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cock hero flux
Apr 17, 2011





this is easily the worst fight i've ever had to do. there's 3 more gunners you can't even see hiding in the bushes.

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cock hero flux
Apr 17, 2011



The Lord Bude posted:

I don’t think it’s an unreasonable fight. Not sure how far into the game you are - it looks like this is your first crisis; given your lack of 2handers in the front row? Remember if you kill the engineers the mortars can’t fire.

You have a lack of ranged power - if you’re playing peasants you should aim to get 2 gunners and 2 archers or throwers on the field at once. Two gunners with fearsome/overwhelm would go a long way to neutering the enemy gunners. Also you have a lot of guys in the back
Row with polearms or other reach weapons but none of them are carrying swordlances. Getting 2-3 swordlances should be a priority; it makes a huge difference.

This is actually the third crisis. And saying "get 4 ranged guys on the field at once" is assuming a lot about the number of even vaguely acceptable ranged guys I've run into. I've found literally 3 guys who had any stars in RATK at all, and the gunner there is the only one of them who had the Resolve required to actually bother getting Fearsome on.

Similarly I've found 2 guys with stats that let them be sorta okay two-handers, who are not in this picture because this is actually the second "wade through this swamp while mortars shoot at you" fight in a row I've had on this contract, and they're both both sitting in reserve with crippling injuries.

I don't know where you're getting all these buff peasants but all I've managed to do is put together a wall of clumsy oafs with shields to stand in front of my line of guys with pointy sticks who are marginally better at hitting things but stop existing if they ever spend an entire turn in range of an enemy. I'll upgrade the pointy sticks to swordlances if I ever actually find one.

Night10194 posted:

The southerners are just miserable to fight in general.

I normally don't find them bad because I can just split off a couple of guys to flank their gunners or rush down their mortars while everyone else gets stuck in, and their actual line is weak because they have garbage armour. But fighting them in a swamp where you can't move 2 spaces without running out of fatigue and can't hold a line without getting mortared is the absolute worst.

cock hero flux fucked around with this message at 18:25 on Oct 18, 2020

cock hero flux
Apr 17, 2011




Yes, I'm aware of all that. I checked every town for hires, I'm pretty sure I've hired literally every poacher that I've ever seen. Which is 3, they just seemed not to ever even be available. One of them had no ranged stars and then died, the other two are my ranged guys. I lucked out into having a super good gunner but the other two are mediocre. As for resolve: my current gunner has fantastic resolve(like, 100+, he basically routs anyone he manages to deal damage to), the other ones have like 30, it's pathetic.

As for Walter, the entire point of him is that he holds the banner and has like 150 resolve. He exists because he gives everyone around him like +15 resolve, which they need because half of them are deserters. He never runs out of fatigue because he never does anything other than poke people with his banner and position swap wounded guys to safety.

Decent polearm guys I have plenty of, them and my gunner are what carry me while everything else is just to stand between them and danger.

cock hero flux
Apr 17, 2011



800peepee51doodoo posted:

I think I've identified the problem

the game keeps giving me deserters through events that have like, actual stars in MATK and Fatigue and stuff instead of every guy I actually hire who has like 1 star in RDEF and nothing else and immediately gets hurled out of the back of the wagon in disgust

as long as they stay near the banner their resolve is okay enough, I take what I can get here

cock hero flux
Apr 17, 2011



800peepee51doodoo posted:

Deserters are a trap, imo. They have decent combat stats for a lowborn background but the abysmal resolve makes them near useless, I find, especially in the new expansion. Having ok MSK and MDEF stats isn't super helpful if they're always wavering and breaking, plus you have to pump up resolve more than you would with other backgrounds so you end up not making much use of the higher initial combat stats. In my peasant run, I prioritized militia, manhunters, thieves, and poachers. They were still poo poo but they were at least slightly better poo poo.

There's lots of lovely recruits out there and I found the peasant start to be a really difficult run because of how bad the bros are. You need to be extra picky and kill/dismiss the dead weight ASAP. I don't know how you feel about mods but the expanded try out mod is a huge time saver for helping to pick out useful bros since you can pay a relatively small amount to see if they have decent talents, as well as their traits. Also, there's a mod that lets you hover over the background icon in the recruit screen and it shows you their stat ranges. Its a nice QoL mod that means you don't need to memorize background stats or keep a second screen open to the wiki. It really helps for selecting good bros.

You might also take a look at your builds. I don't think you can use a lot of the same builds that you can get away with for good backgrounds. Take a look at zero stam 2H builds, nimble tanks, throwing archers, etc - stuff that lets you maximize the utility of the marginal backgrounds.

I don't see any famed gear in that screenshot? You should have several pieces by the third crisis if you're consistently taking camps. Also, no whips? Whips are OP as a motherfucker and I generally run at least two - one cleaver specialist and my banner - if not more. Disarm is incredibly strong.

My deserters, despite their atrocious base resolve, never seem to break because they all stay in the banner aura, and my banner guy has sky high resolve, plus having a wall of shields and armour and my gunner continuously plowing the enemy's centre group with Overwhelm and Fearsome means that they don't actually get hit with resolve checks particularly often. I genuinely can't remember the last time I had a guy break.

I have exactly two pieces of named gear: my sergeant's body armour and the gunner's gun, I've done a lot of camps but I really just never seem to find any. I found the armour in literally the first camp I ever did, and I bought the gun. I've seen some other named gear in shops but honestly, nobody other than the gunner(and polemace guy a bit, but I've never seen a named mace) is individually effective enough for me to want to drop 10k on getting them a special weapon. And I've got a whip guy but he was out for that fight, and he's not leveled fully yet.

cock hero flux
Apr 17, 2011



Voyager I posted:

The Mace is basically the only choice for 1h + Shield loadouts. Their job isn't to do damage, it's to be useful, and stunning a target is more useful than anything else any of the other 1h Weapons bring to the table.

The only exception I can think of is using a Spear bro to control space, but lategame spear damage output is so terrible that I don't usually bother - if I have one it all, it was probably trying to salvage some jerk with Iron Lungs and fantastic stats except for capping out at 70 MA.

It's very niche but I've found it occasionally useful for them to carry 3 headed flails. My entire composition is focused around breaking enemy morale, so enemies are continuously attempting to run away, and there's no weapon that fucks over enemies trying to get out of a zone of control harder than a 3 headed flail.

cock hero flux
Apr 17, 2011



The Lord Bude posted:

I feel like 3 headed flails are a trap. Once you’re fighting anything with any serious armour each individual head does so little damage that you end up doing next to no damage through the armour and good luck causing injury which in turn means your opponents stay at their best for longer.

They're a trap if you expect them to kill things, yes, because they shred unarmoured enemies but do basically nothing to anyone with actual defences. But they're good for someone who has trash melee attack to still usually hit things with. I have a guy who has like, 50ish melee attack at level 11 but who I keep around because of his 150 hp, good resolve and the fact that he has enough fatigue to wear full plate and carry an orcish shield and still do things. He doesn't kill things, no, but he locks down entire groups enemies who can neither kill him through his enormous defences nor actually escape to do other things because even with his awful attack he'll still clip them at least once with the flail if they try and move.

cock hero flux
Apr 17, 2011



The Lord Bude posted:

I prefer to just not hire the guy with poo poo melee attack. Anyone with less than 80 gets their resume placed directly in the shredder. I mean don’t get me wrong some of my guys will end up using a 3 head flail until I buy or find them a mace; but I don’t subscribe to the idea of creating suboptimal builds to accomodate substandard bros. A guy with 150hp and 50 matk is basically useless; he’s not going to make enough of an impact to a battle to justify taking him over anyone else.

I mean can you imagine if you rocked up to a job interview and they were like ‘hmm; you’re not really qualified for this job but you must be useful for something; so we’ll hire you can come up with something you won’t suck at’.


Having a guy who is functionally immortal that can rotate wounded men to safety and occupy the attention of 6 enemies at a time(and won't be bothered if I fire guns at him to hit the people around him) is extremely useful. In fact, I wouldn't call him substandard or sub-optimal at all: he does exactly what I intended him to do, and he never fails at it. In terms of impact I'd actually put him, individually, as one of the most impactful people on my roster, second only to the top gunner(who he acts as a force multiplier for because he encourages the enemy to form clumps that are perfect for shooting into, and he himself is bulletproof so I don't need to bother shooting around him).

quote:

The exception is Ironman mode of course where everyone you hire is a sunk cost; but that’s not a style of play I’m into.

oh well this explains a lot actually. I don't play Ironman because I like to retry fights that go unbelievably badly but I can't possibly imagine going around save-scum hiring every single guy I see available to just to try and assemble a team with perfect stats. That sounds like the polar opposite of fun.

cock hero flux
Apr 17, 2011



The Lord Bude posted:

Yeah I was quite proud of the analogy. And yes it would be rather nice.

the situation of "I don't think you'd be a good fit for this position but we have another opening that I think you'd be better suited for, I'll schedule another interview for that one" has actually happened to me so it's not quite as outlandish a scenario as you're making it out to be

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cock hero flux
Apr 17, 2011



Voyager I posted:

Manhunter = Militia.

manhunters and militia play super differently though

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