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Topic: First feedbacks after last update (new skills and injuries)
Home › Forums › Battle Brothers: Game Discussion & Feedback › First feedbacks after last update (new skills and injuries)
- This topic has 47 replies, 15 voices, and was last updated 8 years, 2 months ago by RusBear.
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29. August 2016 at 16:05 #16816AnonymousInactive
After some more hours of re-playing Battle Bothers, I wrote down some little things which could be improved:
– While on the worldmap, we have the possibility to center the screen on our band, and this is great. I think this could be even more cool if we had an hot key associated to this.
Even more cool, would be the possibility to center the screen on our band while they are moving, by holding this hot key (for example, space), as you can do in some MOBA games for example.– While you have a “support” item on your guy (such as bandage or antidote), it adds an new ability like a weapon or a shield would do. But I noticed that, considering the type of item, this ability is not listed at the same place (bandage ability was 3rd while antidote was 5th).
I think it could be nice if this kind of ability would always come at last, so it doesn’t change the order of your regular ones. While playing fast and using hot keys, it cans lead to some misstake the way it is currently.– On the character’s sheet, being able to see the base value of every skill of your brother could be nice. Indeed, every numbers are the current numbers (and this is good this way), but sometimes you want to know who has the best base fatigue value unconsidering armor, or want to know what’s the base melee defense ability before picking some skills, etc…
It could be done with the possibility to see the base ability while mousing over the name of it, or maybe with something like “current number (base one)”.– I also noticed a strange AI behaviour: I was defending a caravane, and after the ennemy thugs get rid off the caravan’s hands, they were all trying to kill the mule… even though I had 3 or 4 well-equiped brothers around them.
– And last thing I pointed out, is the difficulty to build a fighting strategy around nests. I tried to build a character so he can throw several nests every fight, because I wanted to try some new strategies. But the fact that fishing nest are destroyed on each use, and that they are relatively rare in marketplaces didn’t let me play it at the full potential.
I hope we see more alternative strategies opportunities, and why not the ability to use poisons that impair ennemies (as gobelins does), or other consumables uses like this.And that’s all for today! :)
30. August 2016 at 09:34 #16829RusBearParticipantan interesting question: what happens if a brother with trait survivalist is killed by zombie (no fatality) … )
30. August 2016 at 11:24 #16832AnonymousInactive– While on the worldmap, we have the possibility to center the screen on our band, and this is great. I think this could be even more cool if we had an hot key associated to this.
Even more cool, would be the possibility to center the screen on our band while they are moving, by holding this hot key (for example, space), as you can do in some MOBA games for example.Woops, I just noticed it is already the case! :D
31. August 2016 at 19:58 #16884RusBearParticipantan interesting question №2:
no more perk – Increased damage on stunned – does this mean that the orcs no longer have this damage after jump… or it is again “bias” )1. September 2016 at 09:09 #16891mrbunnybanParticipantJust popping in quickly to say that the new perk system looks good! I can’t pinpoint any perk which looks unworthy and of which I would never consider for my brothers. Can’t wait to make brothers who specialise in crippling enemies haha
1. September 2016 at 10:11 #16892RusBearParticipantinteresting fact #2
goblin ambusher – aimed shot by t2 goblin bow.
the mercenary armor – 130 + heavy armor perk
got : armor damage 20 , hp damage 10… if you count – the maximum damage could be only 5 hp.
I ask developers to ban this cheater )1. September 2016 at 11:28 #16902WargasmParticipantinteresting fact #2
goblin ambusher – aimed shot by t2 goblin bow.
the mercenary armor – 130 + heavy armor perk
got : armor damage 20 , hp damage 10… if you count – the maximum damage could be only 5 hp.
I ask developers to ban this cheater )I think those goblin bows do 25-40 damage that’s 60-65% effective against armour, of which up to 30-35% might ignore armour. So, say it did some 30-40 damage, which gets reduced to some 20-25 damage (i.e. 60-65%) against armour, and is then further reduced by a little bit because of Battle Forged (i.e. to c. 20) … Then, the % of damage that can ignore armour (max 35%): is that taken from the raw value of 30-40 or from the modified value against armour of c. 20? I’d assume the first possibility, since this new value is the value of damage that ignores armour, so that the modified/reduced value because of armour protection is probably not relevant … In which case, the hit point damage of 10 (not more than 35% of the raw damage) could well be right …
How did you calculate that 5 should be the max hit point damage?
Or maybe goblins have their own secret perk system that includes increasing the armour-ignoring potential and poisoning capacity of tiny bows?
1. September 2016 at 11:33 #16903WargasmParticipantThey added “Eunuchs”!?! Not sure what to think about that, but I have a couple in the party just to see.
Both the eunuchs I recruited turned out to be super-talented (three stars) at ranged skill and ranged defence, and were either talented at resolve or (in the case of the one that was found being bullied by children) started combat at confident morale.
1. September 2016 at 12:46 #16905RusBearParticipant…
Or maybe goblins have their own secret perk system that includes increasing the armour-ignoring potential and poisoning capacity of tiny bows?
It seems that developers need to create a main topic which will be written in figures and examples described mechanical damage and to translate this theme into all languages-quality translation.
again :
Ок. It is aim shot- so i was little wrong – aim shot has 30-48
maximum damage that can be done on the mercenary whose armor 110 remains (130-20 = 110) is 48 * 0.35 = 16.8 minus 10% from 110 – 11 = 5.8 …
banned that scum immediately…or fix wiki1. September 2016 at 16:26 #16909WargasmParticipantОк. It is aim shot- so i was little wrong – aim shot has 30-48
maximum damage that can be done on the mercenary whose armor 110 remains (130-20 = 110) is 48 * 0.35 = 16.8 minus 10% from 110 – 11 = 5.8 …
banned that scum immediately…or fix wikiI don’t think that is how the calculation would go, since damage ignoring armour probably shouldn’t be modified by a perk that reduces damage to armour … But does armour still modify/diminish the amount of damage that ignores it (i.e. so that the “damage ignoring” value is a percentage of the amount of damage that is done to the armour)? I’m not sure (it shouldn’t in theory, but it does seem to in practice, to judge by what I’ve observed when hitting orcs) …
Either way:
— If current total armour is 110, then 5% of that (the amount of damage reduction due to Battle Forged) is 5.5 and damage to armour should be reduced by 5.5% due to Battle Forged …
— If the goblin aimed shot does 48 damage, then 35% of that (which ignores armour) is around 17 (I don’t think the 5.5% would be deducted from this value, but the reduction would be trivial anyway) …
— If armour still modifies the amount of damage that ignores it, then 65% of 48 is around 31 or 32 damage done to armour, and this would be reduced by 5.5% so that you’d get an armour damage value of around 30 …
— And then, if the “damage ignoring armour” % (35%) is calculated from the damage that is done to the armour, 35% of 30 is still 10-11 …
Oh, but in your case the armour damage was 20 and the hit point damage 10, so that (presumably) the “damage ignoring” value is not meant to be calculated from the “damage to” value. I think the “damage ignoring” is just calculated from the total raw damage (unmodified by the effectiveness of the weapon against armour and unmodified by the perk that reduces armour damage).
However, the damage ignoring armour is a wide range and the % displayed is only the maximum possible amount that ignores it (the minimum for most weapons is still zero, although hammers always do at least 10 damage to hit points).
So, if you’re hitting an orc warlord on the head with a fighting axe, it’ll still probably just do 1 damage to hit points, but if you’re playing deadly difficulty and a bandit raider with only 1 hit point left takes one final desperate slug at you with his flail, the flail will be sure to do massive critical damage to your head despite your intact nasal helm, and will cause you all to flee from combat …
1. September 2016 at 17:07 #16910RusBearParticipantI use the data for the calculation of the damage / armor from developer’s blog and official wiki. If something changes, I would like to know about it in changelogs. But, frankly, it seems to me that this beta patch just yet contains an error in the calculations. Cuz i see some time wrong damage (which is clear and without accurate calculations)
1. September 2016 at 17:16 #16914WargasmParticipantWhich entries on the blog or wiki? Do you have a link?
1. September 2016 at 22:26 #16918RusBearParticipantAnybody saw temporary head injury? For mercenary or enemies?
2. September 2016 at 05:02 #16922WargasmParticipantOh, well, if the calculation in that link is correct, then I’m pretty sure there should have been no hit point damage at all. If 20 damage was done to armour, that means that the base damage could’ve only been in the low 30s, and that the % ignoring armour could’ve only been a tad above ten, and that a tad above ten should’ve been deducted because of remaining armour.
However, if 10% of the remaining armour is deducted from the value of damage that “ignores” armour then armour is hardly being ignored. I wish the in-game info on this was clearer.
2. September 2016 at 12:24 #16925RusBearParticipantdel
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