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mrbunnybanParticipant
The War option messes up cities as well, in that satellite resources (like orchards, ore smelteries, etc) are destroyed.
Not nearly as bad as those are rebuilt over time. Heck, outside of crisis those get burnt down by raiders anyway
mrbunnybanParticipantEdit: Wait, just to confirm, red shield icon is gone and you receive no penalty to hit the enemy?
Yeah, you can basically use Archers instead of polearm users now.
Wow, thank you Mike and namespace for the info. That is really very interesting new info. I want to reconsider my archer builds now haha
mrbunnybanParticipantTroll? I’m not a new member. Anyway, I don’t mean the features, but about how people feel that it plays compared to the old version – how it’s changed. Anyone still around that played the older builds?
I am. The game is great! Took quite a bit of getting used to though: some of the older members wailed over how deadly enemy ranged fire is now haha. A lot of creatures are a lot more deadly than some folks remember them (*cough* necrosavants *cough*)… but personally I think the balance is fine. I play on expert. After all, if you meet something you’re not ready to deal with, retreating no longer kills any brothers, just gives everyone not on the edges an injury.
The only thing I think is truly ridiculous is groups of Nachez-thingies (formally known as ghouls) that have too many level 3s. At level 3 they have a swallow whole attack that always hits.
Some rules changes are in that I cannot quite recount em all for you here. Apparently, your ranged bros now avoid hitting their buddies who are directly in front of them (something like shooting over their shoulder I guess).
Trickiest thing imo is permanent loss of settlements during 2 out of the 3 crisis which can scuttle campaigns if too many are gone.
mrbunnybanParticipantDo 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.The red shield icon is gone??? Think that makes it pretty clear. What an interesting change to the game!
Edit: Wait, just to confirm, red shield icon is gone and you receive no penalty to hit the enemy?
mrbunnybanParticipantDo 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?
mrbunnybanParticipantI’m polishing goblin’s fluff. Not gonna touch stats and gears until the game is released.
Perfect, go ahead!
I will start writing down events and new quests as they happen and add them when I can.
Great, the “Events” and “Contracts” pages would be perfect for this: http://battlebrothers.wikia.com/wiki/Events
http://battlebrothers.wikia.com/wiki/Contracts
Seems like I can’t load the editor, so I won’t be able to help with this wiki. Shared it on the melee weapons page but here’s a screenshot of the 2-handed cleaver in it’s glory:
http://steamcommunity.com/sharedfiles/filedetails/?id=887656835Thanks!
So you weren’t able to edit http://battlebrothers.wikia.com/wiki/Cleavers ? That’s odd.May I ask which browser you were using?
Chrome. The edit function for the weapons page just wouldn’t load. Probably my connection at fault, not in America
mrbunnybanParticipantSeems like I can’t load the editor, so I won’t be able to help with this wiki. Shared it on the melee weapons page but here’s a screenshot of the 2-handed cleaver in it’s glory:
http://steamcommunity.com/sharedfiles/filedetails/?id=887656835mrbunnybanParticipantGuys, I suspect if you want a clear gauge how difficult the contract will be, look carefully at the amount of reward offered. There is some indication that the reward indicates how tough a contract is going to be.
Been watching Zosh127’s youtube, and he got a contract which was 3-star but offered a lowly 800+ bucks. True enough, while the numbers of bandits were large, most of the bandits are thugs and not raiders so he won easily.
I suspect certain “events” trump this however. Events like “You’ve found a bandit leader in the camp!” which significantly boosts the difficulty, but will also reward you much much more than the original amount once completed.
mrbunnybanParticipantWell I can’t really speak how they are late game because they usually stop me from getting that far. I usually encounter just a one or two of them 40-60 days in and that’s it. They just slaughter everyone, and yes I know to put your best guys on the corner and what not. I mean the people I’ve had from the very beginning or close to it couldn’t 2v1 them, never mind trying to 1v1 them. Just having them shield wall to buy time while all the other enemies are being killed doesn’t work either. The fact that their melee skill is on crack kind of prevents the shield wall from working reliably.
I personally am fine with a nice challenging enemy just make it so if you use the right tactics your party doesn’t get wiped. The way it is now at the point in the game I encounter them its just an instant loss. When your brothers with their best armor on still get three shot it’s kind of a problem.
I think an easy way to solve this would be to do what you did to dire wolves and have tiers. Early to mid, if encountered let them having arming swords or noble swords like before which will allow some counter play while still being challenging,and if encountered later in the game, let them have their god rods to two tap your back line with because at that point you have people that are able to at least hit them and dodge. Just having to rely on a one of your brothers actually dodge every single attack from something with that high of a melee skill is kind of ridiculous. At least let people be able to tank more than 3 hits top early in the game.
Hrm. I’m on about day 60 on expert and took out 3 necrosavants which accompanied about a dozen weids. I don’t play on iron man though and it took a few tries to nail down my tactics (which involved nets).
I’ve encountered a pack of 6 on day 2 though. That was instant death haha.
mrbunnybanParticipantI suspect I know what exploitive behaviour they are talking about though.
1. To avoid getting knocked around by orcs, some folks purposely station their team on the edge of the map. No place to be knocked back=no knockback.
2. Bandits forming defensive line? They can be tempted to break formation by running whole team to the edge of the map. I believe the bandits think you are trying to run but who knows?
mrbunnybanParticipantWhoa, these are really good! I’m a little sad you didn’t come here to provide feedback earlier Maximus.
mrbunnybanParticipantInterestingly, NETS disable the necrosavants’ ability to teleport. So I netted the necrosvanats then killed them while they stuck in nets.
mrbunnybanParticipantIt is more along the lines of camping the borders against an overwhelming enemy, to snipe a few guys, retreat, reload ammunition/swap armor, run back onto the map, and do the process over and over again until the enemy numbers are much more manageable that you don’t need to bother.
This was always there, it’s just a question of whether the enemies were difficult enough to warrant such tactics.
But this change wouldn’t affect this strategy of hit and leave map if you were leaving the map anyway. Once you leave the map, the fact that you left the map with breaking morale doesn’t affect your morale when you go into combat again later.
mrbunnybanParticipantOr let units only get a single attack of opportunity, so if you flee from someone they can only hit you once and waste your ap once and then you can continue moving away. Make it so a single guy isn’t a solid wall to someone escaping, but being nearly surrounded might be!
Yes, I did think of that too. Should work fine too, but just hoping this way is less coding work as the game is launching very soon.
mrbunnybanParticipantSome folks have traits which makes them always not mind being in reserve. Dastard and disloyal comes to mind.
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