JayneCobb88's Replies

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Viewing 15 posts - 1 through 15 (of 39 total)
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  • in reply to: Ranged Attack Hit Chance #17995
    JayneCobb88
    Participant

    Check the weapon descriptions, the different ranged weapons %-to-hit will help tell you at what ranges you should really be using them

    in reply to: stat increases #12953
    JayneCobb88
    Participant

    I don’t know. This is just what I have personally observed

    in reply to: A little frustrated #12944
    JayneCobb88
    Participant

    System Stats

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    in reply to: A little frustrated #12943
    JayneCobb88
    Participant

    And now that I’m thinking of it, developers, assuming you guys are using “int”s for your variables on the random number generation, something is probably happening that causes mine to be divided by 2 so that the truncation leaves me with more +1’s than +2’s and possibly the resulting +0’s to be discarded which would result in an average leveling rate of +1.33, very close to my observed +1.37. Any idea where I should look in the program to fix it on my machine?

    in reply to: A little frustrated #12942
    JayneCobb88
    Participant

    Huh.

    I’ve gotten plenty of +3 and a few +4 rolls for melee attack bonus in my present game.

    I don’t understand why I haven’t seen any of these increases in my games then. Because assuming even distribution, that should average out to +2.5 melee attack per level and I’d be happy with that. Must be some weird bug for just my machine. Because the odds of me simply not landing a +3 or +4 after more than 70 upgrades is 1/2^70 …asymptotic to zero.

    And crossbowmen being a 1 trick pony. With quick hands, bag & belts, berzerk and rage they’re a VERY potent 1 trick, 2 or 3 kill, pony and with an orcish crossbow they’ll even 1 shot Fallen Heroes

    in reply to: quests crash game #12393
    JayneCobb88
    Participant

    how did you guys get contracts? I can’t find any “available contract” button on any screen in any settlement

    in reply to: a team with 12 xbows is just too op #12366
    JayneCobb88
    Participant

    get all of your men to the edge of the map and then retreat. Anyone on the edges will 100% survive. Then you’re back on the world map and if you attack the same group you’ll be given different battle terrain to work with.

    in reply to: a team with 12 xbows is just too op #12350
    JayneCobb88
    Participant

    Not really. Go to the last 2 or 3 pages of this thread.

    [suggestion] Clearly unbalanced enemies

    in reply to: a team with 12 xbows is just too op #12347
    JayneCobb88
    Participant

    I do like original ideas for tactics. I kinda use this for my xbowmen. Except I have only 3 and they use 2-H greatswords. But I still don’t understand how you’d take on 20 or 25 orcs with 6-8 orc warriors or an army of 35 undead with 10 Fallen Heroes and some Lost Souls.

    I remember on one occasion the last few orcs got tired out and had to pass turns due to lack of stamina, haha.

    this is why I love using maces against orcs. Just beat em senseless

    in reply to: Map Swarming with enemies, economy Stagnating. #12203
    JayneCobb88
    Participant

    You need more men. Even cheap 80 gold ones armed with just a spear. They are meat shields and allow you to hit harder targets for a better pay off.
    And yeah, the humans don’t build new settlements. But impoverished settlements don’t have any bearing on the available contracts which are the primary source of income for a long while. And the map is decently large if you go out into the wild lands, far from human settlements. But I wouldn’t advise that until you have a full roster of level 8 or above.

    If you just want some money to build your roster, caravan contracts are perfect.

    And lastly, the “discovery” quest locations will never be “Raze” quests, just not programmed that way.

    in reply to: Weapon Useage #12184
    JayneCobb88
    Participant

    I meant the military cleavers or orcish cleaver.

    And xbows with Bags & Belts plus Quick Hands get to shoot 2 shots per round for 2 rounds and move 2 spaces for less fatigue than 1 aimed bow shot. Xbows also have higher damage and armor penetration so when coupled with Rage for +50% damage you can reliably land 1-shot kills, Berzerk back your action points, reload and fire a second shot. The math of AP and Berzerk means I can go so far as to shoot 3 xbow bolts in a single turn for 45 fatigue, the same number and cost as 3 normal bow shots. But the xbow shots are like 3 aimed shots which means they usually have 90% to hit where bows have around 70% while at range and with a maxed character.

    in reply to: a team with 12 xbows is just too op #12171
    JayneCobb88
    Participant

    Large numbers of orc warriors?

    in reply to: Wardogs and the such #12170
    JayneCobb88
    Participant

    I’m not sure about in depth dog stuff but I like the idea of a few different, more expensive breeds.

    And as for flavor, I’d love to see war dogs receive the Fearsome perk as historically war dogs were less of a fighting force and more of a terror weapon.

    in reply to: How the hell do you kill goblins? #12168
    JayneCobb88
    Participant

    I for one don’t specialize my team into doing one thing. But my individual battle brothers are specialized and specific brothers take point against specific enemies.

    this is a good tactics and troop composition thread, taught me a few things

    [suggestion] Clearly unbalanced enemies

    Raiders – Use my ranged brothers to kill their high damage troops. Crossbowmen, 2-Handers, warhammers
    Goblins – Tactics I outlined. Also, high ranged defense brothers stand in the front and others stand behind them to increase their pitiful ranged defense substantially.
    Orcs – Ranged brothers take out squishy axe wielders (young, berserk) so my shieldmen’s defenses remain in tact. My 1 or 2 tar pit Nimble brother/s take on the axe wielding orc warriors
    Undead – take an unflankable defensive position or hill to funnel the enemy numbers, eliminating their numbers advantage. Keep 1 or 2 guys with Rotation in the second line to swap out for those who get in trouble. Keep your Rally leader in the middle to maintain your brother’s fatigue. Ranged troops used to destroy skeleton guardian armor so that when those 2-hander’s reach your line they can be quickly disposed of and get only 1 attack off if not any at all. Lost Souls throw a big wrench in this plan though, I’m still trying to figure out a viable/consistent strategy for them.

    in reply to: How the hell do you kill goblins? #12139
    JayneCobb88
    Participant

    There are many things you can do too thwart goblin advantages.

    crossbows – the +20% to hit and increased damage wrecks goblins. The best guys to aim for are the pike wielding skirmishers and guys with nets
    night – darkness gives your guys +20% to +50% ranged defense depending upon their normal ranged defense
    bushes – use them to creep closer to the enemy without being shot
    flanking – send 4-8 guys around whiling remaining out of sight so that you can charge the enemy from every direction and cut off escape.
    dogs – cheap, unarmored released en-mass (4-6) on the flanks will always go for their archers and give your troops a safe charge
    arrow sponge – have a guy sit by himself, 3 spaces away from their front line, with a kite shield, in shield wall. The goblins will waste their bollos and archers usually don’t hit either.

    as for the value of shields with heavy armor, armor helps with getting hit but it’s always simply better to not get hit. I’ll give you one of my favorite movie quotes.
    “Got any advice” (as they head toward the fight)
    “Yeah! …don’t get shot”
    And as you pointed out, the goblins use their daggers’ “Puncture” ability to bypass armor

Viewing 15 posts - 1 through 15 (of 39 total)