Danubian's Replies

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 231 total)
  • Author
    Posts
  • in reply to: Ranged Combat insanity #19952
    Avatar photoDanubian
    Participant

    Yes. There are no changes except to the nighttime status effect. If there’s an issue with ranged combat, then it’s always been there.

    So there was no change in frequency of injuries being inflicted? Could it be a side effect of something else? Im literally being crippled by bandit ranged combat.

    in reply to: kinda weird using battle standard to attack #19908
    Avatar photoDanubian
    Participant

    Yup, the banner thingie should be a unique item IMO that goes into that special slot..

    in reply to: [Beta] Ranged hit chances / damage are just insane #19770
    Avatar photoDanubian
    Participant

    I approve of the shifts to make initiative, morale/resolve and hit-points more important, and I never wanted to have to create one-dimensional characters with a few exaggerated hyper-abilities and several glaring/unrealistic weaknesses that were negated by scale armour and other one-dimensional characters, but I have to say that I also have experienced mostly negative emotions from the new build thus far. On older builds, it seemed that Expert/Deadly mode forced you to spend too much time enduring tedious/puritanical resource management and taking recourse to “ignoble” tactics (avoiding uncertain fights, retreating, aborting contracts, intervening at the eleventh hour in caravan battles to scavenge loot etc.), whereas Easy/Normal/Beginner mode allowed you to more readily get to an unassailable economic position but with less pervasive and less numerous enemies to fight (so that battles became boringly easy and you had to artificially increase the difficulty by using less armour and keeping extra guys in reserve etc.). For the game to be enjoyable, you WANT there to be hordes of deadly enemies to fight, and you want your strategic and tactical decisions to have a bearing on the outcome against them, but you don’t want to be forced into fighting them when you can’t afford to buy/repair equipment and/or to heal injuries. You want to be able to take your time to build up for each challenge, tweaking your tactics as you go. You want room for experimentation and exploration. You want to focus on the aspects of the game that you find most enjoyable, instead of being persistently forced to forsake them (or to endure more tedious aspects) for economic reasons. You want to be able (or to reliably become able) to afford at least some decent/high-level resources, but you want this luxury to be necessary to build for the grand challenges ahead. You want the grand challenges to be exactly that, but you don’t want set-backs along the way to leave you in a ruinous position from which you can’t gradually rebuild and have another go. The game is very immersive and it’s immensely frustrating and irritating when hours/days/weeks of preparation are ruined by one or two random accidents/mistakes when you were tired or in a rush etc. And sometimes, at random, whatever the difficulty level and through no fault of your own, you just happen to get swarmed by deadly enemies chasing you from all directions early on in the game, and there’s no quick/reliable way to escape from the predicament. On the new beta release, these drawbacks seem to be more pervasive on all difficulty levels.

    All i want is a steady experience where archers dont hit people at full distance during the night, inflict 50+% hp damage, and an injury on every single shot.

    The game is virtually unplayable right now, mostly because of ranged units (i even noticed throwing weapons hitting A LOT).

    I have no clue about late content as i dont have the patience / will power to bare the grind require to get to it.

    For the record im playing on second difficulty level.

    in reply to: [Beta] Ranged hit chances / damage are just insane #19736
    Avatar photoDanubian
    Participant

    Check this out.

    Shot 3 times in a row.

    Every single time = debilitating injury.

    in reply to: [Beta] Ranged hit chances / damage are just insane #19721
    Avatar photoDanubian
    Participant

    Some more of my bias:

    Guy getting shot twice in a row.

    in reply to: [Beta] Ranged hit chances / damage are just insane #19720
    Avatar photoDanubian
    Participant

    1. Nigth debuf lower in beta ( 30 vs 50 %)
    2. Basic ranged skill up for all backgrounds. So i think for brigands- too.
    3. http://battlebrothersgame.com/forums/topic/beta-22-02-17-feedback/page/4/#post-19673
    4. And do not forget about universal answer : ” It is all – bias effect”

    4. It cant be (too much of?) bias.

    Im fighting the kind of battles i could easily handle prior to beta without any casualties or severe damage taken, and im actually not only getting massive amount of injuries, but also losing people.

    in reply to: Beta 22.02.17 feedback #19668
    Avatar photoDanubian
    Participant

    The game is basically unplayable for me now, this is just ridiculous how much damage im taking from enemy ranged units.

    Literally every battle as at least half a dozen injuries from archers/crossbowmen alone…

    in reply to: Beta 22.02.17 feedback #19666
    Avatar photoDanubian
    Participant

    2Wargasm

    …The ranged defense from holding a kite shield doesn’t seem to matter if you’re not the actual target of the shot so it just ignores your ranged defense and hits you automatically if you’re standing next to or in front of the actual target and the shot misses…

    I had the same suspicion – and this is very bad

    Yes, it is interesting to know – whether collaterial miss can hit a shield.

    Question to players mostly, could you tell me, does a shield hit (striking by a melee weapon and hitting a shield with a slightly shield damage I think) count as “hit” or “miss” situation in terms of a hit probability from tooltip? If it is kind of hit but still completely deflected by a shieldman i’d like to know a percentage of this event and on what it depends in numbers.

    Im pretty sure hitting a shield is always a miss. The animation of hitting a shield is just graphics. Also to my knowledge you only damage a shield with actual shield breaking, mostly axe related, skills.

    in reply to: Beta 22.02.17 feedback #19639
    Avatar photoDanubian
    Participant

    Is it just me or are:

    1.) Ranged enemies MUCH more accurate, even at night (its like they made crossbows and bows? more accurate, and more accurate during the night, my people are getting hit all over the place);

    2.) The amount of injuries is insane; i cant make any money because after every battle i need to heal at least like 3 wounds. Ranged in particular are notorious for inflicting injuries, my friking archers cant go through one battle without being crippled by enemy archers…

    same here, i used to love assaulting the raider camp during the night, range accuracy repels my 4 hex rush, they are in numbers, yes, but they also hit a lot, like they have 50% hit chance.

    now i start bring some low lvl light armor guys to draw attention from those marksmen, it works sometime, if my alphas could crush the other side of the enemy line quickly.

    Do you also get the feeling that injuries happen insanely often? In particular from ranged weapons (maybe from damage that ignores armor?)?

    in reply to: Beta 22.02.17 feedback #19626
    Avatar photoDanubian
    Participant

    Is it just me or are:

    1.) Ranged enemies MUCH more accurate, even at night (its like they made crossbows and bows? more accurate, and more accurate during the night, my people are getting hit all over the place);

    2.) The amount of injuries is insane; i cant make any money because after every battle i need to heal at least like 3 wounds. Ranged in particular are notorious for inflicting injuries, my friking archers cant go through one battle without being crippled by enemy archers…

    in reply to: Beta 22.02.17 feedback #19433
    Avatar photoDanubian
    Participant

    There is an annoying thing in this beta – current turn not finished for a battle brother with 1 and even 0 ap remaining – you need to hit the end turn manually and they are remain in the order line to finalize turn. It takes time. There was no such issue in a previous beta – when 1-0 ap remains, a turn was finalized automatically.

    I think they moved this to game options, check out gameplay tab im pretty sure i saw something like that there.

    Avatar photoDanubian
    Participant

    I dont get why my brothers play in turns, cant they just all attack at the same time?

    in reply to: Best Talents to pick #19333
    Avatar photoDanubian
    Participant

    For actual talents i would say melee defense, you can never have too much melee defense :P

    For perks, i would say brawny and erm the first tier one to the most right was it, student? The one that gives you exp bonus and a perk when you level up, thats probably one of the best perks in game. Apart form that you want a weapon specialization, you want the underdog, the one that gives additional fear on strikes and the one that gives hit chance to the head. After that youre pretty much set.

    in reply to: The Perfect Mercenary Band #19274
    Avatar photoDanubian
    Participant

    Axe mastery is definitely a great skill as it help with the long axe that has 2 tile reach as well as well as the two and one handed axes.Have you ever destroyed a orc warlords camp without taking a loss with this build? I think it could works if the front liners use two handed axes that have swing for crowd control. The long axes in the back rows would then help with support. My other question is do your crossbows hit more then they miss?

    Max i have killed with such a build was 16 orc warriors and 2 warlords. Or loads of berskers and younglings (probably in the 30s) but that one is easy. I dont play at the highest difficulty, so im not sure i can ever run into 30+ orc warrior group.

    Crossbows – like i said, the key is to hire expensive backgrounds that start with both melee and ranged high, such as raider (i havent played much last version, so they might have changed it, but previously you could get raiders with both at 55+). Such skill level is more than sufficient to have even the front line hit at least 50% of their shots. If you are fighting orc young or berserkers, the enemies who tend to swarm in large groups, then hitting them is even easier.

    Shields might be crucial on first line though. If youre gonna fight a lot of orcs, you want to use their metal shields too. If your entire frontline uses metal shields, the orcs will spend 2 or 3 turns breaking them, which means they will build UP A LOT OF FATIGUE and will barely be able to act until the of the battle.

    Frontliner:

    Backliner:

    in reply to: The Perfect Mercenary Band #19266
    Avatar photoDanubian
    Participant

    In my opinion its like this:

    Entire team made up of people of expensive background, such as raiders, iirc raiders have both high melee and high ranged (or any other background that offers both). It is essentially that EVERY SINGLE person on your team has at least 2 talents in melee defense, preferably 3.

    You arm every single person with a crossbow.

    First line gets shields and one handed weapons (axes).

    Second line gets 2 handed axes, i think they renamed them to long axes.

    Every single person has an axe mastery.
    Every single person uses a crossbow as primary weapon and either a 1 handed or a 2 handed axe as a secondary weapon.
    Every single person has VERY high melee defense by the time they are done (or nearly done) leveling up.

    Essentially this team allows you to do some things.

    First of all since every person can fire crossbows, you get to dish out at least one, maybe 2 turns of bolts at any approaching enemies. Against most enemies it means you will have done some damage, and in some cases thinned out their ranks substantially. Against enemies that are practically immune to ranged damage (skellies, orc warriors etc) you instead switch to melee weapons right ahead.

    Second, due to high melee defense on every single character (and in particular the frontliners who use shields), your brothers become EXTREMELY difficult to hit. So if you use a shield + 1 handed guy as a mean to lock down enemies and prevent them from moving, a.) your brother in contact with an enemy will only get hit rarely (so you can tank all you want) b.) those enemies that can push your brothers away like orc warriors wont really achieve much in doing so as even your second line 2 handed weapons brothers will also be difficult to hit. Plus every time an orc warrior is not hitting you, is one time youre definitely NOT getting hit + its fatigue being built up for that enemy.

    Basically because of this my frontline axe+shield guys can solo kill an orc warrior on their own (even though i would never do this unless i had to) because an Orc Warrior will fail to hit them 95% of the time, and they will fatigue themselves out while my brother will keep doing 2 attacks every turn (due to 2 or 3 talents in melee defense you dont even have to use shield wall, theres no need).

    Once you have such a team, that can easily handle Orc Warriors, you can pretty much do anything, with the only possible exception being enemies that cause fear effect. But when it comes to normal enemy types, they all become a non issue, you just apply regular tactics you would use otherwise (attack goblins at night etc).

Viewing 15 posts - 16 through 30 (of 231 total)