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hey please find attached my comprehensive and authoritative review of battle brothers: GAME GOOD GOOD GAME like/comment/subscribe
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# ¿ Mar 23, 2017 03:05 |
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# ¿ Apr 29, 2024 04:46 |
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psa: snatch duster's red text is earned because he consistently goes into threads and tries to stir poo poo up. if you need proof of this, check his rap sheet. none of his stated views are heart felt or serious. all of them are stated to get a response. all responses will result in further escalation, and this process will repeat indefinitely. i have personally witnessed this cycle 3 times, this thread makes it 4. this has been a public service announcement. game is good, let us continue.
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# ¿ Mar 23, 2017 20:13 |
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Night10194 posted:Say, what's the preferred perk layout on a dedicated knife fighter? Crippling Strikes seems essential so that when you go through the armor you make sure you hurt them, but I imagine you'd want Executioner and Backstabber, too? executioner and backstabber are far more important than crippling strikes for the knife fighter himself. crippling strikes makes more sense on the dudes who are SUPPORTING the knife fighter.
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# ¿ Mar 23, 2017 21:23 |
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Nordick posted:I dunno, the supporting guys will have to do significant armor damage to do health damage and cause injuries, and at that point what's your knife dude even doing there? Crippling strikes and Executioner sounds like a good combo for a knife guy.
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# ¿ Mar 24, 2017 03:07 |
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Flavahbeast posted:How does decapitate work, is it just a random chance when struck with a decapitate-capable weapon? I had a dude get decapitated who I thought had pretty good head/body armor but the combat log just says "brigand thug killed fritz" with no damage data you need to die to the hit and the decap chance is rolled separately. the cleaver skill decapitate just sets that chance to 100% so it's effectively a finishing move. it's very odd that you have no damage data.
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# ¿ Mar 25, 2017 20:22 |
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Hieronymous Alloy posted:Ok, bear with me here -- couple of things: Student only ever makes sense if you intend to keep a brother permanently. in the first ~30 days or so, you will be using MANY dudes that are sub-par and do not fit into your long term plans. your own spreadsheet seems to reflect this; you mention 'if nothing special', as a note. well, if there is nothing special about a specific brother, that brother has no business being in your final setup. you'd be better off taking something else so that character renders maximum value while he's with you. you have a fair number of people taking Dodge here, but they do not also take Brawny. the two skills mix incredibly well due to Brawny giving between 8 and 10 extra initiative points in even medium armor. with archers, you do not need bow mastery at all. the only thing bow mastery does is give you +1 sight and +1 range, and with top tier bows your range is already 8 tiles. the 25% fatigue advantage is not really relevant for bows because it's not the end of the world if an archer has to chill a round to take a breather - it CAN BE the end of the world if someone on the shield line has to. even beyond that, you are not likely to fatigue out as an archer unless you are using quick shot near exclusively.
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# ¿ Mar 25, 2017 23:28 |
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GloomMouse posted:Another question: Does the world difficulty advance based on time, or renown, or both? If renown: Can getting your rear end handed to you and running the gently caress away reverse it? world advances based on time, but renown influences contract types and contract pay. this means is you should be fighting every single battle you see that you know you can win without losses, and take every contract you can that won't hobble you in some major way. this hobbling is generally manifested in terms of being moved away from a place you want to operate in, or setting you against a challenge you're not ready for. deep dish peat moss posted:Is there anything besides injuries and equipment that affects a character's current initiative? Even when loaded up with heavy armor my guys usually have 70-85 initiative at the lowest and it makes me want to take Dodge on literally everyone, since even 70 initiative makes it give 10 ranged and melee defense. fatigue and wounds will both lower initiative in battle. dodge generally becomes less good the longer a fight goes on and the more tired someone gets. as such, it is mostly good on two handers who can afford to take a breather.
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# ¿ Mar 26, 2017 05:52 |
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they do, but part of it is confirmation bias. they will shoot at your archers, but the times they miss you will frequently see a shield on the shield line take the arrow, as opposed to the arrow simply missing. this implies that the shield-bearer was the one targeted, but i can guarantee you that he was not.
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# ¿ Mar 26, 2017 07:06 |
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impatient only works on the first round of the fight, which is almost never helpful. it is not applicable in subsequent rounds.
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# ¿ Mar 26, 2017 20:33 |
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Hieronymous Alloy posted:Arg, what to do with this guy: bannerman. his base melee skill is high enough that even if he completely botches every melee skill roll he ever has, taking Gifted will make him at least passable with the banner. Gifted guarantees max rolls on everything so it's the perfect opportunity to get a nice boost out of something you're not good at. alternately, take Quick Hands on him and give him a crossbow. he can snipe until the lines are joined, then switch to his banner as resolve begins to matter. Soup du Journey posted:Today on Maury: Is Gifted a trap perk for our nation's mercenaries? in the case of forgettable shitbirds the answer is almost always yes. max rolls on defense and health means i can more aggressively offer up that guy as a sacrifice to enemy lines; if you're not going to be with me forever, your primary job is to get out in front and take punishment for the people who will. on forever brothers the question is more murky. the above bannerman is probably one i would take Gifted on because it helps address his primary shortcoming in a way no others will. if a brother instead is pretty much in line with how i intend to use him, i will skip it in favor of something that will accentuate his strengths better.
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# ¿ Mar 27, 2017 17:23 |
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Perestroika posted:Another lesson learned in blood: Swamp fights suck. They suck double-extra hard when you're the side who needs to advance on the enemy, because they have a necromancer or more bows. it's really a testament to how much swamps suck that they are still entirely miserable even if your entire company has pathfinder.
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# ¿ Mar 27, 2017 17:28 |
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marshmallow creep posted:Speaking of lessons learned:
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# ¿ Mar 27, 2017 18:45 |
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the order of operations is vague and there's little precedent for it in other areas of the game because penalties otherwise never hit limits. in general, uncertainty has gone to the player as this game has continued through early access however. this was the stated ethos when caravan escorts were changed to feed your soldiers. they never gave you an idea of how long it would be, and since the UI does not give you an easy to digest breakdown of how long your rations will last with spoilage, caravans were changed to feed your company so you could not make a big mistake accepting the contract. similarly, this interaction is never articulated to you, and the interaction makes it easy to waste a perk point on someone who has a maimed foot. at the absolute least, pathfinder's description should be updated to clarify the interaction. it was written before the injury system was even in the game. even then, a bug report would be the best way to accomplish that. Coolguye fucked around with this message at 18:59 on Mar 27, 2017 |
# ¿ Mar 27, 2017 18:56 |
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Hieronymous Alloy posted:Typical bourgeois bossmen of all the stats it is the least important in general, but that does not mean it is not important. everything is important in some capacity or another, but for your main shield line it is rather safe to ignore initiative. remember that it is affected mid-battle by both wounds and fatigue, so very high initiative at the beginning of a battle does not translate to good initiative when things heat up. this is part of what makes dodge hard to quantify, as it abandons you precisely when you need it the most. however, high base initiative will ensure it still gives a decent bonus even when the user becomes exhausted. Kenzie posted:A lot of the posters here like to switch away from spears when melee skill hits around 60. Then you shouldn't need to rely on the hit chance bonus for spears so much. Spears do remain useful throughout the game though. Having a couple of high level guys using spear wall with the spear mastery perk can go a long way toward softening and breaking up the momentum of enemy attacks and it makes some fights a lot easier even very late in the game. It's good to have a variety of weapons. i am weird in that i keep spears around for substantially longer. i have had far too many engagements where four successive hits rated at 65 or 70% fail to hit, and the consequences become sickening somehow. spears are reliable. full stop. i will use them unless there is a pressing reason to use something else. Coolguye fucked around with this message at 05:21 on Mar 28, 2017 |
# ¿ Mar 28, 2017 05:17 |
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Wallet posted:You know that you can visit towns along the way while you're on a caravan, right? Just click on them as you pass over. Yes, but this has nothing to do with what you quoted.
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# ¿ Mar 28, 2017 14:17 |
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specifically, pocketed items consume half of their listed amount of fatigue; so keeping a spare shield is not necessarily a big deal, but packing a pocket pike would be. on a somewhat related note, 'pocket pike' sounds like a frat boy nickname for his dick.
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# ¿ Mar 28, 2017 15:28 |
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Hieronymous Alloy posted:So other people in the party benefit from the witchhunters' bonus if the witchy is the sergeant ? That's a big big deal if accurate. yes, this is indeed the case. witchhunters bonus to resolve has everything to do with them simply having more resolve than other people, there is nothing more elaborate about it. regarding their problem, i recommend picking up a monk or a cultist instead. they both have innate resolve bonuses and are much cheaper than witchhunters. they tend to have sub-par health and fatigue, but obviously this matters somewhat less to a bannerman. they make fantastic sergeants, and having a monk on the payroll lets you keep control of superstitious brothers in events. i really, really hated that trait due to the superstitious guy's aptitude for ruining everyone's mood by screaming about curses. then i got a monk in the company, and the monk spent most of his time in camp patiently talking my superstitious lineman off the proverbial ledge so nobody else had to hear his nonsense. it was sublime. Coolguye fucked around with this message at 19:31 on Mar 28, 2017 |
# ¿ Mar 28, 2017 19:26 |
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Night10194 posted:It stops him from spending a couple AP to re-raise one and he won't be able to possess and turbocharge them anymore, but they get back up on their own randomly. to prevent potential confusion, only zombies/wiedergangers of various stripes do this. skeletons can be possessed and reraised but will not get back up independently.
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# ¿ Mar 29, 2017 16:12 |
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do dogs still handicap your initiative they did that for a very long time too, haven't tried them since release.
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# ¿ Apr 1, 2017 22:40 |
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RabidWeasel posted:P sure they don't as they have 0 fatigue penalty, the only reason to not use them is cost. for a long while during the EA portion they had no fatigue malus, but heavily handicapped your initiative at the time this was not a compelling reason not to use them as enemies had their initiative so high you always went last anyway.
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# ¿ Apr 1, 2017 23:31 |
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Party Plane Jones posted:The armor that guy was using:
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# ¿ Apr 3, 2017 15:50 |
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Tin Tim posted:How do you guys deal with bad morale for your reserve? People tend to get pissed after a few days of reserve and it annoys me to switch them back in for a fight or two while I actually try to train a rookie/my good guys. Frankly, the fuckers should be grateful and lick the ground that I walk on because I clothe, feed, and pay them for chilling out and doing nothing i outright look for "is always content in reserve" people because this is such a freaking problem. certain backgrounds like cripples work, and the disloyal trait is actively a benefit there. due to the semantics, you really need to look at the reserve as a group of people you pay to be marginally less useless than whatever slackjawed yokel is hanging out in the next town square you stumble into. get them to level 5, strip them of their gear, and park them in the reserve until they are needed. if you're training someone up for a bit then a couple of morale penalties in the reserve should not be make or break unless you are already riding the edge.
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# ¿ Apr 3, 2017 17:49 |
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you cannot carry both a quiver of arrows and a quiver of bolts. one or the other, holmes.
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# ¿ Apr 3, 2017 18:22 |
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dogstile posted:You can. Arrows on back, bow in hand. Crossbow and crossbow bolts in inventory. Swap as needed huh, did that change? last time i tried to put a quiver of bolts in my bag it just went 'lol, no' that's awesome though
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# ¿ Apr 3, 2017 18:35 |
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then it's probably most likely i tried to toss it in my bag, missed, and drew the wrong conclusion. glad to be wrong on that one.
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# ¿ Apr 3, 2017 20:28 |
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MOVIE MAJICK posted:Someone give me tips for beating necromancers with zombies use archers and crossbowmen to snipe the necro, he's essentially a normal human wearing heavy cloth.
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# ¿ Apr 3, 2017 21:23 |
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throwing weapons as a whole slacken off a lot once you start fighting people who are wearing something heavier than chain mail, and the fatigue you build up from skirmishing will reflect poorly on the clash that follows. they also hurt your ammunition supplies a lot - one javelin or throwing axe requires 3 ammunition to replenish, as opposed to one arrow or crossbow requiring one ammunition to replenish. that said, when you consider that quick hands would allow you to swap out a two handed weapon for a weapon and shield and still leave you with enough AP to use a shield wall, i could certainly see the argument in keeping a proper ranged weapon on everyone with 50 or more ranged skill, regardless of their position on the line. i think you would sacrifice a fair bit in terms of health, fatigue, and resolve of your general company, however. it's difficult to say if that would be worth it. i really kind of want to make a bot for this game that will perform the basics reasonably optimally so we can get data on this sort of stuff.
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# ¿ Apr 5, 2017 15:29 |
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if mods get to that point i'll probably just link nordick the chess rules i instituted in the XCOM 2 thread they're incredibly lame but by god they have stopped every dumbfuck argument about that mod before they can really get going. it took me a year and change of stupid pissing contests to come up with them, but by god they work now. MOVIE MAJICK posted:What d people mean be a good 'sergeant' in this thread? there is one ambition to appoint a sergeant of the company. you do this by having someone with the "rally the troops" talent. the reward is a sergeant's sash that increases the resolve of the wearer. this synergizes nicely with the banner, since 10% of the bannerman's resolve is given as a bonus to the men around him. so if you have a guy from a high-resolve background (such as monk, or cultist), and also make him your sergeant, you can end up giving 10 or more resolve points to everyone in the company.
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# ¿ Apr 6, 2017 15:28 |
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gonna try dat build~
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# ¿ Apr 7, 2017 15:08 |
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fearsome will let you force morale checks on a dagger man without using puncture. i suspect this build does not use puncture that much just from the fatigue math that works out to. it would probably be worth asking the writer, but i'm going to guess he chiefly uses puncture as a finishing move.
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# ¿ Apr 7, 2017 16:06 |
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you're gonna have a bad time but it wont be the worst time
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# ¿ Apr 7, 2017 23:46 |
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having no forest towns on the map is grounds for restarting then and there imo
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# ¿ Apr 16, 2017 22:17 |
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Jay Rust posted:But their dying whimper yep, this alone makes me want the hauberk
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# ¿ Apr 18, 2017 22:15 |
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the amount of standing loss is so small it collectively took the denizens here thousands of hours of play time to find an edge case where it was used. by far the larger issue in my mind is the small yet real chance that the client will not give you polite pushback before walking away. negotiations frequently turn into an extra 20-50 crowns, which is not especially noticeable when compared to losing multiple hundreds plus probable leads on an XP-generating fight because your client turned out to have a temper. that said, the potential upside to patrol quests if you know where to look for heads means that it can make a lot of sense to renegotiate those based on performance. beyond that, though, i rarely negotiate and have not seen much practical difference in game.
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# ¿ Apr 19, 2017 18:53 |
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you can use the veteran's hall but it's not terribly effective. the only solution is to fight more. i frequently ignore builds that only present the full level 11 result because of this - a brother really needs to be viable and useful by level 6 because he is going to be there for a long, long time.
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# ¿ Apr 20, 2017 18:53 |
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i look at reservists as less 'these people can fit in perfectly' and more 'these guys are probably better than whatever dunderhead i can pick up in the next town'. a level 5 or 6 cripple will still tend to be better than a level 1 close to anything short of hedge knight, so for reservists my plan is to churn the cheapest jobs out there, find someone with passable fatigue and melee skill, and something that always lets them be content in reserve. cripples are a gimme, finding a daytaler or something with disloyal is also helpful.
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# ¿ Apr 26, 2017 20:37 |
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headhunter's gonna be better on a bow user vs a crossbow user, it'll take a lot of turns to get your headhunter on with a crossbow.
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# ¿ May 1, 2017 22:34 |
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GlyphGryph posted:I never quite understood why people say they are better for unskilled archers.
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# ¿ May 2, 2017 16:10 |
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GlyphGryph posted:What? GlyphGryph posted:I actually give my low accuracy archers bows so I can shoot twice per turn and ignore the chance to hit and hopefully gain some 'random' hits. Then they get overwhelm and this strategy gets even better. Hieronymous Alloy posted:Mathematically I'm not sure that's true. It's probably possible to calculate the exact value of each additional attack vs the dps value of additional to-hit. The real issue is that with berserlk a Bowman can have three attacks per round.
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# ¿ May 2, 2017 17:25 |
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# ¿ Apr 29, 2024 04:46 |
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Locke Dunnegan posted:Why duelists? Did you forgo the armor-ignoring dagger attack? Duelist only lets you ignore more armor, right? That doesn't seem to be useful if you're ignoring all of it anyway. puncture builds up 15 fatigue even with dagger mastery and you can pull off 3 attacks in one round. 45 fatigue a round is not sustainable and puncture really only makes sense when used as a finishing move. consequently, duelist is nigh required for high end dagger use as it over doubles the armor piercing quality of daggers (which is 20% by default) Coolguye fucked around with this message at 17:52 on May 2, 2017 |
# ¿ May 2, 2017 17:49 |