Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Coolguye posted:

i don't disagree. i simply mean to say that the knife fighter is probably better off taking something else (fast adaptation, adrenaline, maybe recover) and leaving crippling strikes for later. a polearm or a crossbow will inflict targeted injuries perfectly well for the knife user's benefit.

A leveled Crossbowman I could maybe see being worthwhile as a setup guy just because they're going to have like 70% armor piercing damage, but otherwise it doesn't make sense to shank somebody if you're not going all-in on it. Billhooks do a lot of damage to armor and are generally among your harder hitters, so unless it's a fight I'm completely steamrolling I'm not gonna be wasting his turns doing mostly armor damage to a guy I'm trying to stab, and I'm not building my company around optimizing the easy fights.

Adbot
ADBOT LOVES YOU

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Night10194 posted:

I think early on losing a guy to get a greatsword and a military cleaver is a good trade.

Recruits are a lot cheaper than Greatswords, yeah.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Also you're allowed to run the gently caress away and bail on a contract if the fight is suicidal bullshit.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Yeah, I definitely disagree with people saying that Spearwall isn't worth it against armored opponents. Even if some Hedge Knight or whatever has enough armor to bounce off a spear forever, you're making them waste turns getting pushed around and greatly reducing their ability to bring their numbers to bear against your own front line. Area denial is great.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Dogs seem cool, but the whimper they make when they inevitably die is so heartbreaking that I can't bring myself to use them. If I pick one up off an event I'll just carry it with the company forever.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Apparently it is attained by a cultist event asking you to sacrifice one of your brothers.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
On additional tip I'll throw out is that Goblins have high melee defense but are quite fragile, so it can be reasonable to prioritize weapons with accuracy bonuses against them. Their morale also stinks, so once they start going down their line will break quickly.

I would also advise caution when pressuring archers. It's definitely a good thing to do, but be mindful about putting a brother out in a position where he'll be stranded by a poison hit.


One of the best things about Battle Brothers is that the generic fantasy enemies actually live up to the hype - Goblins are murderous little fuckers with lots of infuriating tricks in battle (thank god the devs never thought to give them night vision), and a fully grown Orc warrior is a terrifying juggernaut who will smash aside all but the hardiest opposition.

Voyager I fucked around with this message at 07:17 on Jul 26, 2017

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
This is all very good advice. I'll emphasize that Orc Young have similar damage outputs to Warriors while being poorly armored and having shaky morale, so when you encounter mixed groups you typically want to start by clearing them out first - getting the first few kills can tank their morale and possibly even unnerve the adults.

Also, I think a successful spear wall repel can interrupt the stun attack, and entering a shieldwall the turn you anticipate it can make it significantly less likely to hit.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I am fairly stoked for this, though I guess it's a litter early to ~get hype~.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Sandwich Anarchist posted:

Perhaps they should add stupid hills that you can die on in game, so you don't have to do it on the forums

[growing Ironicat]

Like c'mon man it's not hard to imagine reasons they would decide to release a DLC for a game they considered completed without changing their fundamental design principles. The most obvious being 'hey our other game is taking a bit longer to make than we thought and we could use the money'.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Yeah escort contracts are best accepted when the work in the area has dried up and it's time to move on. That way you at least get paid a little for a march you were already taking.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Tylana posted:

I had a look at the guide and have to say... what are Raiders? Some rare viking faction? Or does he mean.. mid-tier Bandits?

Mid-tier bandit's are called Bandit Raiders in game, differentiating them from the sack wearing scub Bandit Thugs.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Gotta say in looking forwards to recruit tryouts. I 100 odd days into my first deep veteran run and probably the biggest difference I could imagine with ironman would be finding good recruits. They are take some searching as-is, so I can only imagine the thrills of dropping 5k on a promising background only to find out they have 54 melee attack with no stars and mediocre fatigue.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

twistedmentat posted:

I really want to like this game, but I'm having very FTL feelings from this; FTL always hit me somewhere in screen 2 or 3 with an impossible fight that I could not win or even escape from. Mostly enemy ships in stars.

This, I keep getting hit within the first 20 min to half hour of a game by a group of Bandits/Raiders that are way op for my bunch of grave diggers and fishermen armed with handaxes and spears. like what the hell am I going to do against guys with full mail armed with greatswords and halberds?

If you are still at the Pitchforks-and-Bandannas stage of the game you probably want to be running the hell away from any group of Bandits that contains more than like, one Raider. As you've noticed, those guys are proper warriors and in an even-numbers fight they are liable to demolish an early-game company. Stick to beating up Thugs until you've got your company a bit more put together. On the plus side, Raider gear is great at the start of the game, and if you manage to find them in small enough numbers to take on it's totally worth the risk of one of your scrubby Farmers getting a Pike through the eye for the chance to take the Pike with you afterwards.

Also, there's no obligation to play Ironman if you find yourself getting frustrated. The game will happily set you up for suicidal fights or just murder you with raw dice, and if you're still learning how to get a company off the ground there's no need to relive the Saga of Hoggart every time that happens.

EDIT: I should also add that the game's willingness to let you kill yourself does not go away once you've gotten over the early game. I did a little exploring and found a ruin with "Some Necrosavants" when I was still rolling around in looted Brigand gear, and if I had wanted to see what would happen the game sure woulda let me find out.

Voyager I fucked around with this message at 06:13 on Oct 29, 2018

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Wizard Styles posted:

Okay, that's true but this logic doesn't work for Resolve, HP and a lot of perks. You also assume that having 15 less Melee Skill will always translate to a 15% lower chance to hit, which isn't true.

There are some attributes that can be made up for, but many of the most important stats in the game are the ones you're going to increase every available level. A starting deficit to fatigue or melee attack is effectively a permanent deficit, and those are two of the most important figures for deciding whether a recruit is worth keeping in the first place. For that matter, even deficits in the 'fixable' stats like HP and Resolve can still have a cost - if you have to spend five levels getting a Deserter to stop being a massive coward, you probably had to give up on a few good rolls in other stats along the way.

If you're trying to ask whether Melee Attack is really that good, the answer is yes.

Voyager I fucked around with this message at 20:19 on Nov 3, 2018

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

redreader posted:

What are some tips for beginners? I read somewhere in this thread ages ago that you shouldn't try to get 12 people immediately, because then the game makes enemies stronger, and you're not well enough equipped, or something?

You generally want to acquire new recruits as you can afford to equipment. Partly it's because the game scales encounters to the size of your company, and partly it's because a man in a shirt brandishing a stick is just going to get killed and lend encouragement to your enemies without contributing to a fight.


quote:

Also why can a single aimed shot kill my archer from full health (on beginner, lol)? How does damage work? Was it a crit to the head or something (I saw an eye come out) which just kills you outright?

Headshots do 150% damage. Even the most basic bow will easily do lethal damage to an unprotected face.

Difficulty level changes many of the circumstances about how much money you make and how hard the fights you get into are, but it doesn't change the base combat mechanics.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

SickZip posted:

"RNG bullshit" was part of made BB a good game. The various defenses being conditional and subject to bad luck means you had to layer defenses, play smart, and work to minimize risks.

The new nimble being a certain boost to effective HP reduces the complexity of the game. The "fix" in the new patch just means its not completely broken and its a bit better for light/medium armor, it's still bad and boring.

The original Nimble just needed it's base chance increased to 60%, the interaction with Strong removed, and for it to stop taking weapon fatigue into account.

The problem is that your bros need to be mostly survivable long-term, which means building them to be insulated from single strokes of misfortune. That's why Steel Brow is considered a core skill on basically everyone who expects to get hit by anything, for instance. You know that lucky hit is coming sooner or later, so you want to do everything you can to make sure it's not instantly lethal.

Old Nimble was structurally flawed in the sense that not only did you know that lucky hit was coming sooner rather than later, but your bro was in a much worse position to not be Just Dead when it happened.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Sounds like you just aren't committed enough to this gimmick.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I'd pay $1 for a patch that just let me skip the Hoggart phase on new companies, so even without knowing anything about the title features I'm already on board.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

The Lord Bude posted:

It isn't that hard to avoid goblins until you're properly equipped to deal with them. It's not like bandits where they're everywhere (greenskin crisis notwithstanding). Going after anything other than pretty small groups of them (straight wolfriders is probably easiest) early game is dumb. You should have a party of level 9+ bros by the time the first crisis comes around, not that I would advocate picking greenskins for the first one. I use student though, and I grow my company slowly, which eases the difficulty scaling and lets my guys level faster.

Goblins and orcs each tend to have their own separate 'territory' on the map and I stay well away from goblin country until I'm ready to deal with them. Learning to pick your battles is a key skill of the game. You need to develop an idea of what you can handle at a given level. Orcs are much easier until later on when you start getting big groups of warriors and warleaders. Even an early-midgame company can kill orc young and the occasional berserker; and it's pretty profitable to do so, since the weapons sell for a fair bit. Plus I like to give my guys orc cleavers.

"Don't fight this midgame opponent until after the first crisis" is still pretty lopsided advice, and you skipped probably the most important tip for dealing with archers early on, which TheAnomaly mentioned - fight them at night so their Archers don't do anything.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Yeah, getting Split + Split Man on a weapon with potentially excellent armor damage looks phenomenal. Losing Swing hurts a little bit, but Split was definitely the better move.

Guess we should wait to see the exact stats and stamina costs before we blow our loads, but that potential looks great.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I took a stab at a Cultist start and wasn't thrilled by it. At the most basic level it plays like an ordinary start, only your initial brothers aren't good and you don't get an archer. Cultists are easier to find as recruits, but they seem to like spawning with pieces from a new set of cultist armor that make them prohibitively expensive for an early game company, especially considering that they otherwise aren't great fighters.

...as to *why* you're going to be worried so much about recruiting Cultists...it turns out the developers were not being dramatic when they said that non-Cultists were disturbed by the rituals. I had my new company going steady at 10 men when Davkul asked for one of them, and by the next day we numbered 5 because everyone who wasn't one of the flock deserted.

BurningStone posted:

Personally I think stars are overrated and plain old high starting numbers are underrated. 44 and three stars maxes out the same as 59 and zero (on average), and the 59 would be better while leveling (again, on average). I wouldn’t say he’s unhirable though.

You want to find brothers with good base stats and stars if you're trying to get into lategame content. You are right though that no number of stars can make up for abysmal starting attributes, and a guy with terrible stats and great stars is just garbage while a guy with good base numbers but no prospects can at least fill out the line in the early game.

Voyager I fucked around with this message at 06:03 on May 10, 2019

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

JosephWongKS posted:

What are the boons that Davkul now gives for sacrifices and rituals? Is it still just the Davkul armor set pieces, or does he also give stat boosts or other things?

Sacrificing a brother gave two of my existing cultists a trait called Fanatic of Davkul, which gave them +10 Resolve and made them ignore morale checks from taking damage or witnessing an ally die. It's a nifty bonus and would be great if it landed on a converted a deserter or something, but on an a natural cultist it's sorta unnecessarily doubling down on the only thing they're already good at. This was only on day twenty and the sacrifice was a new hire, so I don't know if you get better boons from offering higher-level brothers or something.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Yeah I've been bouncing off my Cultist runs pretty hard just because the only reliable party members you can have are Cultists, and even completely overlooking the fact that Cultists aren't particularly good there's no reliable way to find them. My most recent run I'm a bit past the first sacrifice without having seen a single new Cultist from any source (nobody available for hire anywhere, no conversions in the camp, no cultist attraction events) and I'm about ready to pull the plug and give up on it unless someone else has figured out a way you can actually grow the party.

Heaven help whoever tries this run and lets a Cultist die.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Mazz posted:

Nah I mean like throwing 4500g at a recruit always seems so steep to me.

It is and you shouldn't do it if you aren't comfortable with the odds that the recruit won't be good, but if you've made it to the point where the gear on a 4k dude isn't even a marginal upgrade then you can also probably afford to throw around that kind of dosh on a gamble.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
I'm curious about trying some sort of Cleaver Duelist with the new Barb weapons. With all that armor penetration it seems like you might have a shot at racking up bleed stacks right at the chew center of some armored fuckwads.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Bogarts posted:

You can also get good upgrades by killing the hostile merc companies if you don't want to go legit. They tend to have alot of good armor if you can handle them.

That's a pretty powerful conditional statement there.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Avasculous posted:

I think he just means attacking roaming caravans and maybe peasants.

I'd like to see them change the Barbarian Origin advantage a bit to actually incentivize being barbaric. Maybe something like bonus loot from caravans, or extra income when their reputation sucks.

Right now it's pretty much sprint to safe territory for the first 2 days, then play a normal game where you're better at picking up armor.

That loot bonus also works on caravans!

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Crossbows are now 4 AP to reload and 3 AP to fire, meaning you can still move one space afterwards and reloading in general no longer consumes the entire turn.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Given how closely they've hewn to their inspiration for most of the game's setting I would basically expect it to be some kind of Not-Christianity vs Not-Islam holy war, but given how they handle the noble houses currently it will probably be played more like the Noble War wherein a bunch of petty rear end in a top hat get into a giant fight and you get to decide who's paying better.

EDIT hey also we finally get some nonwhite characters!

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
My real concern here is that if they try to write the southern factions with the same kind of grace and sensitivity they used for the main factions it's going to end up being massively offensive. A bunch of white dudes writing about other white dudes loving a horse is one thing, but I'm not convinced they'll see the difference.

Maybe they'll subvert expectations and write the not-Muslim countries as the advanced centers of science and knowledge that they were at this time, and we'll get lots of jokes about their envoys holding their noses in our unwashed presence.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

RabidWeasel posted:



This is what I was hoping the northern raiders start was going to be but instead it's basically just a slightly weird normal start with 3 badass bros.

I mean, you don't have to go legitimate.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Oh, I get what you're saying now. You can work convoys into your diet but you still need to stay in the good graces of a few places to have access to a market etc. You're right, it would be interesting for them to support a run that completely forsakes society.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Guys it's 2020 and after Game of Thrones ran it all the way through the ground and then back out the other side it's no longer a controversial opinion that using sexual violence against women as a way to emphasize the harshness of your grim historical fantasy setting is, at best, trite.

This hasn't been mainstream for all that long so don't feel like you're being attacked if this is how you're finding out, but it turns out women engage with media too and there are better ways to set the tone.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Night10194 posted:

I have a hard time using the dogs despite their immense strategic utility because I can't make myself get puppies killed. :smith:

Same.

The little whimper when they get killed just breaks my heart.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Adding a proper South to the map should make the Barbarian start a little more interesting than only hanging out in the same 5 cities until the first crisis.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
If they're gonna have slaves in my video game, there better be options to play as a slave rebellion or generally gently caress with the slavers.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Early firearms would make sense given the influence and the fact that they've already revealed explosive devices like grenades.

Kinda curious as to what direction they're gonna take them design-wise though. The obvious would be some kind of super-AP crossbow analogue (or maybe a once-per battle item if we're talking primitive enough), but making the hot new item have that much mechanical overlap with pre-existing equipment would be a bit of a squandered opportunity and the last thing the game needs is more ways for experienced brothers to instantly die, so I'm hoping they'll go a different direction with it instead of just having Man With Arbalest be supplanted by Man With Arquebus in our nightmares.

Maybe something involving resolve checks when being fired on?

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Neither of them are "Man who shoots your best bro in the eye for 100 damage through armor" so I'm already pretty cool with the direction they're taking them, though guaranteed AoE templates are gonna be an absolute bear to fight against if their damage output is even vaguely respectable. At least if they have short range and high AP costs you might have a chance of focusing them down early.

Gonna be kinda tragic watching a conscript unload these things into a pile of their own men though.

Adbot
ADBOT LOVES YOU

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
On a different note: what are your general priorities for armor attachments? Battle Forged means, mathematically at least, that there's no diminishing returns on armor value and the next point is always better than the last. However, in a practical sense, once I'm getting into Sellswords+ territory I'm less worried about getting chipped away by small attacks and more concerned about the big hitters that no amounts of armor can really protect you from, like Chosen and Lindwurms, which makes me think Bone Plating might be a higher priority instead. On Nimble dudes like Archers who won't wear more than medium armor and don't take Battle Forged, I've been rolling Bone Plating as the standard option.

(Too bad Bone Plating can't protect your face).

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply