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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

HiroProtagonist posted:

Yeah, a big moment in me realizing how not to absurdly suck at this game was figuring out the distorted and often bizarre progression involving teaching you how to deal with heavily armored enemies by throwing a ton of shields at you first (brutally) and the answer to both in reverse order is swords/cleavers paired with flails and then hammers or axes paired with hammers and anything else high damage respectively. Once I figured out the jacked up progression and combined arms intent the rest of the schema sorta kinda fell into place? Or got somewhere I could finally grapple with it enough to feel like I was starting to get it finally anyway.

Game is brutally hard, it's almost accidental that it somewhat mostly works out in favor of the intended design

The two best bits of advice I could give to anyone just starting this game would be unless you know you have a good reason to do it, don't break shields, and make sure you don't play too defensively. A guy wearing padded armour and a 2handing a falchion is a complete bad rear end at low levels as long as you don't get him mobbed, not everyone needs a shield.

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
RA is decent but I usually prefer other choices for survivability like Steel Brow due to the occasional crossbow bolt to the face

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

The Lord Bude posted:

I used to take steel brow, until I read this:

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

Basically Steel brow is mathematically inferior to Colossus; and the changing meta has made large health pools more necessary due to the large number of enemies that have high damage ignoring armour values. If you only intend to take one or the other; you should take Colossus. It's still a good perk, and you could take both, but I think Reach advantage is better than steel brow as well and if you take too many defensive perks you lower your offensive capability too much - I could only justify 2 of them.


Steel brow is a colossus that only protects you 25% of the time. With more and more enemies being able to do significant health damage through armour, you're better off taking colossus and amping up the health pool of your bros.

Edit: I'd probably consider steel brow instead of reach advantage on a 2h Maceman since he'll only be hitting once per turn.

The difference with steel brow and other options is that steel brow comes into play when you have a streak of bad luck (i.e. suffering consecutive headshots) which is when you need some extra sturdiness, RA makes you less likely to get hit at all by melee attacks which is useful for surviving tougher fights in general but doesn't help when the RNG decides it hates you. Colossus is kind of a must have to me so I'm not even considering avoiding it for something else.

RabidWeasel
Aug 4, 2007

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

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
The indom nerf has me really coming round to the idea of having a front line of 2 or perhaps 3 dedicated tanks with indom, shield mastery, battle forged, recover etc and the rest of the front line is beefy polearm users, since it's now significantly less viable to have indom on units with big 2 handed weapons. You do less damage per attack than with 2handers but you can so much more efficiently deal damage in the first place due to the longer range, you always force the enemy to come to you rather than the other way round and you're extremely mobile (you can hit a target 3 squares away from you rather than 1 square with a regular 2hander). I'm sure that you can still make good characters who both deal damage and tank but it feels like the benefits of specialisation are bigger than before.

This also means you can use dogs constantly since the fact that they get in the way is actually a good thing.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

rideANDxORdie posted:

In the very early game I'll get guys with good rolls (using the mod that shows stats/talents on tryout) even if the stars are not ideal if they have good traits or have a background that lets them roll 60+ MAtk just to get to six guys minimum. I don't really know how people play only getting true late game all star recruits outside of mass savescumming or editing files - it's a total crapshoot and you don't have the money to spare in the early, early game. I usually end up with 3 or 4 guys who end up getting placed on the flanks to die gloriously once I'm ready to start hiring more expensive, better backgrounds

You hire every single cheap non garbage background you see and don't spend any of your money on anything else until you're super rich. If you hire 100 brawlers / farmers / etc you're going to get some good ones. You can hire literally 20 or 30 cheap guys instead of one hedge knight, the numbers are in your favour. The difference between good backgrounds and the really expensive ones is less than a lot of people seem to think, and because of random range on base stats, you just need a lucky combination of medium-high base rolls + some favourable traits/talents to get a really strong brother.

As a bonus you get lots of guys to use as chaff or random chances to get good candidates for very specific builds. It's a much more reliable way of building up a strong team than saving up for expensive hires.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Glorious Quickness + polearm mastery + berserk can get 3 attacks in a round if he gets 2 kills in a single turn so uh give that guy a swordlance I think, the extra range helps as well with being able to actually find targets to attack without moving.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Everyone without nimble should have additional fur padding, it's by far the best armour attachment because it works vs the weapons that kill you straight from max hp.

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.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Jay Rust posted:

How do hybrids work?

The answer is badly, melee + ranged hybrids just aren't necessary any more, they buffed polearms and throwing weapons enough that your best hybrids are either double melee (polearm + 2h) or double ranged (bow + throwing weapon)

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

vyelkin posted:

That's dumb imo, the AI already gets tons of bonuses that the player doesn't, they don't need to also be able to take advantage of every little trick the player can use.

They're also dumb as rocks (except for focus firing archers) so maybe it's ok.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Beefeater1980 posted:

I have found there’s a kind of valley that’s hard to get out of in days 30-80.

I can reliably get through the early game with any background on pretty much any map. By day 10 I usually have 7-8 bros with tier 1 weapons and 80/90 armour. By day 30 that’s usually 10 bros with 90/115 mail, able to handle 2 skull contracts. A normal roster is 1-2 bros costing 1000ish and the rest costing 1-400. Statswise, usually everyone is above average but nobody is exceptional.

Then I kind of wander around directionlessly till the crisis starts, able to take on some but not other challenges. By day 80 most bros are level 6-7 with about 150 armour on frontliners.

Once the crisis hits I always feel under-geared or under-statted (MDEF rarely breaks 30 with shield).

Feels like I’m loving up somewhere along the line but I can’t easily diagnose where.

Sounds like you're just not fighting enough, your levels are really low. BB is one of those games where you can snowball really hard because if you win a fight without taking any serious injuries you can go in and take another fight immediately. You should also be looting high value weapons and repairing them to sell if you're not doing so already.

What sort of lineup do you usually go for? Having too many shield using frontliners can leave you getting hurt more because your bros spend more time facetanking the enemy.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Yeah that's a good point, you should have a distinct dividing line between "placeholder" brothers who get perks which are immediately useful but less good long term (backstabber, fast adaption, nimble on frontliners) and longer term prospects who are going to build specifically for being level 11.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I play very low contact with most of my bros using ranged weapons / polearms so backstabber is really bad, though I'd argue that you need to be getting at least 10% from it consistently to make it worthwhile. 5% to hit is not worth a perk.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

UP AND ADAM posted:

I think they're saying they don't have many frontliners overall, which seems wild to me.

The polearm guys are part of the frontline but they avoid standing next to the enemy as much as possible. They have survivability perks (no indom though) and heavy armour and don't level mdef. The idea is that they're not supposed to tank, but they can take incidental damage well. Since morale got more important it feels really hard to level up 5 stats at once to a reasonable place (matk, mdef, hp, fat, res) so the solution for me was to make each frontline bro level either matk or mdef and they become either a tank or a frontline polearm user. This makes it much easier to find decent hires since you only need a good talent in either mdef or matk, though ideally you also want some stars in the other 3 stats. Wheras the way I used to build my frontliners you had to get high matk and mdef to make them effective which is a significantly higher barrier. They also get quick hands and a regular 2h weapon so they can do just as much damage as a dedicated 2hander, they just don't dodge so well.

Obviously any amazing hires can still use the old 2h frontline build and max mdef and matk and spam AoEs a lot (probably hammer)

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Scaramouche posted:

Yeah that's kinda how I do it too. The back pole guys come around the edges on high number fights what's interesting is by fluke right now is one is high MDef and one is high RDef so they mostly get left alone as the bad guys go for "softer" targets.

No I mean these guys are also most of my frontline, I have 6-8 of them, 2 or 3 proper tanks and then the rest archers.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Canonically in the original start "you" are a guy who gets a career-ending injury in the fight which kills the previous captain so that's why you don't actually do anything in fights.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Osci posted:

The bug was on split man, so all 2h axes except the long axe. How it was supposed to work was that you rolled to hit as normal and got the full listed damage to the body part you hit, and a half damage to the other part. However, the smaller hit was bugged and always dealt 0 ap damage.
Before the patch axes always dealt less damage than maces and hammers on armored targets. Now greataxes are about as good as hammers, and barb axes are roughly the same as maces. Axes now trade the staggered/dazed debuff for double fearsome procs and are much better against unarmored opponents.

Of course, if you're value swing/strike down a lot then axes get worse, but I tend to rate the basic 15 fat attack the highest

This is a pretty big buff, axes were quite bad before because of the weakness of their primary attack.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Playing for max AoE is definitely one way to play but I've come round to mass polearms instead because they give you a huge mobility boost and are less stat intensive (no need for mdef if you can avoid having most of your bros take more than 1 or 2 swings per fight). You compensate for lower damage output per unit by more consistently being able to attack with every unit every turn and by being able to focus attacks onto a single target.

The combination of move 2 tiles and 1 tile reach attack in the same turn is just incredibly strong and versatile but it's easy to think that your polearm specialists need to be hiding behind a shield wall which wastes a lot of their flexibility.

Though if you have amazing bros with good all round stats then AoE spam is certainly very effective.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
When 2h swords were rediculous it was definitely fine to just use nothing else, I think they got nerfed one too many times though and now they're pretty bad.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
I'd probably give that guy axe mastery and quick hands and have him switch between a bardiche and longaxe. He's not tanky enough to be able to full 2h tank but he's tanky enough that you can afford to have him move into a good spot for the occasional split.

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

TheBeardyCleaver posted:

Yea, I like this idea, since rotate costs 3 points you can rescue/reposition a guy and swing for the fences in the same turn. I used this when the polehammers came out to have the best of two worlds. The question is then is if I should forego the polearm mastery and just have him be a hammer guy, or possibly just have an unperked sword in the back pocket. Does the 2H mace fit here maybe? Swing for 3 in the backline and rotate in to daze tank when some arse of a chosen positions himself inconveniently.

Edit


This is also a good option. I find longaxes a bit underwhelming as i rarely split shields, but I may find some awesome named one. Might be I go digging through locations and see what turns up.

OR! This is the guy I have use the Jirok cleaver while whip-tanking from the back. May be a poor use of the Cleaver as one might want that in the front always if it turns out to be good. Do have a named 2H cleaver, but it's not that special.

2h mace + swordlance and polearm mastery is a similar concept to the double axes but with more of an emphasis on the polearm side of the equation. Probably stronger overall, you're not going to find a better guy to use a swordlance than one with 140 fatigue and iron lungs unless you get someone with rediculous levels of matk and good fatigue to go with it. The smart choice if you already have plenty of 2h tanks.

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