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Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Liu posted:

whatever you do caravan guards, don't move

moving would be the worst thing you can do

just hang back and chill

and do nothing

Typical bourgeois bossmen

Question: so am I correct in thinking initiative is a dump stat unless you are dodging or overwhelming?

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GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Hieronymous Alloy posted:

Typical bourgeois bossmen

Question: so am I correct in thinking initiative is a dump stat unless you are dodging or overwhelming?

Can be good on two handers as well due to reach advantage and somewhat useful on everyone else. Is good on archers generally.

Being able to wait and then move and attack and then attack again twice more before the enemy can react is actually pretty cool for melee folks but matters less after the opening round of melee combat. You can also accomplish the same thing with the adrenaline perk but that costs fatigue.

I did a dagger army myself and crippling strikes plus adrenaline plus dagger mastery means you can open a fight with five attacks that cause injuries and ignore armor before the enemy can hit back but the fatigue cost is crazy and having some high init dudes that didnt need to use adrenaline was preferable

GlyphGryph fucked around with this message at 00:34 on Mar 28, 2017

ShootaBoy
Jan 6, 2010

Anime is Bad.
Except for Pokemon, Valkyria Chronicles and 100% OJ.

Liu posted:

whatever you do caravan guards, don't move

moving would be the worst thing you can do

just hang back and chill

and do nothing

Counterpoint: Being ambushed in a forest.

loving move. Move goddamn you! You are literally getting my men and your loving donkey killed because you will not move so that I can shift men to that loving flank! Your loving podunk hick rear end is blocking the only way to get around to that end of the fight that's not running for like 4 loving turns you useless shitfuck! :argh:

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

ShootaBoy posted:

Counterpoint: Being ambushed in a forest.

loving move. Move goddamn you! You are literally getting my men and your loving donkey killed because you will not move so that I can shift men to that loving flank! Your loving podunk hick rear end is blocking the only way to get around to that end of the fight that's not running for like 4 loving turns you useless shitfuck! :argh:

I had a caravan attack by goddamn vampires that was only saved by having only three caravan guards :v:

Edit: also, this is a scenario where the swap skill is better than footwork because you can swap with friendlies

...and now I need to see if you can swap with donkeys

Phrosphor
Feb 25, 2007

Urbanisation

I hate the sound when they beat on the poor donkey.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
Little hint: For some of those artifact retrieval missions?

You can retreat from the mission, having nabbed the artifact, and still turn it in!

I just fled from what was gonna be the loss of several of my best guys and instead I only lost one - and I got a surprise payday as well!

LolitaSama
Dec 27, 2011
What does melee with high initiative look like? I can go twice for each turn my enemy goes once?

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

LolitaSama posted:

What does melee with high initiative look like? I can go twice for each turn my enemy goes once?

You can essentially go twice in a row the first turn of engagement (by waiting on the previous turn)

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

GlyphGryph posted:

You can essentially go twice in a row the first turn of engagement (by waiting on the previous turn)

Yeah, you let them advance, waiting with spacebar until they are in striking distance, then pounce. So you can get the last act of turn X and then your initiative puts you at the top of turn X+1 and you essentially get to go twice in a row.

Well after what seemed like a huge greenskin build up, my crisis is actually noble war. This is actually my first crisis since getting the game, so is there anything I should be aware of and prepare for? I've basically got a strategy of giving the front line kite shields to absorb Bandit Marksman fire until my two handers can chop through the enemy front line, backed up with crossbow/longaxe/pikemen, a sergeant, and a medley of high initiative archers with Overwhelm. It's been working pretty well so far.

Chuf
Jun 28, 2011

I had that weird dream again.
Just got this game and I'm loving it so far. The newbie advice has really helped, so far a line of spears and shields with some archers in the back has worked really well and let me keep most of my guys alive (they are all around level 5). I'm curious though when would be a good time to switch out spears for something more fancy? Or do they retain their effectiveness throughout the game? I'd like to experiment with some different weapons but even after only 7 hours into the game I've already got rather attached to my brothers so experimentation would likely mean their deaths.

Also, goblins loving suck.

Roobanguy
May 31, 2011

marshmallow creep posted:

Yeah, you let them advance, waiting with spacebar until they are in striking distance, then pounce. So you can get the last act of turn X and then your initiative puts you at the top of turn X+1 and you essentially get to go twice in a row.

Well after what seemed like a huge greenskin build up, my crisis is actually noble war. This is actually my first crisis since getting the game, so is there anything I should be aware of and prepare for? I've basically got a strategy of giving the front line kite shields to absorb Bandit Marksman fire until my two handers can chop through the enemy front line, backed up with crossbow/longaxe/pikemen, a sergeant, and a medley of high initiative archers with Overwhelm. It's been working pretty well so far.

fighting nobles is a lot like fighting bandits. just be careful of their two-handers or knights, and grab some daggers and get mad money from the armor you'll loot from a nobles army.

Roobanguy fucked around with this message at 04:05 on Mar 28, 2017

Ivan Shitskin
Nov 29, 2002

Robutt posted:

Just got this game and I'm loving it so far. The newbie advice has really helped, so far a line of spears and shields with some archers in the back has worked really well and let me keep most of my guys alive (they are all around level 5). I'm curious though when would be a good time to switch out spears for something more fancy? Or do they retain their effectiveness throughout the game? I'd like to experiment with some different weapons but even after only 7 hours into the game I've already got rather attached to my brothers so experimentation would likely mean their deaths.

Also, goblins loving suck.

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.

Coolguye
Jul 6, 2011

Required by his programming!

Hieronymous Alloy posted:

Typical bourgeois bossmen

Question: so am I correct in thinking initiative is a dump stat unless you are dodging or overwhelming?

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

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

Coolguye posted:



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.

Even moving into the middle game I find i like spearmen on my rear flanks. The front flank slots get taken by two-hander folks but the spearwall just lets them control space in a really nice way and force enemies to take that much longer to go around.

Robutt posted:

Just got this game and I'm loving it so far. The newbie advice has really helped, so far a line of spears and shields with some archers in the back has worked really well and let me keep most of my guys alive (they are all around level 5). I'm curious though when would be a good time to switch out spears for something more fancy? Or do they retain their effectiveness throughout the game? I'd like to experiment with some different weapons but even after only 7 hours into the game I've already got rather attached to my brothers so experimentation would likely mean their deaths.

Also, goblins loving suck.



Personally, once my guys start getting their melee skill over 60 or so I start switching out for flails, just because the shield-evasion with the 1 attack is so useful and the auto-critical with the 2 attack is so powerful, especially against helmetless raiders or undead. Over 70 skill I start experimenting with different weapons (daggers, a khopesh I found in a ruin, etc.)

Hieronymous Alloy fucked around with this message at 05:33 on Mar 28, 2017

Jack2142
Jul 17, 2014

Shitposting in Seattle

marshmallow creep posted:

Yeah, you let them advance, waiting with spacebar until they are in striking distance, then pounce. So you can get the last act of turn X and then your initiative puts you at the top of turn X+1 and you essentially get to go twice in a row.

Well after what seemed like a huge greenskin build up, my crisis is actually noble war. This is actually my first crisis since getting the game, so is there anything I should be aware of and prepare for? I've basically got a strategy of giving the front line kite shields to absorb Bandit Marksman fire until my two handers can chop through the enemy front line, backed up with crossbow/longaxe/pikemen, a sergeant, and a medley of high initiative archers with Overwhelm. It's been working pretty well so far.

noble armies roll around where even their lovely foot soldiers usually have mail hauberks, so my line during the current noble crisis is essentially axes and war hammers. The Dual handed war hammer is also great as it can take out even knights armor in pretty much one hit, and leave the enemy dazed thus tanking their defense.

They can be pretty scary as Zweihandlers and arbalests will ruin your day, also the knights can take a huge amount of punishment and in general the battle sizes ramp up so huge clusterfucks of your 12 guys and another 12 allied noble troops vs 30 or so enemies. They also have their own sergeants which I think have the extra damage single hand weapon perk along with nimble and with swords can be like lovely sword masters.

Also so much nice armor, weapons and hats. I had a ton of trouble in noble war when it was the first crisis, now that it is the second one its substantially easier although I have lost a couple high level brothers.

Jack2142 fucked around with this message at 06:04 on Mar 28, 2017

dogstile
May 1, 2012

fucking clocks
how do they work?
Spears remain useful right up until the point where you're fighting something beefier than a raider. Generally I like to keep warhammer dudes near spearmen, as they can break the armour on the first turn so the spearman can actually do some damage.

Generally if you can have longaxes in the back line, a spear and a hammer on your front line, you're set for almost any enemy. Even better? The spearman, if he's on the flanks will make enemies take an extra turn to try and flank round and you can just shoot them/re-position accordingly.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Innerguard posted:

Cool, are there others? Like, if a guy was repeatedly bashed on, would the game dub them something, or are there only a very few outside of pregen?

I'm not sure. I suppose there are only very few outside of pre-hire, yes.

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. :negative:

Getchu that pathfinder, son :getin:

Night10194 posted:

Man, battles get real nerve-wracking when you have to fight multiple waves on a defense without time for your armor to repair.

Common wisdom is to keep spare suits of armour to swap in, particularly for your front end.

Roobanguy posted:

they need to let you give basic commands for militia/caravan guards who have joined a fight. the last thing i want a mook in a cloth sack to do is charge a orc berserker.

There's an event that lets you give the militia equipment and strategy beforehand, though I agree that it should always be possible if you're fighting on the same side. I mean, c'mon, we're mercenaries, we probably know what we're doing better than Fat Erling the watchmaster.

Nordick
Sep 3, 2011

Yes.

rope kid posted:

The layout of a specific map is consequential enough that it can easily turn a hopeless battle into an easy one. Being able to set up the formation of your company for general circumstances (i.e., both sides on an open field) is nice, but that same setup is often ruinous on swamps, in mountains, and even in hills. It's one of the few things I don't like about Battle Brothers.
Same, they really need to give the player some sort of ability to prepare for the generated battle map. If not straight-up an option to hand-plaace our men, then at least a preview of what the map looks like so we can judge whether we wanna go in or not.

Roobanguy posted:

Zombies don't actually need a head to get up sadly.
Normal zombies absolutely do. Maybe it's different during an undead crisis though? I'm not sure. But in any case, fallen heroes will get up even without a head. And I like the little detail that they won't make any sound if they do.

Wallet
Jun 19, 2006

Coolguye posted:

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.

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.

Perestroika
Apr 8, 2010

Is there a reliable source for more advanced ranged weaponry? I've got most of my dudes fitted out decently well with mail and morningstars, flails, and bilhooks. It's just my two archers who are still loving about with a light crossbow and a shortbow, respectively. I've visited a fair number of towns and cities, but all the marketplaces still only have shortbows at best, while the weaponsmiths stock only melee weaponry.

TomViolence
Feb 19, 2013

PLEASE ASK ABOUT MY 80,000 WORD WALLACE AND GROMIT SLASH FICTION. PLEASE.

Perestroika posted:

Is there a reliable source for more advanced ranged weaponry? I've got most of my dudes fitted out decently well with mail and morningstars, flails, and bilhooks. It's just my two archers who are still loving about with a light crossbow and a shortbow, respectively. I've visited a fair number of towns and cities, but all the marketplaces still only have shortbows at best, while the weaponsmiths stock only melee weaponry.

You need to find you a fletcher.

Sloober
Apr 1, 2011

Hieronymous Alloy posted:

Typical bourgeois bossmen

Question: so am I correct in thinking initiative is a dump stat unless you are dodging or overwhelming?

It's not good for frontliners with their heavy armor but it is good for 2nd line pikes and archers, since it lets you score hits/kills before your engaged line gets attacked. Also good on a bannerman to rally with if your group is flagging. But i don't often do much more than basic mail shirts on my backline, so they get pretty minimal initiative penalties. Only thing that smarts about that is fighting necrosavants. I work with a 5/7 back/front number with spears spread around


LolitaSama posted:

What does melee with high initiative look like? I can go twice for each turn my enemy goes once?

You just get to go before them in a round, that's about it.

Sloober fucked around with this message at 14:17 on Mar 28, 2017

Coolguye
Jul 6, 2011

Required by his programming!

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.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
My favorite setup is still a frontline of spears every other square and polearm users in between (who switch to a two hander when the enemy engages)

being able to not just hold enemies off but do a ton of damage is great

Wallet
Jun 19, 2006

Coolguye posted:

Yes, but this has nothing to do with what you quoted.

Sure it does; you can buy food while on a caravan. I know it has nothing to do with the larger point, though.

The Bramble
Mar 16, 2004

Not sure if this is widely known, but weapons and shields you keep in your 'pocket' during battle count against your max fatigue just like your wielded items do. If your playstyle isn't big on weapon switching, keeping weapons in your pocket 'just in case' that you never really use does work against you.

Coolguye
Jul 6, 2011

Required by his programming!
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.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Getting the Swinger achievement is the most satisfying thing I've done in weeks.

Roobanguy
May 31, 2011

Nordick posted:

Same, they really need to give the player some sort of ability to prepare for the generated battle map. If not straight-up an option to hand-plaace our men, then at least a preview of what the map looks like so we can judge whether we wanna go in or not.

Normal zombies absolutely do. Maybe it's different during an undead crisis though? I'm not sure. But in any case, fallen heroes will get up even without a head. And I like the little detail that they won't make any sound if they do.

Huh. The first zombie I decapitated was a fallen hero, so I just assumed they were all like that.

Just got to the noble war in my ironman game. Feels pretty good saving 23000 gold in armor because you shiv 2 knights.

Jay Rust
Sep 27, 2011

So just to confirm, because I've seen a lot of contradictory info online: the game gets increasingly difficult as time elapses, unrelated to your renown, right?

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Jay Rust posted:

So just to confirm, because I've seen a lot of contradictory info online: the game gets increasingly difficult as time elapses, unrelated to your renown, right?

You've seen a lot of contradictory info because absolutely nothing is confirmed and the only piece of actual info we have, a denial from the dev, actually manages to contradict itself.

So yeah no one actually knows

Sloober
Apr 1, 2011
Seems to me it scales with your renown and not time but maybe i'm just flat wrong. I think the assumption is the more renown you get the more you are able to handle from the aggregate coin and loot you've gotten to the point


I wish there wasn't some arcane stuff out there regarding how it works. Like i'd like to see the effects of jobs on recruits

Roobanguy
May 31, 2011

Sloober posted:

I wish there wasn't some arcane stuff out there regarding how it works. Like i'd like to see the effects of jobs on recruits

The non beta build before release actually showed you this. For example, if you hovered over the monk icon, it would show +Resolve -Fatigue.

Not sure why they decided to get rid of it.

Roobanguy fucked around with this message at 18:34 on Mar 28, 2017

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Roobanguy posted:

The non beta build before release actually showed you this. For example, if you hovered over the monk icon, it would show +Renown -Fatigue.

Not sure why they decided to get rid of it.

Because they weren't consistent and I think they wanted people to use more backgrounds. Some backgrounds, like militia, never told you what they were like, and so I know I tended to pick the backgrounds that had a list of bonuses; even farmer seemed more promising because the implication was that the militia was more expensive but had no boosts. With the effect of background obfuscated, I'm more likely to try a minstrel over a daytaler if I need to fill a slot because I don't know how good or bad he may be until I try him out. I know some backgrounds will tell you their bonuses now if they're somehow nonstandard--like a historian, once hired, will have a line talking about his XP boost, and a witchhunter will have one about his resolve bonus against fear/etc.

It would be nice to have a reference compiled for when I want to get groggy about backgrounds, but I can see why they would hide them. It's the same reason you don't get to see someone's stats until you put money down--they want you to have the chance to be surprised.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound
Does the witchhunters bonus apply to the banner?

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.

Hieronymous Alloy posted:

Does the witchhunters bonus apply to the banner?

The bonus comes, I believe, in the form of a much higher base resolve before randomization so yes, absolutely.

Hieronymous Alloy
Jan 30, 2009


Why! Why!! Why must you refuse to accept that Dr. Hieronymous Alloy's Genetically Enhanced Cream Corn Is Superior to the Leading Brand on the Market!?!




Morbid Hound

GlyphGryph posted:

The bonus comes, I believe, in the form of a much higher base resolve before randomization so yes, absolutely.

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.

The real problem with witchhunters is they're a ranged class that's got a bonus against undead.

Party Plane Jones
Jul 1, 2007

by Reene
Fun Shoe
Orc Warriors are an absolute pain to deal with. Allow my 10 wardogs to root whoever they're currently chomping on at least.

Coolguye
Jul 6, 2011

Required by his programming!

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.

The real problem with witchhunters is they're a ranged class that's got a bonus against undead.

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

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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I have a Cultist bannerman who, with Iron Will, has like 110 Resolve at level 6.

Dirk is a crazy motherfucker but he's perfect sergeantin' material.

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