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The visual design of BB does take some getting used to but as stated above its super easy to read. Does the enemy equipment look like it loving rules? Yup so it does. The DLC adds a lot of quality to the base game, expanding on things very well. Blazing Deserts and the northern DLC I would unambiguously say improve the game for the better. The argument seems to be a bit more on the beast and exploration DLC which some of the content is a bit peculiarly balanced. I'd say get a grasp on the main game and then see if you would want the end game stuff which is expanded upon in the DLC.
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# ? Feb 12, 2021 17:03 |
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# ? Jun 10, 2024 11:06 |
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Game's pretty good so far! I'm just picking skills that sound cool on level-ups, but I already have a couple of favourites. One thing that slightly annoyed me, was that the enemies in camps are randomised each time, so I couldn't get my revenge on some fatso with a two-handed sword that kept murdering my dudes on the previous attempt. E: Will there ever be a time, where I can hide my bowmen behind my frontline, instead of having to skirmish people with them? THE BAR fucked around with this message at 15:06 on Feb 15, 2021 |
# ? Feb 15, 2021 13:49 |
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THE BAR posted:Game's pretty good so far! I'm just picking skills that sound cool on level-ups, but I already have a couple of favourites. Put a guy with a spear at each end of your front line and use spearwall to discourage enemies from surrounding you.
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# ? Feb 15, 2021 16:51 |
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THE BAR posted:Game's pretty good so far! I'm just picking skills that sound cool on level-ups, but I already have a couple of favourites. The sad thing is that bowmen kinda suck until you get better bows and enough ranged attack that they aren't missing like 75% of their shots. It's why crossbows are better early on. The problem with bringing zero ranged is that the enemy AI specifically responds to that- if you have past some ratio of ranged damage vs their ranged damage the enemy frontline will move to melee range, where if you DON'T they'll happily sit back and let their ranged plink at you forever and force you to advance on them. Fabricated fucked around with this message at 17:15 on Feb 15, 2021 |
# ? Feb 15, 2021 17:12 |
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Yeah, I just realised how good spears are. Lost three games so far, every time because I didn't know what the monster classes would entail. Turns out poachers are more dangerous than brigands, who knew. You also seem to be really careful with whom you hand a two-handed ax. They tend to get winded after 2-3 turns. E: Am I completely screwed if I lose half my dudes in an early game fight? Are we playing by X-COM or XCOM rules? Please let it be X-COM, I prefer the meat grinder over dead man walking scenarios. THE BAR fucked around with this message at 17:40 on Feb 15, 2021 |
# ? Feb 15, 2021 17:35 |
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THE BAR posted:Yeah, I just realised how good spears are. Lost three games so far, every time because I didn't know what the monster classes would entail. Turns out poachers are more dangerous than brigands, who knew.
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# ? Feb 15, 2021 17:44 |
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Fabricated posted:Losing guys early on is fairly normal, but if you're mid/endgame and nearly wipe it's a lot worse. I might just turn it down to easy next time, I just fear it'll lead to bad habits. Same with turning off ironman, it doesn't sit right.
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# ? Feb 15, 2021 17:47 |
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THE BAR posted:Yeah, I just realised how good spears are. Lost three games so far, every time because I didn't know what the monster classes would entail. Turns out poachers are more dangerous than brigands, who knew. You don’t give guys 2handed weapons (in the front line, back line with polearms is fine) until you can afford to give them good armour (at least 200 top and bottom) and they hit level 7 for battleforged perk. The difficulty scaling for contracts will adjust to your new body count but if you keep losing guys you will eventually fall behind the curve and find it tough to keep up. You won’t be able to handle The crisis if you’ve still got a bunch of low level guys in rags.
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# ? Feb 15, 2021 17:48 |
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So it's better to kit up 6-7 people properly, before hiring more hands for the team? You just start with a lumberjack axeman every time, so I figured they're nice to have. But yeah, I can see that they need to be walking tanks, if you ever want to use their 360 noscope swing thing against nothing but enemies.
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# ? Feb 15, 2021 17:51 |
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THE BAR posted:So it's better to kit up 6-7 people properly, before hiring more hands for the team? You just start with a lumberjack axeman every time, so I figured they're nice to have. But yeah, I can see that they need to be walking tanks, if you ever want to use their 360 noscope swing thing against nothing but enemies. It's far better to kit up 6-7 guys properly than to have a team full of peasants in rags. Number of people in your company is a big factor in the scaling of what enemies you'll face. It starts at 6 iirc (so with 2 or 3 or 4 bros you'll face the same enemies as if you had 6, but once you add a seventh you'll start facing more enemies) and the more you add the harder enemies will become. And seriously, avoid two-handed frontliners early on. You don't have defence high enough to survive against melee opponents and you don't have armour thick enough to survive against ranged opponents. Giving somebody a woodcutter axe or a longsword at level 2 or 3 is a great way to mark them for death. Early on, especially until you get the hang of the game, you should be aiming for a frontline of guys with shields to keep them alive, and a backline of guys with polearms to kill your enemies. Going without shields might up your DPS a little bit (might--early on you also don't have very high attack skill, and a two-hander that misses does you no good at all) but it cuts your survivability way more, and surviving a fight is more important than doing a little bit more damage in the early game.
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# ? Feb 15, 2021 18:02 |
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Early on your brothers are so bad that hitting at all is the most important thing. This is why 1-h swords/spears are so good, and why polearms are especially good.
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# ? Feb 15, 2021 18:36 |
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Ooh, polearms can reach across your own guys.
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# ? Feb 15, 2021 20:22 |
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THE BAR posted:Ooh, polearms can reach across your own guys.
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# ? Feb 15, 2021 20:37 |
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THE BAR posted:Am I completely screwed if I lose half my dudes in an early game fight? Are we playing by X-COM or XCOM rules? Please let it be X-COM, I prefer the meat grinder over dead man walking scenarios. Early game, before you have decent equipment to pass around, your job is to identify which part of the company will be good if they reach high level ; and protect them with the lives of all the other warm bodies you keep getting killed while they exp up. Even then, those "good guys from semi-bad backgrounds" will likely pale in comparison with the "good guys from actually good backgrounds" you'll be tossing 10k at to recruit later on. Basically the game's curve is : hire whatever cheap dudes, sacrifice them for any worthwhile equipment upgrade because that stays with the company. Stats are all that matters => got everyone in chainmail & tier 3 weapons, now it's time to build an endgame company of complete beasts - stars matter more than starting stats, don't let them die. This is also the point where you want to put running contracts on the backburner and start scouring the map for camps to plunder (because more money that way, and unique lewt. Just don't take on more than you can chew - but then only experience will teach you what that is) Speaking of backgrounds, they're not neutral : every bro's former profession has an impact both on their starting stats & stars allocation ; and the random road events. Early game Farmers, Butchers, Thieves, Brawlers, Militiamen and Caravan Hands are particularly good. Shepherds and Poachers can typically use an Xbow well enough (or throwing axes/javs). Priests and Cultists make half-decent sergeants although you'll likely want to replace them with someone who can actually hit with that banner (or a disarming whip) as the game goes on - but just having a guy with stellar leadership quickly to shout at your bros enables you to tackle on ghost and alp fights without breaking a sweat. Later on, Hunters are the best ranged bar none ; Witch Hunters are good switch-hitters (xbow shots then pike) ; Hedge Knights, Assassins and Sellswords are the go-to poo poo wreckers but Wildmen, Lumberjacks, Squires can also be stellar.
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# ? Feb 18, 2021 08:08 |
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I remember having a Cultist with 3 stars in resolve, started out pretty high in resolve and came with a bunch of +5 resolve traits. Was real nice having him about for those goddamn witches.
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# ? Feb 18, 2021 14:00 |
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So this is my group, 61 days in. Everyone's level 6-7, and my strategy of clonking people with maces and removing shields with axes, then go in for the kill with pikes supported by bows, seems to work against most enemies. The only fight I had no true business doing was against some ancient undead legionnaires, as their pikemen could murder my frontline dudes in a single hit. I fear that I'm ridiculously behind on equipment, but at least I'm getting an okay grip on the combat system. E: Anachronisms aside, this game has some amazing writing. THE BAR fucked around with this message at 15:13 on Feb 18, 2021 |
# ? Feb 18, 2021 14:46 |
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THE BAR posted:So this is my group, 61 days in. Everyone's level 6-7, and my strategy of clonking people with maces and removing shields with axes, then go in for the kill with pikes supported by bows, seems to work against most enemies. The only fight I had no true business doing was against some ancient undead legionnaires, as their pikemen could murder my frontline dudes in a single hit. Generally speaking you don't want to waste time and energy destroying shields for two reasons - that RNG roll you used up might just have landed a HP hit, and a morale roll, and so on. Shield splitting is guaranteed not to do any damage for your fatigue expenditure. - when they don't have shields, they dual grip their weapon. When they dual grip their weapon they hurt you more. If your bros can't reliably hit through shields, either a) give 'em flails and call it a day or b) stick your own tanks on their tanks, watch them shieldwall then flail ineffectually at each other, meanwhile use your non-decoy dudes to swarm and kill everyone else. Or a combination of both. The ancient deads you mention is exhibit A of this : you don't want to waste your time poking at the frontline legionaries. They have tower shields, they can shieldwall literally forever, they don't do very much damage (mostly. Kinda), they're armoured too (after a point). The back rank pike cunts, or the 2H cleaver cunts, on the other hand, do a lot of damage but are soft targets. So the strat to go with there is to spend as few bros as possible to base their entire front rank and shieldwall as long as they can (1-to-2, even 1-to-3 if you can swing that) while the rest of your company zooms around and swarms the pikes ASAP. Then you can all concentrate on the turtles. Ancient deads are absolutely a gear/DPS check though - they won't give up, they won't stop swinging, they won't flee because you've focused fire on a few, and you can't outlast or outbreath them either. The *only* strat is to kill them before they kill you. If you can't reliably do that, stay away. If there are only a handful of pikes you can just taunt them instead, but you won't (and don't want to) have as many taunting tanks as there are pike skellies in "real" fights. Taunt does help making those early minor camps smoother though.
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# ? Feb 18, 2021 15:02 |
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I just saw shield removal as a group-wide damage buff, but I see where you're coming from. I've yet to pick a guy for taunt duty, but I'm thinking it would fit my empoverished noble eventually.
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# ? Feb 18, 2021 15:17 |
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My first impressions are: Yeah, you're under-geared for sure. I only see one piece of medium armour, the reinforced mail hauberk, while everybody else is still in raider gear. (by my standards, medium armour covers around 150-250 durability) Nobody is using top-tier weapons either. Those two guys without shields in the front row are going to die or get close to death way more often than you want them to. 100-ish durability armour and no shield on frontline bros at level 6-7 is a recipe for disaster. Looking at Ragnar's stats since you have him open, his fatigue is really low. At 43 fatigue he's only going to be able to swing that flail a few times before he's exhausted and performing way below his potential. Meanwhile you've got him up to 90 HP, which is good but since he's wearing heavy armour you want to make sure you're not pumping his HP at the cost of stats like fatigue, attack, or defence. High HP is good to have, but ideally you won't need it very often. The lower your attack, defence, and fatigue are, the more likely you are to be tanking hits with your face and eating into that big pile of HP, and vice versa--the higher your attack, defence, and fatigue, then the more often you're avoiding blows instead of absorbing them, and the faster you're ending fights so you aren't taking damage anymore. Your frontline/backline balance might be a little off as well. With 12 bros, having 6 frontline and 6 backline means your frontline is going to get flanked pretty often. I would probably go for a 7/5 balance in most fights by dropping a ranged bro for an extra frontliner. (of course, you might already be doing this with the military pick guy in reserve) The biggest thing to work on based on this one image is gearing up. Gearing up is a challenge, but it's one of the things you learn as you go along in this game, because it's easy to get too reliant on looted gear from bandit raiders and miss the moments when you should be purchasing new stuff or taking on a challenging fight in hopes of scoring good loot. Raider gear is a great upgrade in the early game when you're just wearing whatever you can scavenge, but it will level off quickly once you want to fight anybody tougher than raiders, because they're going to max you out at 110-ish armour and 140-ish helmets, and they won't drop top-tier weapons. The occasional bandit leader can score you medium armour and top-tier weapons, but they're not as common as they used to be. What you want to do is find a settlement with an armourer and befriend them. Do lots of quests for them, even annoying ones, to get your relations as high as possible. If you can, do this with a small village rather than a big city. Once you get to very high relations, you can buy good armour from them for pretty cheap (reinforced mail hauberks for 2000-2500 gold, for instance), especially if they have a town status that lowers costs, like safe roads or the one you get from escorting a caravan there that I can't remember the name of at the moment. Then use your money to buy medium armour for your bros whenever you have enough. Reinforced hauberks (210) and scale mail (240) are my go-tos, but the occasional footman armour (190) or sellsword armour (260) are also good. I'll also buy 200+ helmets if I see them for cheap. Do this until most of your good bros are in good armour, and it will make a huge difference in your survivability. In my opinion, it's more important to have good gear than to increase the size of your company. I would rather have a company of 7-8 bros in good armour than 12-13 in raider mail. Eventually you can stop buying new armour and start relying on loot again (and spending your cash slowly hiring new bros to fill out your company), but that will tend to be loot from lategame enemies (like the noble armies you can fight in 2/4 crises, for instance) and uniques that you get from clearing out camps. The occasional fallen hero can be a good source of top-tier weapons (they often drop the best maces, cleavers, or swords) without being too challenging for a midgame company. Figuring out when to stop buying new gear and switch back to looting top-tier stuff is part of figuring out your play style. But absolutely look into buying yourself better armour whenever possible because it makes a huge difference in getting stuck in the positive feedback loops instead of the negative ones. vyelkin fucked around with this message at 15:22 on Feb 18, 2021 |
# ? Feb 18, 2021 15:19 |
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THE BAR posted:I just saw shield removal as a group-wide damage buff, but I see where you're coming from. Yeah, I know, but in a real fight, how many guys do you have swinging on that one dude you're destroying the shield of ? Two ? Three ? How far does that 15% to hit bonus take you, in terms of "swings to kill" vs. the number of times he gets to swing at your guys ? Factoring your axe guy's turns and effort ? gently caress if I know, to be perfectly honest. But I trust the math wonks who did the crunch and told me "just don't split shields"
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# ? Feb 18, 2021 15:33 |
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vyelkin posted:My first impressions are: They do all have shields, maybe you're thinking of the two.. Hide shields? I think? They don't look like the others. quote:Looking at Ragnar's stats since you have him open, his fatigue is really low. At 43 fatigue he's only going to be able to swing that flail a few times before he's exhausted and performing way below his potential. Meanwhile you've got him up to 90 HP, which is good but since he's wearing heavy armour you want to make sure you're not pumping his HP at the cost of stats like fatigue, attack, or defence. High HP is good to have, but ideally you won't need it very often. The lower your attack, defence, and fatigue are, the more likely you are to be tanking hits with your face and eating into that big pile of HP, and vice versa--the higher your attack, defence, and fatigue, then the more often you're avoiding blows instead of absorbing them, and the faster you're ending fights so you aren't taking damage anymore. Yeah, I didn't realise fatigue was this important until last night. I thought it was all based on their equipment, but I see now that fatigue is sort of their "stamina" stat in this. quote:Your frontline/backline balance might be a little off as well. With 12 bros, having 6 frontline and 6 backline means your frontline is going to get flanked pretty often. I would probably go for a 7/5 balance in most fights by dropping a ranged bro for an extra frontliner. (of course, you might already be doing this with the military pick guy in reserve) My two pikes on the sides tend to poke things away, stopping people from swarming me. Sometimes I have to do a bit of a dance with my frontline, putting them in a 1/0/1/0/1 frontline/backline thing, mostly against wolf riders. quote:The biggest thing to work on based on this one image is gearing up. Gearing up is a challenge, but it's one of the things you learn as you go along in this game, because it's easy to get too reliant on looted gear from bandit raiders and miss the moments when you should be purchasing new stuff or taking on a challenging fight in hopes of scoring good loot. Raider gear is a great upgrade in the early game when you're just wearing whatever you can scavenge, but it will level off quickly once you want to fight anybody tougher than raiders, because they're going to max you out at 110-ish armour and 140-ish helmets, and they won't drop top-tier weapons. The occasional bandit leader can score you medium armour and top-tier weapons, but they're not as common as they used to be. I think this is my main issue right now. I have 13K gold and I don't know what's wise to spend it on. I hope it's not too late to make some upgrades, cause I do have a town with a armoursmith and the Very Friendly attitude.
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# ? Feb 18, 2021 15:40 |
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Kobal2 posted:But I trust the math wonks who did the crunch and told me "just don't split shields" This is correct with on caveat. Split the shield of someone you're about to dagger party. You want your guy doing the constant mace bonks on the head to actually hit the guy and removing a bit of RNG from that is pretty nice.
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# ? Feb 18, 2021 15:48 |
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THE BAR posted:They do all have shields, maybe you're thinking of the two.. Hide shields? I think? They don't look like the others. Ah, you're right. They blended right in with the armour so I didn't see them there. I would swap those out for something sturdier, those orc shields are very flimsy and you're risking them getting smashed by a single axe which will leave those two bros very vulnerable. THE BAR posted:I think this is my main issue right now. I have 13K gold and I don't know what's wise to spend it on. I hope it's not too late to make some upgrades, cause I do have a town with a armoursmith and the Very Friendly attitude. Sounds like a great setup to buy some armour! Be aware though that armour will scale up in price very quickly. Since you already have 13 bros and they're almost all in need of an upgade, you'll likely get better results by spending ~10k on three or four sets of reinforced hauberks or scale mails instead of on one set of plate mail, for example. It's unlikely that the armourer will have that much in stock at one time, so buy what they have, go do some contracts and fights, and come back when they've restocked to buy more. Also, never buy from them if the price is too high because of town statuses increasing it, it's a big waste of money that you can probably save based around changing the town status (for example, by doing a quest that will get rid of a bad status like disappearing villagers, or that will add a good status like high spirits). For a reinforced hauberk, which is my go-to early game purchase, you don't want to spend more than about 2500, and never more than 3000 even if you're desperate. For other armours, apply the same kind of scaling: 125% of listed price is a pretty good deal, below 125% is excellent and you should buy it while you can get it that cheap, and try not to ever pay more than 150% because you're losing a lot of money that way.
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# ? Feb 18, 2021 15:48 |
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THE BAR posted:They do all have shields, maybe you're thinking of the two.. Hide shields? I think? They don't look like the others. Poorly built bros are going to be your biggest issue - if you haven't been allocating stats correctly and choosing the right perks it's far to late to salvage those guys at level 6-7. Unless you want to use BBedit to cheat a respec; you might actually want to write this run off altogether and start a new one to implement what you've learned. I forget if you've bought the expansions or not - if you haven't, and you've decided you like the game enough to drop money on the expansions, this is a good time to do it since you'd need to start a new file anyhow. Many of the guides out there are out of date, but there's been tons of posts in this thread on how people build their companies - some time back I wrote up a pretty comprehensive guide to how I build my guys, if you want to search back through my posts. edit: saw people talking about taunt. Taunt is not really worth it. The way to deal with ancient dead is to debuff them with mass applications of overwhelm (guns are great at this) and get in there with AOE attacks. Two handed swords/bardiches can attack the back line directly, or you take out one of the front line guys and then get in there with a 2h hammer. Swordlances are a type of polearm that do an AOE attack - 3 hexes in a line, and having 2-3 of those in your back line will help clear out the shield guys. Give your ranged attackers throwing axes, unlike other ranged weapons they do good damage vs ancient dead. Edit: this is the post where I outlined how I build a company. Note that it's based on having all expansions. The Lord Bude posted:To begin with, some background notes: The Lord Bude fucked around with this message at 16:04 on Feb 18, 2021 |
# ? Feb 18, 2021 15:53 |
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In addition to what was already said, you shouldn't be using kite shields as your normal gear. The fatigue cost isn't worth the extra Rdef in most of the encounters. Kite shields only come out against goblins and maybe against the odd encounter where you run into a bandit group that has like 10 archers while your own armor isn't good enough to soak. Wooden shields are the baseline because they are good enough and are easy to replace. Later you can upgrade into heater shields but don't use them against orcs because they'll just crush your shields anyway. You can use Bude's post for orientation but I want to point out that you can also employ different strats and still beat every encounter in the game. For instance I don't use overwhelm, fearsome, guns or swordlances at all and build my late-game company around a wide frontline of 2h weapons in heavy armor with some tanks sprinkled in and a few archers in the back. I change my setup based on encounters but I my baseline is 7 2h bros, 2 tanks and 3 archers. I'll go and dig up my last post about my builds and will edit it in here E: Here are my last builds. But keep in mind that they are for the full DLC game. Pathfinder for instance is a pretty crappy skill in the vanilla game but becomes much better with the increase in biomes with the DLCs Tin Tim posted:Early Line Tin Tim fucked around with this message at 16:42 on Feb 18, 2021 |
# ? Feb 18, 2021 16:36 |
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Kite shields go on my brand new brothers that I want to keep, as well as the heaviest armour, even if they can't quite wear it yet . They'll get xp by just being in the fight and it means man with crossbow won't oneshot the poor bastard.
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# ? Feb 18, 2021 16:37 |
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I'll speak out in defence of kite shields simply because until the southern metal shields got added with the recent DLC, they were the most durable common shields that offered good protection. Heater shields are objectively better protection but too flimsy to withstand much of a beating from enemies with axes. That extra durability on the kite shield made a big difference on bros who didn't have durable uniques or schrat shields, and imo it was worth the extra fatigue cost. The added ranged defence was just a nice little bonus. Now that you can easily get very durable metal shields that offer good all-round protection there's no reason to use anything else.
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# ? Feb 18, 2021 16:48 |
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I love taunt and always have at least one tank with it late game. Don't think I've gotten much use out of it against the ancient undead though, they're so limited in what they can do that if they kill one of my dudes it's probably just them getting a lucky streak of hits against somebody already heavily armored.
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# ? Feb 18, 2021 17:12 |
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I also used to run taunt on my tanks but that was before I knew that its effect isn't 100%. A taunted enemy can still decide to attack another target in range and make you waste the action. And on top of that I just noticed that I'm not seeing enough cases where I wanted to use it and so I ditched it from my build. Didn't miss it since then tbh The one fight where it is great though is against necros because they always have an unobstructed path towards the taunter so they pretty much always go for it
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# ? Feb 18, 2021 17:42 |
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Imo the trick to necros isn't taunt, it's knowing who their preferred targets are and what will cause them to move versus staying put. If they're surrounded by 3 or more bros they will always move. If they're going to move, they will move to somewhere where they're not surrounded, and preferably to somewhere where they can surround a bro with other necros. If you get somebody in rough shape during a necro fight, you can protect them by making sure they don't meet those criteria, or by moving bros in to surround the necros fighting the injured bro so that they teleport away instead of continuing the attack. Conversely, you can get necros to attack who you want them to attack by isolating your heaviest armour and highest defence bros on the corners of your formation, where necros see that they can surround them and teleport to do so.
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# ? Feb 18, 2021 17:45 |
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Yeah agreed I was just saying that necro fights are the only fights where I would get consistent use out of the skill not that it was some kind of pro-strat against them
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# ? Feb 18, 2021 17:54 |
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Kite shields are fine if that's all you have, just know the benefits of each type. Taunt owns. Level MAtk and MDef every level for bros that use them. They are by far the most important stats. Overwhelm can be useful (archers, daggers) but Fearsome is a meme trap.
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# ? Feb 18, 2021 20:48 |
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Fearsomes good on AOEs. Particularly since the morale changes.
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# ? Feb 19, 2021 02:22 |
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Toozler posted:Fearsome is a meme trap. This is absolutely, provably wrong after the changes to fearsome in the last expansion. It is insanely powerful.
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# ? Feb 19, 2021 05:03 |
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https://www.nintendo.com/games/detail/battle-brothers-a-turn-based-tactical-rpg-switch/
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# ? Feb 19, 2021 05:14 |
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Junkie Disease posted:https://www.nintendo.com/games/detail/battle-brothers-a-turn-based-tactical-rpg-switch/ Now give me an iOS version.
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# ? Feb 19, 2021 05:28 |
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This title itself is making me consider getting a switch. And I would if I wasn't actually really loving bad at Battle Brothers. . Case in point Slings have become far and away the best ranged option for me lately bar none and I never expected that or maybe my rng is just cursed
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# ? Feb 19, 2021 05:49 |
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I think slings overperform past expectations because... We have very low expectations of them. The basic ranged bro is a poacher/shepherd/militia with a crossbow, any crossbow and any stars at all in ranged. Keep him alive, keep him firing, give him his own personal tank with rotate on hand if you get rushed unexpectedly. Take advantage of higher ground. Within a few levels he'll be hitting reliably with the crossbow which you then upgrade. Take fast adaptation if you still find their attacks too variable. This type of bro will get you through the first crisis. High end archers on the other hand very much need very high base ranged attack. You still coddle them even more in the early days but you will get a lot more mileage out of them once you have bow mastery.
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# ? Feb 19, 2021 17:04 |
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Throwing weapons like javelins have the highest chance of hitting at point blank range. I always say even if you don't intend them to be throwers long term, spend the first few levels with them using javelins and aiming at guys 2 tiles away. They'll hit more often and do more damage than they would if they were using something like a light crossbow.
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# ? Feb 19, 2021 17:51 |
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# ? Jun 10, 2024 11:06 |
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Acknowledged that javelins are better damage wise but consume more resources. Slings seem to be so strong to me because they A. Never run out of ammo, nor consume ammo, so I can use them anytime without mucking with ammo stacks or quivers etc, plus I dont waste actions swapping stacks in combat. The ultimate easy ranged weapon B. Inflict dazed, or crack skulls entirely which are both really good debuffs C. they're really good in theory in some legendary locations but I have never gotten to the Library myself. D. And finally with the recent further nerf to disarm that 2-3 tile close range needs more options which, again throwing weapons. I think my issue is my bros never have enough stamina for throwing weapons plus a shield and thats my fault probably. Slings are my crutch; actually I dont know how you would engage uphill bandits marksman with just throwing weapons or few bows. I always reload until I get good terrain to draw the enemy out of the fortress and defeat their archers first . Maybe I could do that with throwing weapons and shields but it seems beyond my skill level Sjs00 fucked around with this message at 19:44 on Feb 19, 2021 |
# ? Feb 19, 2021 19:41 |