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The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Umm, you know what I think I left the stove on better go back home and check.

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aphid_licker
Jan 7, 2009


That's a yikes

Trillhouse
Dec 31, 2000

How is the Switch port of this game. I've played BB a ton on PC, does it translate to a hand-held well?

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
I have about 150 hours on the Switch and find it very easy to play, both docked and handheld.

Trillhouse
Dec 31, 2000

thank you!

Genghis Cohen
Jun 29, 2013
I started a Gladiators run through, and I was going to make the original 3 as follows: Bear a tank (obviously) Lion a standard 2-hander (probably axe), Viper a Qatal dagger duellist.

What I was struggling to decide is how to build a Qatal Dagger user, particularly whether to invest in Quick Hands and use him with a 2-handed mace. Here's my planned perk list:

Colossus
Recover
Dodge
Dagger Mastery
Underdog (I could skip this one, if he's always going to be in the centre of my formation, but I prefer all true front-liners to have it)
Nimble
Berserk
Killing Frenzy
Duelist
Quick Hands? This is the other one I'm not sure of.

Ultimately, is it feasible to enable the full Qatal rampage without a 2h mace? I could put him next to another 2h mace user, and/or use flash pots or nets. If I go that way, do I take Overwhelm? I've seen a lot of people advise it for dagger duelists, but I won't be levelling initiative at all, or taking Relentless, so he should stam out pretty fast.

Could lose QH for Overwhelm, and possibly Underdog for Relentless? I don't particularly think that's worth it, he should kill things quick enough they won't need to be overwhelmed.

I could also just lose Underdog for say Gifted.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
In my experience with a dagger at best you get to retain your attacks and also get a bit of extra movement - the real power move is to make the viper a swordlancer - you can even do a front line swordlance build. With beserk and killing frenzy and his special bonus you can routinely get 3, rarely even 4 attacks.

Trillhouse
Dec 31, 2000

I put Quick Hands on everyone. It's just too useful. I read the devs wanted to nerf it but decided not to because nerfing it would destroy a lot of fun builds.

I've played this game a fuckload lately. I think it might be the best game I've played in the last ten years. It's so well designed and it's so fun.

dogstile
May 1, 2012

fucking clocks
how do they work?
Yeah i'm absolutely breaking the 1000 hour mark on this game at some point.

Its so good.

Genghis Cohen
Jun 29, 2013
Fully agree, I really just keep coming back to it. The dopamine hit of finding a super high potential recruit, or a key piece of loot out of a battle, is just so drat good.

Hmm, a frontline swordlance build is really tempting, and equally characterful for the Viper as a qatal dagger user. Will think about it.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Genghis Cohen posted:

Fully agree, I really just keep coming back to it. The dopamine hit of finding a super high potential recruit, or a key piece of loot out of a battle, is just so drat good.

Hmm, a frontline swordlance build is really tempting, and equally characterful for the Viper as a qatal dagger user. Will think about it.

It’s the best way to utilise his special ability - he gets AP for every enemy he kills, with a dagger he spends 3 AP to attack and kill an enemy, and gets 1 AP back - but 1 AP is useless. He needs to kill 2 enemies across 3 attacks (4 with Beserk) just to get enough AP to move one hex. Best case scenario if he kills 3 enemies in one round he can get an extra attack; but that is really loving hard to setup. With a sword lance and the pole arm mastery, he can expend 4 AP to attack and potentially kill 3 enemies in one hit - spend 4 AP, get 3 back. And with a sword lance not only is he spending less AP per attack compared to say a 2h sword, but he has reach, so you can get in more attacks and reach more enemies without wasting AP on movement. In this scenario, he has 9AP to begin with, if you set it up right with other bros doing damage first you could potentially get off lots more attacks per turn than normal - 3,4,5 because there is no limit on the number of bonus AP you can get via glorious quickness other than the availability of enemies to kill. Hell you can even work a recover in there.

Genghis Cohen
Jun 29, 2013

The Lord Bude posted:

It’s the best way to utilise his special ability - he gets AP for every enemy he kills, with a dagger he spends 3 AP to attack and kill an enemy, and gets 1 AP back - but 1 AP is useless. He needs to kill 2 enemies across 3 attacks (4 with Beserk) just to get enough AP to move one hex. Best case scenario if he kills 3 enemies in one round he can get an extra attack; but that is really loving hard to setup. With a sword lance and the pole arm mastery, he can expend 4 AP to attack and potentially kill 3 enemies in one hit - spend 4 AP, get 3 back. And with a sword lance not only is he spending less AP per attack compared to say a 2h sword, but he has reach, so you can get in more attacks and reach more enemies without wasting AP on movement. In this scenario, he has 9AP to begin with, if you set it up right with other bros doing damage first you could potentially get off lots more attacks per turn than normal - 3,4,5 because there is no limit on the number of bonus AP you can get via glorious quickness other than the availability of enemies to kill. Hell you can even work a recover in there.

I do really like the idea! Some of my killiest bros have been with famed swordlances or warscythes, so will try it this way.

Any particular key perks? I was thinking of Reach Advantage and maybe Footwork as my flex perks. Shouldn't need quick hands. Overwhelm I don't find as valuable since it depends on building up Initiative and/or taking Relentless, neither of which I will do.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

Genghis Cohen posted:

I do really like the idea! Some of my killiest bros have been with famed swordlances or warscythes, so will try it this way.

Any particular key perks? I was thinking of Reach Advantage and maybe Footwork as my flex perks. Shouldn't need quick hands. Overwhelm I don't find as valuable since it depends on building up Initiative and/or taking Relentless, neither of which I will do.

You don’t strictly need to do either for overwhelm, I’d consider it essential on any sword lancer along with fearsome - applying those debuffs en mass to enemies is a really good strat in battle brothers. And my general philosophy is that if it wears light armor and can do an AOE then it needs overwhelm and fearsome. And other bros often get one or the other too. These perks get better the more bros you have who can apply the debuff; in a gladiator run I’d say all duellists, swordlancers and gunners need both.

Any bro in light armor is going to end up with more initiative than most enemies where it counts - ancient dead, orcs, barbie chosen. And although your initiative goes down as you get fatigued so does theirs - and you’ll have lots of opportunities for recover. Pretty much the only time you *need* relentless is with a fencer because their damage
Output relies on having the highest possible initiative at all times. For everyone else at worst you just take a max roll every once in a while in init when other options aren’t great.

I normally take footwork on standard back line swordlancers but I skipped it for my viper. I found reach advantage plus focusing on mdef did enough that I didn’t really need to use footwork defensively - in a pinch just roll the dice on normal movement, your mdef is pretty drat high - or use a smoke pot. And with the extra reach of a polearm I wasn’t really using it offensively either.

I go student, recover, dodge, weapon mastery, underdog, nimble, beserk, killing frenzy, reach advantage, overwhelm and fearsome.

The Lord Bude fucked around with this message at 01:07 on Aug 2, 2022

Genghis Cohen
Jun 29, 2013

The Lord Bude posted:

You don’t strictly need to do either for overwhelm, I’d consider it essential on any sword lancer along with fearsome - applying those debuffs en mass to enemies is a really good strat in battle brothers. And my general philosophy is that if it wears light armor and can do an AOE then it needs overwhelm and fearsome. And other bros often get one or the other too. These perks get better the more bros you have who can apply the debuff; in a gladiator run I’d say all duellists, swordlancers and gunners need both.

Any bro in light armor is going to end up with more initiative than most enemies where it counts - ancient dead, orcs, barbie chosen. And although your initiative goes down as you get fatigued so does theirs - and you’ll have lots of opportunities for recover. Pretty much the only time you *need* relentless is with a fencer because their damage
Output relies on having the highest possible initiative at all times. For everyone else at worst you just take a max roll every once in a while in init when other options aren’t great.

I normally take footwork on standard back line swordlancers but I skipped it for my viper. I found reach advantage plus focusing on mdef did enough that I didn’t really need to use footwork defensively - in a pinch just roll the dice on normal movement, your mdef is pretty drat high - or use a smoke pot. And with the extra reach of a polearm I wasn’t really using it offensively either.

I go student, recover, dodge, weapon mastery, underdog, nimble, beserk, killing frenzy, reach advantage, overwhelm and fearsome.

Good stuff, wil try it like that.

Trillhouse
Dec 31, 2000

Is a named one-handed flail with max damage rolls (33-72) and +24% chance to hit head any good? It's 8k gold.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
I wouldn't kick it out of bed, that's for sure. Popping heads is a really good way to get free armor.

rojay
Sep 2, 2000

It feels like they buffed flails when they nerfed 2-handed swords. I have a throwing specialist to whom I also gave flail mastery, and that dude does as much or more damage with a three-headed flail as he does with thrown weapons. Though I did also give him duelist, so...

Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Trillhouse posted:

Is a named one-handed flail with max damage rolls (33-72) and +24% chance to hit head any good? It's 8k gold.
The BB wiki has a page where you can check out named items and the stat ranges that they can roll upon creation by the game. With that you can tell if that particular version of the item you're seeing has rolled well enough to justify the expense.

In your case the damage range is excellent and the % to hit head is also close to max (30%) so yeah it seems like a decent buy if you can spare the cash. You can probably recover the expense too if you go hunt for raiders afterwards and pop their heads for sweet armor loot.

E: Btw 8k for a named mace is more than double its base worth (3.4k) so you don't seem to be getting good prices in that town. I'm a little iffy on the math behind it though so I could be wrong. But if you can make the town like you more with an easy contract before you buy I'd suggest doing that either way.

Tin Tim fucked around with this message at 19:47 on Aug 4, 2022

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Ok game, let me help you out here: a 2 skull contract on day 25 should not involve loving necrosavants.

dogstile
May 1, 2012

fucking clocks
how do they work?
Flails are absolutely worth it just because any weapon that lets you actually go "oh this guy's head is exposed, lol" is pretty good.

I wouldn't have a line of them, but I do usually have one bro (even if he's usually in reserve) with a flail. They also own against ancient dead.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
I still wouldn’t use the 3 headed version though. Just normal flail.

Count Uvula
Dec 20, 2011

---
The part where a decent MATK bro is almost guaranteed to hit with a three headed flail has a bunch of real nice applications. Most obvious being that it's almost impossible for enemies to leave their zone of control without using special abilities, but it's also ridiculously useful for mashing goblins with mercenaries that aren't horrifying avatars of death.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE
Possibly it might be useful as anti Goblin tech I suppose, I never considered that. But in general because each individual hit does so little damage it makes them really bad against any sort of armor at all or at inflicting injuries.

vyelkin
Jan 2, 2011

The Lord Bude posted:

Possibly it might be useful as anti Goblin tech I suppose, I never considered that. But in general because each individual hit does so little damage it makes them really bad against any sort of armor at all or at inflicting injuries.

They're not bad against certain types of undead specifically because of this, undead don't take injuries and a three-headed flail is an almost guaranteed kill against geists. Bad against fallen heroes and ancient dead because of the thick armour, but the fallen heroes you can work around with positioning and ancient dead usually don't appear with geists anyway. They're still a niche weapon that I never bother with because I usually don't care enough to spend a bunch of time switching up weapons before each fight.

rojay
Sep 2, 2000

I was about to say that the 3-headed flail is a geist killer, and with decent-high matk + flail specialization it does excellent damage against anything with a shield.

The Lord Bude
May 23, 2007

ASK ME ABOUT MY SHITTY, BOUGIE INTERIOR DECORATING ADVICE

rojay posted:

I was about to say that the 3-headed flail is a geist killer, and with decent-high matk + flail specialization it does excellent damage against anything with a shield.

It does next to no damage against anything that has even light armor. Remember that armor has a hidden damage reduction vs penetration damage; and because the flail is 3 seperate small attacks each one will end up doing no penetration.

It is great for giests because they have 1hp but personally I like to use whips on them because they hang back and a bro with a whip can get at em sooner.

vyelkin
Jan 2, 2011
Realizing now they would probably be good against necrosavants too, because necros have high defence values and don't get injured but generally have no armour so you're just doing the big base 3-headed flail damage straight to their HP, which often starts the fight at a low level.

rideANDxORdie
Jun 11, 2010
The three headed flail also has a decent shot at killing necrosavants in one swing since it's possible to proc nine lives on the first mini hit then kill the thing outright with one of the two remaining mini hits. That being said, it's definitely too weird of a weapon to have in your line and I'm just too lazy to swap things back and forth just for a weapon that's a little bit better versus two very specific foes that frankly aren't that common or that dangerous once your at the first crisis

dogstile
May 1, 2012

fucking clocks
how do they work?
I just keep a couple of weapons in the background for fights. I also liberally use nets and other things during fights too though, which a lot of people don't seem to bother with.

rojay
Sep 2, 2000

I don't play on the hardest difficulty, but the 3-headed flail does fine for me on a bro with 90 matk who didn't have enough base mdef to go without a shield on the front line. He holds the edge and with overwhelm he pulls more than his weight. Your mileage may vary.

Edit: remember that the secondary attack of the flail is a 100% hit to the head.

I get what you're saying, but oddly he does fairly good damage to HP through armor. And of course his neighboring bro and my backline are stripping armor on anyone he's facing. In this case the backline is a hybrid thrower/two-hander and usually a polearm specialist.

rojay fucked around with this message at 22:36 on Aug 24, 2022

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
How do you all deal with losses? I’m trying to shake a bad habit of reloading whenever I lose an experienced bro to actually feel like fights have something at stake.

Eason the Fifth
Apr 9, 2020
Toast the dead, then do what i can with the best of what's left until the FNG lives long enough to be useful.

if i lose more than 1 or 2 bros i am however a save-scumming monster

chainchompz
Jul 15, 2021

bark bark
Get better armor as soon as I can afford it, and unless they're a +0 or +1, upgrade their melee and ranged defenses every time. That seems to turn down the significant losses.

Southpaugh
May 26, 2007

Smokey Bacon


Star posted:

How do you all deal with losses? I’m trying to shake a bad habit of reloading whenever I lose an experienced bro to actually feel like fights have something at stake.

Eat the losses or if they aren't recoverable, do over. Savescumming is also legit imo. Game throws too many bad recruits at you is the frustrating thing. There should be more town events that produce above average recruits. Can go whole games without seeing an archery tournament etc. Tying that to the calendar with local festivals or something would be good.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
I find most guys usable, but... Hmnf. My willingness to reload is related to the contract I lose a guy on. If the money is barely worth it already, I will almost always reload. Sometimes I'm just in the mood for everything to go to poo poo, but usually not.

Southpaugh
May 26, 2007

Smokey Bacon


most bros are usable, all the way up to the first crisis. After that you need to specialise and thats where the meat of the game is, its just not very well supported by the mechanics at that point.

rojay
Sep 2, 2000

For a long time I'd reload if I lost one of my starting brothers, but the last few runs I've done I just eat it and keep going.

I have reloaded a fight if I lose one of the guys I have taken a strong attachment to, though. It doesn't even have much to do with how good they are objectively.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.
This weirdness rolled across my feed. Takes a bit but the icons gave me a chuckle at least.

https://www.youtube.com/watch?v=fONRor0ycKk

Star
Jul 15, 2005

Guerilla war struggle is a new entertainment.
Fallen Rib
I am starting to detest facing goblin shamans. So incredibly annoying.

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Panzeh
Nov 27, 2006

"..The high ground"

Southpaugh posted:

most bros are usable, all the way up to the first crisis. After that you need to specialise and thats where the meat of the game is, its just not very well supported by the mechanics at that point.

Yeah the problem with bad recruits is that the plateau at a place where they become pretty bad against most threats and you have to focus on leveling up people with potential to replace them. The early game is very doable with awful recruits with spears and shields but that becomes ineffectual against later game enemies.

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