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
rideANDxORdie
Jun 11, 2010
Super stoked for the DLC tomorrow, just wrapped up a veteran campaign where I forced myself to deal with the Undead Crisis and beat it. This game is so addicting, it certainly seems like so much is out of your control and yet I've found myself doing better and better with each try. Some of the tactics I've found to help immensely include:

*knowing which Bros are going to be total schmucks/martyrs - these guys get fast adaptation, gifted and shield expert ASAP to get them to a point where they can at least hit every other turn or so and distract enemies for just a bit longer. These guys stand on the flanks and their job is to merely waste enemy turns while my water carriers start to split the formation in the middle of the battle line.

*rotation on EVERY melee brother. At first I had a hard time budgeting this perk in on more than one or two of my Bros, but it saves lives so often. I honestly think rotation saves one of my high-level guys once or twice every single battle now.

*don't neglect resolve, obviously this stat helps with geists and warlords, but just in general having your guys being much more prone to going confident / not dropping to wavering or breaking is very, very valuable. With what they've shown for the DLC, it seems like this stat is only going to get more important with all the new casters and status effects. Unfortunately, it seems like this means initiative will become even more a niche stat - there's rare few bros that I invest this stat in, honestly you just have to accept that 90% of your guys will never be getting the first move since so many enemies seem to have high init.

One of the things I would've loved to see in this game would to have a retinue of non-combat positions that you could potentially move permanently injured bros into. I'm thinking of something like Pirates! where, in addition to your standard crewmen, they were 8 or so specialist positions. You could have an apprentice that took an arrow to the lung take over as company smith, reducing consumption of tools, veterans who are no longer fit for combat serve as quartermasters or training sergeants who give your lowest level bros an XP boost. Stuff like that. Maybe even have a lieutenant position that could eventually allow you to take more than a dozen units into a single battle.

Anyways, I'm just daydreaming, I can't wait to dump another 100 hours into this game!

Adbot
ADBOT LOVES YOU

rideANDxORdie
Jun 11, 2010

redreader posted:

I'm really bad at this game. I thought I was improving but then I did a fight against an enemy team that surrounded their polearm-sickle guy so I couldn't get to him, and he lopped off one head per turn. All of my guys were headless by the end, it was loving bullshit. I tried to lop his head off with my dude but nope, that didn't work. Is it possible to actually get good at this game?

I swear it is! I've bumped into this feeling a lot with this game but I have noticed all my efforts result in better outcomes over the long term. That being said, sometimes the RNG can really put the screws to you, when you're making the technically sound decision but just whiffing several 70-80% hits and the enemy is landing several 30-40% hits.

Here it sounds like you were dealing with either Noble Billmen (if they were human) or an Ancient Legionary with a bladed pike (if they were skellingtons). Both of these are real threats, I think the pikemen Legionaries are some of the scariest things you can find in the early-midgame because most of your bros can barely stomach one hit from them if they're at full health or armor, two hits will kill nearly any brother under level 7 or 8. They're pretty good about ganging up on targets too.

For the legionaries, I would note that the ancient dead commit to their formations, meaning you can net the frontline skeletons as they come in and the pikemen will advance ahead of them as opposed to staying safely behind. If you can't make that work, netting the pikemen themselves will drop their accuracy and force them to waste a turn at least, two or three if you're lucky. You absolutely need to figure out a way to prioritize these guys, you do NOT want to just have the two lines and smash it out. The ancient dead thrive in that kind of slog because they don't have to worry about fatigue, morale or injuries. If you don't have nets on hand (don't be in this position if you can avoid it, nets are amazing for all kinds of threats) you need to try and smash a way through to the pikemen, hopefully one or two of the frontline skeletons are not using a shield, smash them down first.

Greatswords are a good pick here because the Split ability will let you pierce the first row and hit softer targets in the back. Usually this isn't an option early on since greatswords are top-tier, expensive and hard to find, but with the DLC you've got a decent shot at landing a longsword early on. Warbrands and Rhompaias (spelling? the undead twohander sword) have split available too.

rideANDxORdie fucked around with this message at 01:38 on Dec 11, 2018

rideANDxORdie
Jun 11, 2010
Yeah that checklist posted a while earlier is a little overkill, I'd say just make sure you hit two or three of those and you're good. You certainly don't want to pick a fight with a raider group with 1:1 to your company, but I've found early raider fights to be tremendous stepping stones. My last campaign I bumbled into a group of 6 raiders on day 5, and was lucky enough to dagger two down and take a third down with flail lashes. So, with Hoggart's mail, that left me with four sets of rusty mail and some T2 weapons right off the bat - it was a massive step up for the company to have that early on.

rideANDxORdie
Jun 11, 2010
Does anyone else get annoyed by how much fatigue certain actions take? Why does extending your hand towards the sky to release a falcon tire you more then swinging a two-handed ax? Why does throwing an acid flask cost 20 fatigue? Throwing nets carry a pretty big fatigue hit too if I remember correctly.

rideANDxORdie
Jun 11, 2010

RIP, that's hilarious

For content, I saw some people recommending alternative ranged backgrounds since hunters can be hard to find and bowyers / poachers don't necessarily hit it out of the park, I've had good luck with both squires and raiders. The latter especially, while expensive, tend to make ace hybrids since I've had multiple join at level 2 or 3 with MA in the low sixties and RA in the high forties. A lot of them don't have great fatigue, not bad, just mediocre, but the new nimble builds make that less of an issue then pre-DLC.

rideANDxORdie fucked around with this message at 21:32 on Dec 24, 2018

rideANDxORdie
Jun 11, 2010

Hieronymous Alloy posted:

Yeah, checking it out that seems ok but not turbocharged on trade like HEHXPIZQPX is -- HEHXPIZQPX has multiple southern dye villages in a loop, a northern lumber/furs loop, and a gem/salt mine town linking the two loops, so you can go really crazy with it -- one run, the northern port city got Ambushed Trade Routes, I was making 10k+ every loop, it got crazy.

i tend not to worry about starting bros too much because you can just restart the map a few times to find good hirelings now and worse comes to worst you can always use BBedit

This seed owns bones

rideANDxORdie
Jun 11, 2010
Fingers crossed for sea raiders / vikings. I already think human foes have the most gameplay variety, I also think there's room for more in that area. Right now it's pretty much two tiers of raiders, nobles and mercs. I'm hoping for something that puts a little more variety in the day 40-80 range when you're not quite suited for Unholds, Alps and lategame orc and and undead squads but tear through raider squads.

rideANDxORdie
Jun 11, 2010

YASSSSSS. I love that they have gone from "game's done, sales were OK but we're moving on, to "okay, here's a slight free DLC" to "here's a nice paid expansion" to "here's another expansion". I hope this game is making them mad money, I know I have gotten WAY more than my money's worth out of it.

New beginning scenarios is one the biggest additions for me. So sick of knifing hoggart to death every new company.

rideANDxORdie
Jun 11, 2010
whoops; wrong thread

rideANDxORdie
Jun 11, 2010
I think it was someone here but I was reading a suggestion where your "company" to start is just one guy with hedge knight level equipment, and you have to consider what pieces of the nice equipment to sell off to get your company started. My comedy suggestion is an origin where you're Hoggart and the jist of the whole game is your raider clan running from/dealing with some random merc company called "Battle Brothers" who have a grudge against you for some reason...

rideANDxORdie
Jun 11, 2010
Both of those sound awesome! I've almost never played around with attacking caravans and other noble house groups in the early game, only a little bit if I draw the Noble War crisis and by then, I feel like I never really needed the couple of trade items the caravans usually give you. Hedge knight start sounds dope too!

rideANDxORdie
Jun 11, 2010

Night10194 posted:

I am much more excited for all these new starting/company options than anything else they have ever announced for this game.

Totally, I don't get why more games don't do this. It seems like there's a lot of weight put into different endings, but the beginning of the game is something everyone is going to see, every playthrough. I always thought Dragon Age: Origins had a good approach for this, and even then they threw it out the window for the sequels. I've probably killed Hoggart in the tutorial 500+ times at this point, I'm very excited to have another way to start off. The game-long conditions are interesting too!

rideANDxORdie
Jun 11, 2010

Waroduce posted:

So played about 4 hours today and had a blast. Killed the bandit dude, hired 2 bros. My second contract was to kill some monsters terrorizing a village. Played very aggressively and lost 2 bros.

Purchased shields and spears for OG bros and new hires and my third contract was against 7 undead. I played uber conservitibly with a tight formation and let them come to me while spamming speer wall and only one bro who was flanking took a bunch of damage.

Super fun. What stats should I be focusing on as spear and shield guys? Fatigue, hp, melee attack and melee defense?

You're pretty much spot on, spears will carry you through the early early game but you won't need too many guys to actually pick up the spear mastery as you go on. I would say in general you want to rank up in this priority for most 1hand + shield guys: M. Atk, > Fatigue > M. Defense > Health but your guys' talent stars and rolls can affect that a lot. Also don't neglect resolve, it's way more important than it may seem early!

rideANDxORdie
Jun 11, 2010
Expansion is amazing so far. Barbarians fill the threat gap I thought this game sorely needed - something to break the day 25-60ish monotony when you're probably overqualified for raiders but not ready for schrats, unholds and big orc/goblin groups. The new origins are amazing too, I've had a lot of luck with the beast slayer start - even though I'm probably mitigating the downside (less gold) by playing on a seed where I know where the golden goose is and getting it ASAP. By day 30 I'm rocking a company of beast slayers, barbarians and wildmen mostly and the difference between these guys and the mishmash of thieves, brawlers, farmers and fishers I usually have is becoming quite stark. New music rocks too!

rideANDxORdie
Jun 11, 2010
I've been playing around the new DLC stuff for a week or two, can't seem to find any whips and haven't seen any enemies packing them. Where is a good place to find them? Are you guys picking them up in the field, and if so, what kind of enemies have them? Or if you're buying them, are they available from a town's main market or do you have to look in the weaponsmith shop?

rideANDxORdie
Jun 11, 2010
Shout out to whoever put up 'goldmine' as a seed, it rocks. I've been using it for barbarian start, the bros are awesome and the southern house that doesn't hate your guts has all the trade potential. Anyone got an idea where the golden goose is on the seed?

rideANDxORdie
Jun 11, 2010

Bogarts posted:

Northeast of Himmelstadt in the "Fair Range" area.

:hfive:

rideANDxORdie
Jun 11, 2010
So I've decided to wrap up my first major post-DLC campaign after about 300 days and two crises. It ended up being the standard start with a regular 1H, 2H and crossbow brother. I've experimented with lots of different starts and seeds, and gotten some to post 100-days but I really hit a groove on this last one. I'm interested in exploring Lone Wolf and Cultist starts next, any good seeds and advice for either start would awesome. I've only gotten to around 20 days on either, Lone Wolf seems cool but you need to be very deliberate in picking your fights early on, and the one time I tried the Cultist start I had decent beginning brothers but the first sacrifice event literally ripped my company apart, had to sacrifice one good non-cultist brother and the other non-cultists abandoned after. Is there some way to prepare or mitigate these sacrifice events? Should I even bother recruiting non-Cultists?

rideANDxORdie
Jun 11, 2010

tomanton posted:

How do you get a reputation as being Good in this game? I always have my brothers not rat out the escaped serfs/help wagons out of the mud/etc and never do any peasant slaughtering jobs but my brothers' morality never seems to go up or whatever.

I never had this happen until my last run, I did not do anything intentionally to get a "good" reputation but what I can say I did that I think helped was choosing the noble crisis for my first crisis. I usually do this because the noble crisis can be ignored entirely if you so wish. So I was in a position where I was not ready for any of the siege or pillaging missions and so I did not engage with any of those contracts at all. I guess 100+ days of beast slaying, bandit hunting, artifact retrieval and raiding undead and orc camps was enough to push me to "good". I didn't notice any gameplay or story benefits from it though, I literally didn't notice at all till I happened to take a closer look at the faction screen between the two crises.

rideANDxORdie
Jun 11, 2010

Lunchmeat Larry posted:

finally got around to playing this. Enjoying it quite a bit so far, there's obviously a lot under the hood that I need to get to grips with - at the moment I'm kind of just chucking whatever non-busted weapons and armour at my guys and giving them whatever perks look useful.

I'm not sure how much I'm really "progressing" - every few big battles, I end up losing half my company and needing to build it up essentially from scratch again, which uses up any money I earned. I'm guessing the main thing is to just keep gaining renown and rewards will gradually get better? Fights seem to scale in size depending on how many lads I have at the time, is that correct?

There's a lot of good advice above me, I'd just chip in that you're going to go through a lot of martyr brothers, high casualties is pretty normal in the early game. As far as perks go, I like to mentally file brothers as either having long-term potential or not and pick perks accordingly - long-term bros will get perks that will benefit them through the whole game (%-based increases like colossus and the resolve booster, as well as student which is the ultimate long-term investment) while the expendable brothers get ones that get the most impact right away (colossus, gifted, fast adaptation or backstabber). Notice colossus is included in both - it's hard to go wrong with that as a first pick or as a second behind student. Rotation is a lot better than it looks on paper for both types too.

rideANDxORdie
Jun 11, 2010

El Spamo posted:

This game is weirdly roguelike in that respect. For all that talk about never putting a two-handed weapon in the hands of a guy with less than stellar melee defense, I should totally do that for a peasant mook with a decent to-hit and let him do as much damage as possible before he inevitably eats it.

So do you save up to invest in an expensive hire and then wrap that guy in bubble wrap until he levels up a half-dozen times?
Then just hire a bunch of beggars and cripples and give them a shield and whatever random trash is lying around. I really really take too good of care of my bros, my obituary list is way too short. I'm playing the game like Myth, trying to get no-casualty runs. How often do you take casualties? Also, this game should have that voice clip play when a guy dies. "Casualty"

https://www.youtube.com/watch?v=VH9of1q1YZw

I like to view my roster as coming in "waves". You should have three decent starting brothers if you're just doing the standard start (they have their stars set too) - if you're like me, you're scouring for map seeds to guarantee these guys have good traits. Your first wave of recruits is going to essentially be any farmers, fishers, apprentices or so-called lowborn jobs fit to hold a sword and a board while your good starting bros use polearms to stay safe behind the battle line. As mentioned above, this first wave you're going to want to focus on perks that impact their stats for benefits NOW - fast adaptation, iron will, gifted and shield expert. If you luck out and find a lowborn recruit with decent starting stats AND stars, you may want to look at more long-term perks - things like student. I would say that it's very hard to go wrong with colossus, as the benefit it provides is both immediately impactful and scales really well to the late game. You can totally find thieves, apprentices and other recruits who will scale into the late game with a little bit of luck.

Eventually, you'll hit a point where you're a little more established and can start being more selective in who you recruit. In this second wave, you're probably going to start looking for wildmen, squires, militiamen. These guys tend to have much better starting stats and, if the stars are in the right stats, you can begin building them for late-game service.

Finally, you'll hit a point where money isn't really a day-to-day concern anymore. Now, you'll be looking at bringing on recruits that are hedge knights, sellswords, and raiders. I've never had much luck with the noble backgrounds but a few of them have really good starting stats. These guys should grab student ASAP so you can bring them up to speed with your established vets. Basically as you move from one wave to the next, use the best brothers of the previous wave to guard and babysit the new hires from the next.

This doesn't really get into tracking good ranged recruits, which is honestly a pain and very time-consuming. I find this to be one of the most RNG-driven parts of the game, you really need a hunter with both good starting R. Attk values AND 2-3 stars in it to get the kind of superstar archers you'll want for the late game.

rideANDxORdie
Jun 11, 2010

dogstile posted:

Archers are so goddamn difficult to find.

Agreed, it's a total PITA - however, I've started using a hybrid throwing weapon + polearm user build that was recommended to me for high-level barbarian fights as a part of my general line up, and have found that helps ease the pain. You definitely still need 2 or 3 superstar archers for a few of the lategame fights and at least one to help snipe necromancer or other magic users. One of my biggest wishes for a battle brothers 2 (if it exists) is more variety for ranged backgrounds.

rideANDxORdie
Jun 11, 2010

Buller posted:

So after the warriors of the north expansion has been out so long, is there any consensus of which of the starts are fun?

When I saw it came out the archer one looked really strong, and the cultist one seemed fun.

Any recommendations?

I still have the most luck with the standard "a new company" start in terms of getting off the ground, but a few of the starts are nice or mix up the early game. Poachers have an amazing overworld speed and scouting bonus and their array of starting brothers can help ease the grind of finding multiple good ranged recruits. I love Northern Raiders to start, but they're very map seed dependent as you start with one house openly hostile and another at cold, and typically you need to run all the way across the map at the very beginning to get out of hostile territory. I like the Beast Slayers to start but the economic penalty is too much to handle long-term IMO, and the bonus trophies are essentially meaningless.

Lots of people love Lone Wolf, but I've found the roster cap to be too much to handle lategame.

rideANDxORdie
Jun 11, 2010

BrotherJayne posted:

Ugh, that's actually my least favorite thing about the game.

Either the contracts need to scale, or there needs to be more contracts with more range.

Real talk, contracts to exterminate monsters, hunt alps/hexen/unholds, and fight off greenskin hordes need to have their rewards seriously increased. It's insanely easy to sign up for a contract that takes you halfway across the world then sticks in you in a balls-out fight to the death only to be out-of-pocket by a couple thousand when you factor in the food, tools and medical supplies needed to recover. Why take that risk when you could murder 15 bandits for 75-85 percent of the reward?

rideANDxORdie
Jun 11, 2010
Stoked on the new DLC announcement. I'm sure I'm down for whatever new content they have to offer, but I do wish the following got looked at for update/revision:

- As I mentioned earlier, take a long look at rewards for certain contracts. Find a way to incentivize the player to take risky contracts instead of the current system where you're really encourage to always play it safe. I would humbly posit that the rewards for killing hexen, alps, unholds and lindwurms could easily be doubled without being OP or out of whack.
- Buff or replace some of the trap perks - things like nine lives, lone wolf, maybe even crippling strikes/executioner to an extent.
- Same as above but for weapons - I barely noticed they added scimatars to the game since the main attack is pretty indistinguishable from the sword's and the secondary is essentially useless. Basically, I hope new weapons add something to the game the way whips, 2h maces and some of the others did, as opposed to curved and fencing swords which were a bit of a miss.
- Do SOMETHING about how hard it is to get good ranged recruits. IDK if this means more ranged backgrounds or maybe hardcoding that every ranged background get guaranteed 2 stars in RAttack. Regardless, the grind to find great archers is one of my least favorite parts of the game and I just had to retire a 100-day northern raider campaign since I couldn't find a decent candidate in my limited pool of towns.


Curious what would be on your lists too. If you've played the game this long, we all must have somethings we want to see changed

rideANDxORdie
Jun 11, 2010

ShootaBoy posted:

Getting back into this finally, and I had a Hexe drop an apple for the first time. Should I try and sell it somewhere, even knowing I'll never get the 'full' price, or just turn it into paint at a taxidermist and save myself time?

I certainly wouldn't make it into paint, that's one of the rarer ones. I would sell it if you need the gold (you will never get near the "list" price for trophies, IDK why they have them pegged so high - seems like 40-45% of list is good value) or save it for the hexen trophy necklace. Looks like it would go into an oblivion potion or a potion of knowledge later on too

rideANDxORdie
Jun 11, 2010
Lol I had no idea gluttonous brothers would eat the apple. I've never actually had the opportunity to make a potion of oblivion as most of my campaigns don't last the 1000 days after which the cost would seem reasonable. Same with the potion of knowledge. What were the devs scared of when they made this stuff so prohibitively hard to get? Especially when, as you note, the training hall does roughly the same thing for about 1/10th the time and effort.

rideANDxORdie
Jun 11, 2010

JustaDamnFool posted:

One thing I hope they add in the new expansion is an increased variety of off-hand equipment. Right now there's only throwing nets and 3 types of viable shields and that's about it, unless I'm forgetting something.

It'd be nice to see some new shields added that could provide more utility such as making shield bash more effective, along with some more unconventional stuff like a off hand parrying dagger.

Agreed. It'd be nice to add some items or perhaps perk (beyond duelist) that would mean that going almost all 2-handers isn't always the optimal late game strategy. The addition of Barbarians, while not perfect (hello and gently caress you to the Barbarian Chosen), did allow people to start to see the value in adding throwing mastery and speccing for a throwing build as opposed to just archers late game. It'd be cool if they found a way to further diversify builds that work in the late game.

rideANDxORdie
Jun 11, 2010

The Lord Bude posted:

Why throwing mastery over just archers?

A couple of reasons, some of which Wizard Styles nailed in the post above. Also, the addition of barbarians meant the addition of barbarian throwing weapons - the heavy javelins and heavy axes. The javelins in particular, combined with throwing mastery and duelist, can lay down some SERIOUS pain through armor. Add in killing frenzy and it starts to get crazy. I've moved my archers to a hybrid bow + throwing mastery - this means giving up recover which is tough but not a deal-breaker. The heavy throwing axes are also amazing against the ancient dead, doing solid HP damage as well as respectable armor damage.

Some people use crippling strikes + executioner to really bring the hurt to barbarian chosen, but I haven't found room in the perk budget to allow this, plus tons of enemies are completely immune to injuries to begin with.

rideANDxORdie
Jun 11, 2010
Since I take nimble and steel brow too, I'm going to guess that I'm taking Dodge and overwhelm where you're taking crippling strikes and executioner. I pretty much never take Pathfinder since I stopped playing iron Man. My guys usually end up with student first, then bullseye, Dodge, bow/throwing mastery, overwhelm, footwork, nimble, killing frenzy and berserk. Sometimes if the ranged recruit has trash initiative base and stars, I skip Dodge and take anticipation instead.

When it comes to barbarians and orc warriors, the crippling strikes + exec combo definitely makes an impact, but I ultimately felt like it wasn't worth the points when wide swathes of enemies aren't subject to the injury system at all. Honestly, I think it would be interesting if they changed at least some of that moving forward, letting the ancient dead suffer from broken bones and some sort of limb damage/removal for regular undead

rideANDxORdie
Jun 11, 2010

The Lord Bude posted:

No. Overwhelm specifically only procs on enemies that are scheduled to take their turn after you in the current round, and it only lasts the one round.

Incidentally dodge is also poo poo because fatigue is deducted from initiative. When your Archers are building up fatigue rapidly by using 2-3 quick shots per turn it really doesn't make sense. You used to need every last bit of help you could get to keep archers alive but ever since they changed Nimble to a flat damage reduction all you really need is Nimble, steel brow and 70-75 hp.

In my current peasants run I'm just gonna have seperate tossers and archers, but If I were to play lone wolf I think I'd hybridise and cut crippling strikes/executioner for Nimble/throwing mastery.

Duelist is also key for unlocking the throwing weapons true potential, but it's tricky to fit in and doesn't apply to the character shooting the bow. You raise some good points about dodge- to be honest, I take it as the last remnant of my ironman archer builds where I was taking anticipation, dodge, nimble and steel brow on EVERY ranged character because the risk of getting zoinked by a crossbow headshot eventually was too high. However, I've found enemy ranged characters simply stop targeting certain guys once they hit a certain ranged defense, and dodge lets me hit that threshold from like level 3 on for the first four or five rounds, typically with only one or two level ups in ranged defense. While you're correct that dodge loses effectiveness as the fight goes on, I'm running characters who are hitting 170+ initiative by the late game, which means dodge starts out by giving around 12 ranged and melee defense. Also, I find my archers are typically using aimed shots at the start of fights to hit the VIP targets like necromancers and shamans, where you need the additional tile of range. This is also slightly more fatigue efficient than spamming out quick shots.

All that being said, now that I'm a dirty savescummer, I can see how I could make do without it. It is nice having guys that consistently act first every round against most enemies, since initiative is typically a trash-tier stat for your melee bros. Overwhelm plays into that strength too.

rideANDxORdie
Jun 11, 2010

Gyshall posted:

Any recommended YouTube channels to watch to git gud at this game? I'm so bad

I've gotten some mileage out of FilthyRobot's clips on YouTube, never watched him stream live. He's got a whole playlist dedicated to Battle Brothers. I didn't find his guides super useful, as most of the guides for specific enemy groups are his ridiculous lategame company against lategame challenges, but he does a lot of analysis on perks, backgrounds, etc. that I found helpful once I got a hold of the basics. He does also have a guide for the very early game that was pretty good too.

rideANDxORdie
Jun 11, 2010

Donkringel posted:

So criminals and dissenters are exiled to the desert and become rock assholes. You can kill the rock assholes and distill their essence into grenades (assuming that the grenade is alchemical component in the wallpaper).

I choose to believe we will be assemble pieces of the ifrit to craft a merkin of chest hair. Experienced eyes will catch this small detail towards the right of the referenced wallpaper.

rideANDxORdie
Jun 11, 2010

rideANDxORdie posted:

One of the things I would've loved to see in this game would to have a retinue of non-combat positions that you could potentially move permanently injured bros into. I'm thinking of something like Pirates! where, in addition to your standard crewmen, they were 8 or so specialist positions. You could have an apprentice that took an arrow to the lung take over as company smith, reducing consumption of tools, veterans who are no longer fit for combat serve as quartermasters or training sergeants who give your lowest level bros an XP boost. Stuff like that. Maybe even have a lieutenant position that could eventually allow you to take more than a dozen units into a single battle.

Anyways, I'm just daydreaming, I can't wait to dump another 100 hours into this game!

I know I'm not the first person to think of this or post about it, but I insist on being called Brostradamus now

rideANDxORdie
Jun 11, 2010
The lindwurm DLC is take it or leave it but I don't think there is any reason not too since it's free IIRC. You can get the DLC and still not see Lindwurms during a whole campaign sometimes but it's nice having the challenge if you like. Beasts and Exploration is kind of meh but mostly a positive in my experience - armor attachments are probably my favorite add-on, along with the spiders. Warriors of the North is amazing and a must-have IMO, but maybe you don't need it your first few campaigns. It's all so good though! New events, factions, company origins (my favorite), weapons, armor and a bitchin' soundtrack to boot!

This game's dollar value is unreal - I have almost 1000 hours played and my next most played in XCOM 2 with like 200. If it wasn't for flushing so many hours into Diablo 2 during high school, BBros would be my most played game by a country mile.

rideANDxORdie
Jun 11, 2010
Legends is like the Long War 2 of BBro mods, some good ideas muddled by grognarding everything else to heck. I got exhausted just looking at the armor layer system. I feel like two armor slots + attachments is pretty good - might be cool if they added helmet mods maybe but no way do I want each guy to have 5 layers of armor to wade through

Also reiterating I really hope they consider doing a balance pass on the perks though, meta builds are pretty stale now

rideANDxORdie
Jun 11, 2010
Just repeating my hope that a part of this is a balance pass on perks to shake up the meta builds a little :pray:

rideANDxORdie
Jun 11, 2010

Jay Rust posted:

Maybe there’s a mod that does this but i think it’d be fun if not every perk was available to every brother, just a little bit of extra randomness to differentiate our guys a little (and to force me, specifically, to not pick the same ones all the time)

I just want them to address the "why would I ever take these perks?" I'm talking the real stinkburgers like nine lives and lone wolf. As an added bonus I wish they would take a look at some of the ones that are just too situational (crippling strikes/executioner not affecting 2/4 endgame factions, relentless & dodge may as well be the same perk since you're never going to take one w/o the other, head hunter being so situational I just never take it). I feel like the small roster size means you have to make sure the vast majority of your bros fit in the meta regardless of who they're facing or terrain or w/e. I feel like I have maybe one slot or two that I can try gimmicks in and they're almost never worth giving up having an extra megatank, superarcher or 2handed beserker.

I feel like most perks should feel more valuable than gifted and they don't. Gifted is an awesome talent but I feel like it should be situational to make a mediocre bro good, not a slam-pick on all but the most lucky recruits

rideANDxORdie fucked around with this message at 23:19 on Jun 5, 2020

rideANDxORdie
Jun 11, 2010

Night10194 posted:

Legends is good for one or two playthroughs, but it has most of the hallmarks of an amateur 'super mod'. There are some genuinely good ideas mixed in with a whole lot of tedious 'more stuff' and 'bigger numbers' makework. It's not nearly as well designed as the base game.

100 percent this. No problem if it's your thing but I've tried it briefly and seen enough screenshots/video to know it's not up my alley, just like Long War for XCom.

Adbot
ADBOT LOVES YOU

rideANDxORdie
Jun 11, 2010

tentacles posted:

Strategy roguelike?

Strokelike :colbert:

I must be the only idiot who actually plays this on Ironman. Have to say it really needs some quality of life features to make Ironman viable (eliminating city save lag and reducing strategic map YASDs)

Probably why I can count the times I've made it to a crisis on two hands

Yeah I've tried Ironman a few times but ultimately the feature set of the game doesn't lend itself to it very well. If we had automatic pausing on the strategic map when an enemy party comes into line of sight and the ability to camp within towns to avoid ambushes or escape chases, I think it would be much better. I end up playing BBros similar to how I do Bronzeman Xcom - reloading on an individual combat to start the whole combat over is fine, but no rolling back the clock otherwise

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