Mike's Replies

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Viewing 15 posts - 16 through 30 (of 84 total)
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  • in reply to: Paul´s Art Corner #21232
    Avatar photoMike
    Participant

    Way to spill some uncalled-for venom in a completely unappropriate topic. Bravo. There’s always been an RNG element in BB, it’s neither new nor over-the-top. And “sudden” release? Please…

    Please don’t try to speak for others when whining.

    in reply to: Shooting at blocked enemies #21167
    Avatar photoMike
    Participant

    Hello,
    no math to give but quite a bit of experience under my belt.

    No, you don’t get to see the exact chance to hit a blocking target, but it’s inversely proportional to the chance of hitting the one that you actually shoot. There is a perk (Bullseye) that allows you to lower the chance of hitting the “blocker” by reducing accuracy penalty – see “how you build tour archer” thread for more info on that.

    Simple answer: shoot first line. There’s always a chance that a missed shot won’t hit anyone at all, even if the intended target is completely surrounded by other enemies. So unless you want to nail a specific enemy (and, truth be told, you often do – prioritizing targets is one of the most important aspects of ranged combat) always pick the target with the biggest “to hit” percentage.

    in reply to: Paul´s Art Corner #21049
    Avatar photoMike
    Participant

    Good idea, I’ll go into some detail on the armor design and inspiration/reference.

    Great! Do you think you could also present a step-by-step process of going from the source material to the finished game asset, preferably using a piece of armor as an example? I’d like to try to create some items for a mod but I don’t know what’s the process like and I’m concerned that I might put the cart before the horses.
    Thanks!

    in reply to: Goblin Wolfrider decisionmaking. #20961
    Avatar photoMike
    Participant

    I imagine he did it for the intimidation value, mocking your bro while falsely humming “can’t touch this!”

    in reply to: Option to turn off lvl cap #20958
    Avatar photoMike
    Participant

    3 previous posts are an off-topic spam. Please respect other users and deal with it through private messages or the appropriate thread.

    in reply to: HP Changes #20953
    Avatar photoMike
    Participant

    I’d say that usefulness of Collossus is a bit debatable – one: there are many perks that are more important for survivability (Battle Forged, Steel Brow, Underdog) or can give you more direct benefits to things affected by the HP pool (Hold Out, which negates injuries for the duration of the fight as well as helping with morale, or Fortified Mind that can make morale a trivial issue); two: it’s only really useful if you have a bro with a decent HP pool to begin with, as well as talent/good rolls on lvl-up. 25% of 40HP really isn’t worth a perk point.

    So you need to carefully weigh different factors (base HP pool, fatigue pool, intended battlefield role, equipment used) before you can say with certainty that investing heavily into HP or picking Collossus is worthwhile instead of diverting your efforts elsewhere. Sometimes investing into more damage or accuracy can get you better results, especially when fighting in a tight formation.

    That being said if your specific wish is to create a “whipping boy” of sorts that will stand on flanks surrounded by enemies, taking hits and being able to shrug most of them off, by all means compliment the other factors mentioned above with an increased HP pool – it will certainly not hurt. Just remember that there are some mechanics in place (such as gaining fatigue from being attacked) that can cripple your counterratack ability if you don’t factor them into your plans.

    Good luck!

    in reply to: Early game far too hard. #20949
    Avatar photoMike
    Participant

    (…)

    May I draw your attention to a couple of in-game hints? Like for instance:

    “Expect to lose some men”
    “Not every contract is worth the risk”
    “You don’t have to be a hero, you’re running a business”

    Those are not meant to be random lines put there just to sound edgy. Those are meant to be hints and statements about what kind of game you are playing.

    There are plenty of games where the player is meant to find satisfaction in becoming a superpowered superhuman superhero, effortlessly dispatching legions of enemies. Or those that call themselves “realistic” and allow you to be some edgy-as-f*** spec-op soldier with improbable aiming skills and magically regenrating health. Nothing wrong with that if that’s your cup of tea.
    But well, guess what – BB is not that kind of game. It is meant to be more like games of yore, when you were supposed to put a lot of effort and restart many times before you succeeded. The odds are not stacked in your favor and that’s what’s making the victory meaningful and rewarding.

    So no, the game is not “far too hard”, it is simply hard. And honestly that’s how I – and many others – like it.

    I don’t feel like dissecting your entire post, but I’ve read it and for someone who claims to have a long experience with the game you are stating quite a lot of things that are simply untrue. Skeletons requiring “special weapons”? Like, lets see: swords, axes, maces, cleavers, flails, hammers? Basically anything that is not a spear, dagger or bow? I’d point your attention to the fact that at first you only face auxilliaries that can be killed even with a damned spearwall (after you’ve destroyed any armor they rarely have with a bow at 100% effectiveness), but someone who “finished the game many times on hard mode” (BTW, how do you “finish” an open-ended sandbox is beyond my humble understanding, but whatever) and “understands the combat fully” is probaby well aware of that. So I’ll just live it at that, though I really, REALLY could go on for quite a while.

    Hope that you enjoy the game.

    in reply to: There need to be missions to rebuild ruins. #20921
    Avatar photoMike
    Participant

    Agreed.

    I pretty much gave up on choosing city-destroying crises as they effectively reduce the game world – less quests,recruits, markets, services and “life”. It suddenly feels like I am mostly roaming uncharted wilderness, where before I had plenty to do now I can only raid random enemy camps. And afterwards I can’t even sell the loot without a lengthy trek.

    It is a quest chain begging to be made flesh – clear the ruins, escort the settlers, escort the building supplies caravan, defend the budding settlement… All those missions are already implemented into the game, they just need a couple more text lines foelr some narrative linking and we’re golden.

    in reply to: Option to turn off lvl cap #20892
    Avatar photoMike
    Participant

    Seems quite obvious to me that Scorp means the lvl11 which – as I and others have noted before – is effectively a cap as there is no real progress afterwards.

    I agree that it serves little purpose and is in fact detrimental to game’s enjoyment for some players. Alas, more than one thread has been already dedicated to the topic, with plenty of suggestions about possible handling of post-11 brother progress – with no response from the dev team.

    It seems that the best bet right now is waiting/searching/requesting for a mod/trainer/cheat to circumvent the current design. Which, as also noted before, is completely fine in a SP game.

    in reply to: How it going? #20812
    Avatar photoMike
    Participant

    Please don’t feed the trolls.

    in reply to: "Skip enemy turn" option #20807
    Avatar photoMike
    Participant

    I’ve just tried attacking a goblin city – 47 gobbos, every single one of them moving before any of my brothers. Even with faster AI movement enabled I literally had enough time to get a cup of tea before I could do anything other than watching the enemy’s turn. And as half of them used a “wait” as well I then had to spend almost as much time waiting for the FIRST turn to be done.

    Can we PLEASE get the suggested option?

    in reply to: Fighting roaming Nachzehrers is unrewarding #20802
    Avatar photoMike
    Participant

    Not every enemy needs to be worth hunting down. Some can simply be worth avoiding.

    …really? That’s like saying “Not every dish in a meal needs to be tasty.”

    it was there

    As I’ve said before – vague topic titles don’t encourage reading.

    in reply to: Pack of suggestions #20784
    Avatar photoMike
    Participant

    Horses were suggested n+1 times before, not gonna happen. Game is built around foot combat.

    Female fighters were suggested and considered, for now won’t happen due to time constraints. Maybe in some future expansion or mod?
    Even so, game name certainly won’t change because of that.

    Surrendering enemies would be a nice addition, but guess what… also suggested before already.

    Ideas are welcome but maybe spend a couple minutes searching before you start a topic with nothing new in it? Also, vague titles don’t encourage reading. Cheers.

    in reply to: Night battles and eye strain #20783
    Avatar photoMike
    Participant

    +1 for the brightness slider

    -1 for the B&W

    love the topic tag ;)

    in reply to: How do you build archers? #20781
    Avatar photoMike
    Participant

    Do note that after some recent changes it’s quite safe to shoot directly from behind your brother’s back at someone who is fighting him in melee, so it’s theoretically possible to go full-on range combat and forego melee completely.

    What, really? You can no longer hit your bros if you try that?

    “Directly” as in “you are hugging the back of your bro and shooting someone who is standing directly front of him (in melee range)” – can’t be 100% certain but I have yet to hit one of my bros this way. If you are not “hugging” them (your archers is 2 or more tiles away) they count as being in the line of fire, as always (the red shield icon will show) and you’re likely to hurt them.
    It makes it possible to keep shooting into melee of 1st line if your archer is standing in 2nd line.

Viewing 15 posts - 16 through 30 (of 84 total)