |
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You shouldn’t be using a 2handed anything on day 30 when your guys are in junk armour. That’s how you end up getting your guys killed - unless it’s a reach weapon and you have them in the back. Front liners should all have a shield until you can afford to give them decent armour. I haven’t done manhunters but I agree with Beardy - in that specific instance where you have guys that will never have great stats and can only get to level 7 - then I think you put together a stamina neutral 2h mace build so you don’t need to waste a perk on brawny. On any other origin though; assuming you aren’t playing iron man I advocate not having crap Bros in your company rather than making special builds to compensate for them.
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# ? Dec 19, 2020 02:26 |
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The Lord Bude posted:The point is that if you took that same guy, with the same starting stats and made him a nimble mace duelist he'd be considerably more powerful. I'll try your duelist build when I can scrounge up a good hire for it Question, if a glutton gets fat will he lose the trait again just like when you hire a fat guy? Three of my hedge knights are gluttons and one became fat and has kept the trait for a good while now. It's not affecting him too bad since he was at 140 fatigue when it happened but I obviously would like it to go away. Also I never had so many gluttons in my company and it kinda sucks that I can't really build a hexen trophy because the fuckers keep eating the poison apples when I carry then for any length of time
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# ? Dec 19, 2020 05:42 |
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Anyone with fat can lose it again as a random event. Not sure if there are specific triggers beyond the normal random event triggers though. There’s also nothing stopping a bro getting fat; becoming fit again; and then later on becoming fat again - I’ve had it happen in longer campaigns. Yo-yo dieting is a thing in the world of battle brothers too apparently.
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# ? Dec 19, 2020 06:49 |
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does hitting both parts of a single lindwurm with a multi-hex attackdo more damage, roll to hit a second time if the first misses or just waste fatigue?
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# ? Dec 19, 2020 14:07 |
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Molybdenum posted:does hitting both parts of a single lindwurm with a multi-hex attackdo more damage, roll to hit a second time if the first misses or just waste fatigue? It hits twice if you hit.
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# ? Dec 19, 2020 14:36 |
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For folks who are doing modded gameplay, I tried out the magic trio mod which gives you a team of 3 wizards of various flavors to play with. It's a hoot.
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# ? Dec 19, 2020 22:11 |
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Just found a pretty amazing map seed; IRHbxTNgIF City states are in a nice compact straight line with ports at each end (arena is a port); map is otherwise good with good trade opportunites. Only issue I can find is that I don't think any of the big citadels have both blast furnace and ore smelter. Peasant Seed starting bros are insane. 6 good melee bros (7 if you're prepared to allow a melee bro with tiny) and a ranged bro that will get to 88 ratk/95 stam. Overall they have really high starting stamina - several of them start >100. The Lord Bude fucked around with this message at 05:46 on Dec 20, 2020 |
# ? Dec 20, 2020 05:08 |
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LHHOGAOEFH got this from a BB discord so maybe already posted here check out those starting cultists....
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# ? Dec 21, 2020 03:25 |
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Molybdenum posted:LHHOGAOEFH Yeah that one’s pretty famous. Only seed I know of where the starting cultists are good across the board. The seed itself is decent.
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# ? Dec 21, 2020 10:55 |
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someone made an espaced slave origin. https://www.nexusmods.com/battlebrothers/mods/339 it's pretty neat. the more ex-slaves you have in battle, the better they become.
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# ? Dec 21, 2020 11:30 |
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Huh that's pretty cool. I mentioned something like that when there was the original mini furore over the announcement of slaves.
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# ? Dec 22, 2020 01:10 |
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Can "hunt down beast x" style contracts in the most northern towns roll white unholds? I'm having a real tough time finding them in the wilds and I'm at the point where I would save scum for them
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# ? Dec 27, 2020 21:08 |
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# ? May 24, 2024 03:28 |
Tin Tim posted:Can "hunt down beast x" style contracts in the most northern towns roll white unholds? I'm having a real tough time finding them in the wilds and I'm at the point where I would save scum for them I think there are specific unhold contracts, not hunt down beast contracts. The town will have a specific event of unhold attacks and can generate the quest then. Northern towns allow white unhold generation.
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# ? Dec 28, 2020 00:36 |