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21. March 2016 at 08:26 in reply to: Long distance caravan contracts are basically suicide missions now LOL #13805
Johnsmith24601
ParticipantThe new update made it impossible to run from potential enemies…More often than not you die with the caravan after fighting the 4th or 5th group of bandits/undeads/direwolfs lol
Edit: Plus no chance to resupply on the road
Johnsmith24601
ParticipantI’ve done it, actually, but was only able to with an extremely armored team :D (110 – 180 armors)
And it wasn’t fun. All the founding members were killed.
Johnsmith24601
ParticipantHahaha running away from the big hulky orcs to tire them out. That’s hilarious!! Awesome strategy
Johnsmith24601
ParticipantMy personal experience is that I could often take out one orc warrior before they get into melee range, two if I got lucky. Because you’re firing 24 bolts and one of them is bound to crit. And having one less orc warrior to deal with is a big boon. You don’t wanna play cha-cha with such dangerous enemies in melee. When they get close just go all out on the offensive. Whack them with big two handed weapons.
They are too accurate and do too much damage for you to prolong the battle. Don’t even bring a shield to this fight. Bring 12 billhooks. Some brothers will die, but that’s what happens when you go up against 10 orcs.
Johnsmith24601
ParticipantUlrich: Just try it :D It works with those enemies too
RusBear: 1. Not everybody’s got hours to upload a video just to prove his point on the internet. Some of us have a life.
2. “Oh standing around while your enemies rush to you is definitely more important than shooting at them. Cuz, more defense!!”
That’s your argument :DJohnsmith24601
ParticipantWhat? No :D :D :D With the bags and belts perk you get 4 slots, so your merc’s gear’d look like this: xbow+xbow+spear+shield.
Johnsmith24601
ParticipantThanks for the thoughtful comment! I just wanna note that the bags and pelts perk completely solves the shield problem…7 of your guys can start the battle with shields in their hands so that the formation is solid and nobody gets a lucky(unlucky?) goblin poison arrow to the knee on the first round :D
The amazing thing is that those 7 guys can still fire 2 bolts on the first round!
You start out holding a shield: 0 AP for quick hand switch to 1st xbow + 2 AP to fire + 4 AP to switch to 2nd xbow + 2 AP to fire = 8 AP in total, which can be done since everyone has 9 AP (but not sure if this will change in future game versions)
SO yeah, grab fast adaptation ASAP and then go straight for quick hand and bags and pelts.
Though I do wish there’ll be an easier way to switch weapons. It’s a hassle as of now. XCOM 2 handles this part quite well, so maybe implement something similar? :)
Johnsmith24601
ParticipantQuick question: how have you been distributing your stat points? Because to make this team effective you’d generally have points put into both melee combat and ranged combat. Which means some other combat statistic has to give. The third is probably going into stamina… or health?
Hi, it usually depends on the individual brother that you’re leveling up. If he’s too low on health, focus on bringing it up to 60 first. If he’s too low on fatigue, bring it up to at least 80 (with 110 basic chain mail equipped). But yeah, the basic idea is to level up melee and range attack on every level, and then focus on leveling up melee defense after health and fatigue are sufficiently leveled up. (Farmhand, Wildman and Hunter brothers are awesome)
Personally I think fatigue isn’t that important in this build as the battles are usually over by the time your 80 fatigue guys get tired in melee. Don’t try to use crazy orc weapons though :D
Johnsmith24601
ParticipantTHIS^^
Johnsmith24601
ParticipantOMG yes!!!
Johnsmith24601
ParticipantI’m sorry but that’s a silly argument. My team can still do the ordinary stuff, wear heavy armor and, with the bags and pelts perk, equip with shield. They are not weak in the melee rounds at all. It’s just that they can fire like 20 to 24 more bolts than a “normal” team. (If the enemies don’t close distance immediately in the first round, then it’s maximum 36 more bolts in total) I honestly don’t see how any other team can beat that damage. Normally the enemy ranks are just decimated in the first or second round and some of the survivors just outright start fleeing. The same tactics work with extremely powerful enemies too, as their armors’ll be chipped away quite a lot by the time they enter melee range. And that’s way better than meleeing them when they’re 100% healthy, in my opinion.
Johnsmith24601
ParticipantVery informative post
Hahaha well, it’s true. The most cheesy way to play this game now is just to have 12 crossbows and then keep 12 more in your inventory so that you can fire up to 24 bolts at your enemies on the first round of combat :D :D :D
Your mercs gears should look like this: Xbow+Xbow+two handed weapon+bolts+Quick Hand perk
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