kem's Replies

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Viewing 15 posts - 106 through 120 (of 121 total)
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  • in reply to: Spawn and Los #22791
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    Another encounter

    1) Spawn location
    2) Push out
    3) Unable to attack

    Attachments:
    in reply to: Failed to query entity data for entity #22782
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    This issue causes game freeze.

    in reply to: Dismiss button doesn't work in 1024×768 resolution #22718
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    I think it is not related to specific resolution. It occures after the change of resolution, when position of the cursor does not match its actual position.

    in reply to: Drowned undead #22683
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    does not seem so. It is just another filler for tavern in a harbor town.

    in reply to: New DLC; fixes of current content wishlist #22619
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    Kem – Just a few thoughts on your feedback.

    Warbrands are already better than Great Swords in certain situations:
    goblins
    Geists

    Heavy Crossbows – Master Archer w Heavy Crossbow.

    Goblins – crypt cleavers or famed cleavers are better, as they are guarantee oneshot. Warbrands often fail to oneshot even a mere skirmisher. Warbrands are inferior at any task.
    Gheists – spear is an ultimate +20% acc ghostbusting weapon. I don’t consider fieldimg WB for in ghosthunting with AOE as it is inferior to GS AOE.

    Why do you fear and Xbow? By that time you fielding orc level knights, 350+ armor absorbs Xbow hits with HP damage less than 10. That is before indomitable. You outrange an xbow, archer has poor/no head armor, so he is a frequent Bow’s oneshot victim. Goblin overseer is a more potent foe, but he wastes too much time whipping gobos.

    As for contribution to the topic

    Main difficulty with gobos comes from spell mechanics. It seems that shaman and necro can cast their spells with no direct LOS (reported that as a bug, got “as intended” response) fix from “any LOS to target” to “caster’s LOS to target” may make battles in question not as BS-y as it is currently.

    in reply to: New recruit preview tooltip #22599
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    That tooltip guarantees that dustards and cowards and other kind of astmatic hedge k ights will not make it into your ranks. That tool is usefull no questions, but muh gambling for a decent merc…

    in reply to: New DLC; fixes of current content wishlist #22580
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    As for weapons balancing, forgot to mention:
    1) underperforming warbrands (poor armor damage vs single target, completely overshadowed by the greatsword or even crypt cleaver. I’d go for 90%-100% armor damage base in comparison to 75% as of now). Buff crypt cleaver (base hp damage) and rhampaia accordingly (final armor damage, at 120%-130% it is still inferior to 2h Axe or Hammer as dedicated armor opener, but usefull as armor shaving tool) .
    2) Xbows in general, as warbow is flat out better endgame weapon than a Heavy Xbow. Xbows do less armor damage than a double tap warbow and cannot penetrate orc plate to deal an injury as they do to humans. There is simply no use for Xbow type weapon lategame, in comparison to a bow:
    Xbow armor damage is always inferior to bow armor damage (1 shot vs 2 shots)
    Xbow penetration is countered by heavy plate (orc) or outright ignored (ancient dead) or seldom used (knight type enemy is a rare sight, hedge knight immune to injuries) .
    Imho something needs to be done.
    There are 2 ways: flat armor damage or penetration.
    I find penetration a more interestinng gameplay wise.
    Something that makes it usabele vs orcs< good (but not OP) vs humans and useless vs undead (their speccialty).
    In armor penetration deparment we can make lategame Xbow usefull by enabling consistent orc maiming.
    To enable that something like hard cap on CurrnetArmorLeft in damage calculation for armor pearsing could be implemented.
    Something like CurrentArmorValue <=150 and in combination with buff to armor pearsing to 80% (60%+20%) on heavy crossbow, makes it average armor penetration of 33 (60 avg damage, 48 AP at 80%, minus 15 AP at 15 capped for Xbows, leads to 33 damage). That exact damage is to inflict an injury to an 200HP orc with CripleStrikes perk. Better gear will do consistent injuries, headshots with good gear will do heavy injuries.
    Arbalesters still won’t oneshot bros at 50 avg headshot damage, but will do heavy penetration damage as well as overseers, making them even more of a threat. Overseer may be OP (No Impailer buff, to keep it on current level) as he comes with missle aid to finish off crippled targets.
    3) Slight buff to 2h hammers in form of guaranteed base HP damage to allow injuries on 1st strike. 2 ways:
    As on 1h hammers. (33 base HP damage, good for smite, maybe OP for shatter)
    or use of new Xbow mechanic to cap AP deduction. +5 base damage and +5% AP combined with Max 15 AP deduction leads to average of 29 HP shatter damage. Addition of berserk, mashrooms or Famed2hHammer will lead to consistent injuries to orcs with cripple strikes. That will rival efficiency of GreatSword at armored horde management by providing effective alternative (Harder to setup/more benefit vs ease of use/lower benefit of GS).
    Better AP Damage (5 base + 5% AP) value will make 2h hammer more consistent at 1 shot-Smiting ancient dead, which is a welcome alternative to dumb AOE of GS.

    in reply to: Lindwurm and retreat #22576
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    So, while you are AT making BB Great Again, here are some bug reports for you gyus:

    1) It seems that lindwurm cannot reatreat sometimes, as its tail becomes stuck at the field.
    2) Sometimes combination of taunt+vampire (possible kill of the taunter) leads to vampire being stuck. (Possible forsed to teleport to taunter, wich has been killed (by vampire and/or bleeding)
    3) Possible: AOE attacks on linwurm (Head and tail) does not register as separate damage application instances. (no damage report in the log for hitting a second body part, and vusually it seems that damage as from 1 hit, not 2). Application of damage to the weapon is as for 2 hits.
    4) Killing blows does not show damage in damage log (its harly a feature, come on)
    5) Leave the town, while game is paused, spam roaming hostile party some distance away, unpause game -> instant teleport and start of the battle.

    in reply to: NPC Spells #22471
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    no LOS
    can he do it, or he can't?

    8 tiles range, longer than human sight range.
    spell is 8 tiles range on leven ground

    los and range

    rise dead 8 tiles away, no los

    intended?

    in reply to: NPC Spells #22470
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    So how did I get overgwowth applied from 8 tiles away from behind a tree at night? Night bonus does not apply to calculation?
    Or zombies rised/frenzy applied by the necro from behind a tree wall?

    in reply to: Headhunter Bonus application #22469
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    how it can be over 75?

    75 bonus + 25 base = 100%

    No way to go to 90% step

    in reply to: Teeniest of Event requests #22459
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    Oh boy!

    and a feature to change colors on your shields/tabards & helms. Hint, barber, wink…

    and legendary undead and greenie gear. ( <3 scythe, crypt cleaver, bladed pike, bezzie chain & spiked impailer)

    and a way to consistenly use teeth, pelts, ectoplasm, vampire dust.
    for example (if town has access to armory + leather tanner) can buy direwolf armor/mail for gold & pelts)
    medical plants gatherer = can buy poison for teth & gold
    etc.

    in reply to: Looting vampire ashes/shimmering dust ? #22363
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    nope, pure gheist fights are easy enogh, that they even don’t boost your wallet. lol

    You get sweet sweet cleavers from the batguys.

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    Fixed. It was merely a display issue in the tooltip, though – the damage was applied correctly

    Tolltip for Overhead Strike and Smite got broken during that process

    Two-Handed Hammer and Greatsword Base Attack Damage Increased?
    by inBattleBrothers

    in reply to: List of misleading info on attack tooltips #22306
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    If an enemy is on a tile with an increased action point cost of movement (but no penalty to combat skills), “enemy on bad terrain” is listed as a negative factor

    And what is considered a consistant baseline?
    – effects from player’s POV
    Or
    – effects that affect that particular model in certian interaction?

    So that terrain feature on the enemy model may be “Red” if we are talking about tooltip that shows effects on that model, or may be “Green” if we are lookng at tooltip during targeting of that model with an attack.

    I don’t remember the actual clours of that entries, but it may be worthwile to take a look

    – “Surrounded” is listed as a positive factor when attacking an enemy that has the Underdog perk (e.g. a swordmaster)

    Well, in general, BB doesn’t display that action will have no effect because of someting.
    – so no hints of “immune” on tooltips in regard to (Orc warriors, no_space) and (bash, hook, repel) interaction
    – so no tooltips on “immune” on tooltips in regard to (Orc warriors, Orc Warlord) and (stun) intecations
    etc..

Viewing 15 posts - 106 through 120 (of 121 total)