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Topic: Beta 22.02.17 feedback
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- This topic has 94 replies, 24 voices, and was last updated 7 years, 8 months ago by Namespace.
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25. February 2017 at 00:53 #19556WargasmParticipant
Hm…direwolves with Overwhelm…good( not) joke, devs. It is 200% wipe early party
I haven’t seen this. Presumably not all direwolves have it all the time?
25. February 2017 at 11:32 #19570RusBearParticipantif the enemy attacks you on the global map, the AI in battle must be aggressive (that would not be so – Raiders attacked YOU AND ARE WAITING FOR YOU AT THE HILL). And, of course, you should be able to step back from this battle, (if no losses and injuries, move on the edge of the map) without further minus for group morale. I think that “normal” mercenaries would be only grateful to the commander for the fact that he brought them out of an ambush or death battle.
25. February 2017 at 18:16 #19576dltosterParticipantThe new version is awesome, thank you for the good work!
Although I think the late game crisis startet a bit too early. It started like on day 70, not all of my bros are equipped even with chainmail yet.
I agree on that. We are just a band of bandit raiders to that moment (with highest loot from them), 6-7 level top, with a genious commander ofc, but how we suppose to dictate a war and loosing settlement by day 80? Every castle patrol are stronger than the company.
I repelled undead attack on northern village mission (3 star faction contract), killed 4 bunch of undeads in a day (with castle company support (or they with mine), by myself i maybee could kill ghouls, but not that legionaries parties), they said we won, i go south and in a 5 day village was destroyed. Did my fighting means something at all?
25. February 2017 at 18:31 #19577dltosterParticipantAnd another one: I need bigger inventory!!!! Urgely.
There are now 81 items.
We need for a 18-20 men parties 1.5 stacks of food per day – so 6-8 cells are gone.
We need spare armor amd helmet (we are fighting tough 4 battles a day in siege mission, yeah?), best choice is 12 armours/ 8 helmets, 8/5 i think is bottom line, so 15-20 cells more.
We need a room for some shields, weapons that are hard to find but to good to sell i’d say it is 10-15 cells even if we are not going to alter tactics.
Spare bandages, throwing nets, maybe javelines, maybe poison – depends on how much we have space and money, 10 cells. Mongrels maybe. 50+ to this moment are used. I need 10 cells simply to dress my men empty. What is left for an additional tactic weapons and loot? 15-20 cells? Then i’d say i can not have this additional tactic at all. And it is not like we are some billionaries that can go and buy those 6 spears or swords or hammers in a shop when we need them for necrosavants or orcs and other day just sell it. We need to stash. No room for that.So i’d say 150 is the best choice, 120 so-so. A stash in the woods in some hole under the stone to hide some additional weapons/armor would be good too.
25. February 2017 at 18:45 #19579dltosterParticipantif the enemy attacks you on the global map, the AI in battle must be aggressive (that would not be so – Raiders attacked YOU AND ARE WAITING FOR YOU AT THE HILL). And, of course, you should be able to step back from this battle, (if no losses and injuries, move on the edge of the map) without further minus for group morale. I think that “normal” mercenaries would be only grateful to the commander for the fact that he brought them out of an ambush or death battle.
Thay said “the best battle is the one not fought”, i agree that such retreats must not be counted as a lost battle for morale. Hey, we deserve even boost! Kidding.
25. February 2017 at 18:57 #19580dltosterParticipantDoes necrosavants act first and last (after wait)? Those pesky bastards. You cannot wait for them and you cannot hit them next turn – they strike and fly away first. All you can do is bleed :( I am not asking to nerf them, but they are challenging. I’d say we can beat one in a bunch with 50/50 to loose someone killed, it is hard whith two of them, 3 would ripe our company like sheeps even without auxilliaries helping. What armour they have? They are seems naked to me. Do they ignore spearwall? Can be stunned? Bleed? What are they weaknesses? I only fought 2 battles with them. 8-10 auxillaries and walkingdeads and 2 ns in the first one (lost one men and miracly saved my starting archer – i stopped his bleeding with 3 hp left ans surrounded him with 6 my men and 4 others bunched and took hits from last necrosavant and finally killed him). The other one was with 3 of them and i did not have a chance. 6-8 level guys and bandit raiders loot (140/110 and second tier weapon).
25. February 2017 at 19:03 #19581dltosterParticipantI’d say bleeding should not be a death cause for a battle brother. He just lie down unconcious, right? He will get help right after the battle. So i think bleeding kill in battle deserves only not permanent injury (anemia weakness) and not be lethal at all.
25. February 2017 at 19:06 #19582dltosterParticipantAnd what about be swallowed by a top ghoul? If a bb stays there for a couple turns, does he gets some damage and trauma? I know he does not now, but maybe should? I wonder what if a “ghoul” will manage to ran away with fighter, we loose him? Horrible end.
25. February 2017 at 22:18 #19595WandererParticipantAmbitions give you extra stash space. From 81 to 107. And caravan hand background has an event to increase your stash size to 117. Haven’t found any other events or ambitions that increase stash space so far.
Edit: Also, on spare armor, depending on where you’re fighting, you don’t need to bother; you just walk into an armorer and get your gear fixed instantly for a small amount.
25. February 2017 at 22:48 #19598dltosterParticipantThanks for answers, they are useful. Read on steam forum about “a cart”, but dunno exactly how it can be obtained, maybe by ambition.
26. February 2017 at 00:02 #19601WargasmParticipant— It’s always seemed to me that repairing items at an armourer is either as expensive or more expensive than buying the tools to repair them (though I suppose you’d get the benefit of miraculous instant repair) …
— If you want to carry more items, it sounds like you might have to take recourse to hiring some “specialist reserves” and just giving them the Bags&Belts perk so that they can carry extra stuff for you (since Caravan Hands always seem to have such shit combat skills, despite supposedly being “used to long and exhausting travels”, they could be used for this purpose – especially if they might also be part of an event to increase inventory size) …
— I haven’t encountered the necro-savants yet, but they sound vampire-esque and maybe the strategy of Adrenaline, Fast Adaptation, Backstabber and Stun would be effective against them …
— What should happen if a ghoul swallows one of your guys but then a pikeman gives the ghoul a “stabbed guts” injury (logic suggests that your guy ought to get hurt/injured as well)?
26. February 2017 at 00:07 #19603WandererParticipantIt is more expensive (typically) than buying the tools to fix. You’re basically trading time for money when you’re fixing things at the armorer.
When you’re walking around with 20k+ cash though, the amount requested is a lot smaller than the high end contract payouts. Saw a 1.1k advance + 4k completion orc mission that I skipped because I knew it would involve a warlord + 8 warriors, and I only have one heavy armor character at the moment.
Necro-savants are basically reskinned vampires. They basically are the reason that Fast Adaptation is a requirement, by virtue of their high melee defense (on an account of basically starting with 70 hp with basically no armor, which means two hits with a 1-handed weapon or one hit with a two-hander will instantly trigger Nine Lives).
26. February 2017 at 00:41 #19607dltosterParticipantBut they have that nine lives! And draining lives with their hits back. They are die hard cockroaches.
About nache…whatever running with his prey – I read about such incident on steam forum. Poor swordmaster.
26. February 2017 at 03:41 #19608WargasmParticipantAdditional things I’ve noticed:
— Great-swords are now just 100% effective against armour (down from 125%) and Swing has -5% chance to hit
— Warbrands have been reduced to from 95% to 75% effectiveness against armour
— Ancient Honour Guards have 2-handed cleavers that are 170% effective against armour and can be used twice per turn (4 APs per use)
— Throwing Mastery increases damage by 40% (up from 30%) when the distance is 2 tiles26. February 2017 at 08:43 #19615RusBearParticipantAncient dead.
It looks very interesting tactical , but T2 and higher – completely out of balance. As characteristics (no moral, no fatigue, resistance, good armor, very strong weapon) and also the time of occurrence, number of enemies , payment. About their mages I say nothing – this is nonsense anyway, I was against them as soon as they announced. -
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