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WarpedLichen
Aug 14, 2008


So are farmhands still really solid hires? It seems like they should be but I feel like they're more expensive than before.

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WarpedLichen
Aug 14, 2008


I feel like I bit off more than I can chew by accepting a city siege mission on day ~80. I can barely do the first combat but the second one immediately after feels pretty impossible.

Is there some kind of trip I can use or should I just abandon it?

WarpedLichen
Aug 14, 2008


Mazz posted:

I shoot for 70+ when wearing 300/300. In the high 60s at that gear level is acceptable to me, especially if have restore or whatever that perk is called. Anything under ~62 (once 11+ and geared) they are concerning/replaceable if a better candidate appears.

For nimble builds they should have quite a bit more since there’s such a smaller gear penalty. 80+ generally.

On a similar note I also have pretty hard restrictions on guys having 90+ MAtk/35+ MDef at endgame. I don’t run shieldbros outside of specific cases (i.e. not fighting axes/chosen). Note all of this is endgame thinking, levelling you generally run shields to keep them alive.

Do you include veteran levels in those calculations? It seems really hard to hit that with every bro but I've never stuck past the 3rd crisis before getting bored.

For reference the average hedge knight starts at 62 matk, 8 mdef, 108 fat.

That's bare minimum 2 stars in melee attack/melee defense to hit the mark. You would be basically only keeping 3 star mdef/2 star matk people. How many people would you have to check for that?

WarpedLichen
Aug 14, 2008


Major Isoor posted:

By the way...if one WAS so solo an entire campaign (well, maybe picking up the squire via the early event, until he eventually dies) what weapon would you recommend? Something two-handed like a longsword/axe, so that you have some crowd control ability and the skill to destroy shields? Or a shield and a flail or something, so that you can protect yourself against arrows while bonking heads?

2 handed weapon once you have the melee defense to back it up. I like the mace or the hammer. Mace because the debuff is really good if you can wedge yourself into good terrain and hammer for sheer armor destroying damage. Axe is probably the best for damage but it makes it harder to get loot.

The problem with shields is that breaking shields always hits and enemies like Orcs and Barbarians love to do it. No shield ever survives a full fight with Orcs and then you're just gimping your dps for no real gain.

WarpedLichen
Aug 14, 2008


The tentacle damage just doesn't do enough at the end I think. You should basically have the goblin charm guy with a polehammer whacking away at the head full time.

The rest of your team shouldn't move in until the tentacles are in attack mode at the end because only 4 spawn at a time and it's way more manageable.

WarpedLichen
Aug 14, 2008


Jay Rust posted:

Am I playing wrong, because I never ever run out of inventory space, or even come close to it

What do you do when it comes to end game camp raiding? Either you're more comfortable leaving stuff behind or you're not packing enough food. My inventory is always full after my first stop in the wilderness.

WarpedLichen
Aug 14, 2008


Voyager I posted:

In terms of armor stacking, light padding comes out mathematically ahead of +40 attachments unless you don't care about fatigue, but they're still accomplishing the same goal of maximizing your raw armor total.

Heavier armor is way more expensive though and I'll always be trying to max my armor as much as possible. Maybe I'll use light padding for lamellar or fallen knight stuff because ratios are terrible.

WarpedLichen
Aug 14, 2008


The flavor does seem pretty yucky but it's window dressing around what seems to be Battle Brothers pokemon so I'm torn.

WarpedLichen
Aug 14, 2008


Domina is great. One of my crappy naked dudes I sent into a fight unarmed as blood tribute won by tearing somebody's throat out with his fists. Subsequently he became my star gladiator and got me to the end game before retiring to life out in the country side.

Kinda shallow though.

WarpedLichen
Aug 14, 2008


I want to see lindwurms vs black monolith.

Krakens vs gobbo city might also be fun.

WarpedLichen
Aug 14, 2008


Altercation Allies

WarpedLichen
Aug 14, 2008


Will you still use Indom at 5 ap? I feel like I was already moving away from it before.

WarpedLichen
Aug 14, 2008


I usually forsake brawny for my guys now and take pathfinder almost entirely so that I can do Kraken without savescumming for dry land as much.

Trudging through swamp one tile at a time is miserable.

I find I never get to use the special attacks on my bros though because I have like 40 fat after equipment.

Also on topic of swords, I still find zweihanders the most common tier 3 two handed weapon on enemies, so I often end up with 2 or 3.

WarpedLichen
Aug 14, 2008


Started a new game on blazing deserts and doing my first Expert/Expert run. My bros kinda suck but at least I got 16 of them.

Noticed some weird things that I'm not sure if they are dlc changes or a difficulty thing. Enemy archers used to run away a lot more I think? Normally I feel like enemy archers start to hoof it as soon as I get the advantage in melee but now it feels like they stay and try to fight even if their entire front line is breaking. Very odd. Also noticing a ton of delivery missions and I can't seem to get the Ambition that gives a free set of noble house gear. Are peasants locked out from that? I was waiting a long time for a cart upgrade until I noticed it in the retinue screen so maybe it got removed also?

WarpedLichen
Aug 14, 2008


Guess what disarm would've taken care of that fallen hero.

There's nobody in that list of quick hand enemies that I would've wanted to disarm in the first place outside the early game Leaders. You can still disarm every dangerous two-hander in the game (besides maybe the Black Monolith champion guy?) - so still an absolute must have in my opinion.

WarpedLichen
Aug 14, 2008


Holy crap arena fight scaling is insane late game. Got a 3v3 match with a Champion Bladedancer with a Shamshir. None of my guys could get more than 5% chance to hit on him (even with 90+ matk on a late game compnay) because of dodge and fast adapation means he will hit eventually and duelist mean he can 2-3 shot anybody.

And once he kills one guy his fatigue recharges and he can do it all over again.

I have no idea how you can kill that guy without a super specialist arena build with fast adaptation and overwhelm.

WarpedLichen
Aug 14, 2008


The Lord Bude posted:

He's definitely good for a spot, but his stats are a bit awkward. His health is low enough that unless you get lucky with rolls you're going to need almost every level up between 1 and 11 to get him to an appropriate value, which in turn means you won't have much opportunity to put that amazing three stars in melee defence to good use. His stamina is also at the bottom end of what I'd like for a 2hander so it's not like you can skip a couple of rolls there - his melee attack is so high to begin with that It's tempting to skip a couple of those to increase his melee defence. Or you could make him a polearmsman; but that's a waste of his melee defence stat; and his background is too expensive to justify being used in that role.

If you put him in the front line you could give him a 2h mace since that uses less fatigue - and on a maceman you could free up a perk point for gifted to help bolster stamina/health. But I've never liked 2h macemen myself.

I have no idea what people's standards are, but that's 53 is perfectly workable hp and 98 with 2 stars is workable fatigue. He's not going to be a fatigue monster like farmers, wild man, or hedge knights can be, but you probably take 2 high rolls on hp to get him to 60 -> 80 with colossus, brawny, and you have great two handed brother because you don't need to spend anything on resolve.

WarpedLichen
Aug 14, 2008


How do you deal with Southern Armies bullshit? My feel is that outside of polemaces they don't deal a lot of damage but waves of gunners wreck your armor fast and conscripts are very good at holding the line. Also assassins suck.

WarpedLichen
Aug 14, 2008


dogstile posted:

I think its actually his health that worries me more than his fatigue and I just wouldn't take him to a kraken fight because holy gently caress. Dudes gonna get injured every time man with crossbow looks at him. Maybe a solid case for actually putting the perk that ignores injury's on a guy? I dunno never used it.

The 47 mdef is mental though.

His health is fine. It's a low roll for an adventurous noble but I make 40ish health thieves work late game all the time. People act as if you can't get to end game with some of the cheaper backgrounds.

WarpedLichen
Aug 14, 2008


I liked the props but now it's getting a bit tiring because every single fight as I go camp clearing is the same little camp.

WarpedLichen
Aug 14, 2008


Fearsome feels like an all or nothing perk to me right now? I have it on a few of my guys (a 148 resolve sarge and two gunners) and I think I've seen only 4 or 5 morale drops from those guys? I still get the vast majority from surrounding enemies and killing dudes.

Feels like it doesn't snowball unless your entire front line has it but I can't fit it on most of my frontline.

WarpedLichen
Aug 14, 2008


The Lord Bude posted:

If you made him a plate duelist with say a 1h mace you could make do with far less fatigue and put some of the extra rolls towards mdef.

Implying you don't put every point possible into mdef for a front liner? What?

WarpedLichen
Aug 14, 2008


The Lord Bude posted:

Oh definitely; enemy 2h maces are deadly. But as far as the comparison to 1h and 2h maces goes I think it’s silly to compare to a single hit from a 2h weapon because if you have a 2h weapon (hammer or sword) you should be trying to AOE every turn.

I’d rather hire a guy with good fatigue and give them a better weapon than have to have a 2h maceman in my company.

It was different when I could swing a 2h mace and use indom on the same turn but now that I can’t I just don’t see a use for the 2h mace.

It's like you're playing a different game. AOEs are super situational, why would you be aoeing every turn unless you have split? How do you aoe every turn at the center of the battle line? It's just so bizarre to me.

WarpedLichen
Aug 14, 2008


TheBeardyCleaver posted:

I already have one mace+shield tank. Not sure I want another. Max damage and kills for morale cascades is the way I'm leaning right now. It's a fine idea though, I just think I'd rather want a mace duelist for stuns, and his MDef won't quite be there. Going for the top of the line specific builds that noone is ever likely to actually need.


He'd only be an upper mediocre 2H with 30 MDef though. I'd like 40 on anyone that is to stand and trade with chosen. My 50 MDef guy still needs his arse pulled out of the fire on occasion, but my 30 guy needs to be real careful. I'm thinking that a polearmer can last a long battle without getting his armour worn down since he can stand a tile away a fair bit of the time, but still go toe to toe when needed.

One thing I've been trying out and liking is a pole/twohander quick hands guy. Give him rotate and let him frontline when he needs to, smack dudes from two tiles away if you don't.

WarpedLichen
Aug 14, 2008


I really want to fit bag and belts + quick hands on my backline so that they can carry a shield to block ranged attacks and rotate out, but it seems like a ton of perks to invest when I would rather have fairly killy polearm dudes.

WarpedLichen
Aug 14, 2008


Peasants are weird in that it's a very hard first couple days because you have nobody usable at all but it gets super easy at the end when your 4 extra brothers are all level 11 and kicking rear end and nothing can present a challenge anymore.

I don't know how people manage lone wolf or glads in goblin city or kraken just because one is so hard without archers and the other it's so hard to keep your archers alive.

WarpedLichen
Aug 14, 2008


If you're not sniping priority targets with archers why did you even bring archers?

I feel like the main thing with archers for me is that with bullseye, you get ~50% shots on necros/hexen/goblin shaman whereas if you don't have bullseye you're taking ~50% shots on dudes with shields. If I'm hitting shielded dudes I would rather just have another polearm guy who's not costing me ammo. I have tried a dedicated thrower and he probably doesn't need bullseye, but he burns through ammo fast and I'm not sure if he's worth it compared to a polearm guy.

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WarpedLichen
Aug 14, 2008


Yeah I was about to say, "low end dudes" = a hedge knight with 3 star matk and 2 star mdef.

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