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mrbunnybanParticipantTool costs are only really a problem in the early to mid-game. Basically a single flail can afford you 20 tools. Once you have some spare coin, try buy as many as you can carry if you see cheap tools. In the early game you can reduce repair cost by using shieldwall a lot. If you kill raiders with the flail head bashing skill you will get their fully repaired armor in most cases. Then just swap your damaged armor with the new one.
Generally, repairing Tier2+ weapons before you sell them will make you a ton of profit. Armors on the other hand use too many tools to make you any decent profit. If I recall correctly, armor starts getting profitable to repair at very high levels (reinforced mail hauberks, fallen hero armor).
Great tip on repairing T2+ weapons, thank you.
mrbunnybanParticipantFirst, as folks posted, you should generally have enough ranged defenses to tolerate the first volley. In particular, dangerous crossbow marksmen will often prefer to wait for you to charge instead of taking shots unless they have high ground advantage, so a quick retreat will enable you to avoid most crossbow bolts.
Second, breaking their formation helps. There are 2 ways to get the raiders to break formation, after which slaughtering their archers isn’t really a problem. For one, if they are taking losses from your ranged units they will charge. For another, … I hesitated in sharing this cos I don’t want the devs to alter the AI, but I guess I’ve been abusing it enough.
If the AI thinks you are running away, they WILL break formation and charge. Because they have higher initiative, THE MARKSMEN WILL LEAD THE CHARGE. Unprotected and often out of action points, they make easy prey to your own ranged fire.
To convince the AI that you are running away, you have to fall back a certain number of brothers close to the edge. I’m not sure how many, but generally I’ll park my main fore on the hill to closest to the edge and send a few newbie brothers to the actual edge.
mrbunnybanParticipanthen my backline is headshotted. Not enough armor/life? While I do get a LOT of severe injuries from arrows/bolts, no deaths so far from archers as the injured units retreat to safety. I am considering giving my backline nine lives for the occasional mishap though.
I have a party with raider armor, and ~60 hp each – so thats 95-110 body and 110 head armor. Ive played maybe 20 hours on veteran on beta and ive had people die to 1 bolt/arrow about 2 or 3 times, it doesnt happen every battle obviously, but it can happen.
Ive had multiple battles where every single ranged shot that hit my brother (not counting those that hit shields obviously) would deal both huge hp damage (like 70%) and inflict an injury.
Ive also had situations where enemy would have 3+ ranged units who would focus on my second line people armed with 2 handed weapons and kill them with 2 shots. I think i even posted a screenshot of 1 brother getting 1 shot, and another brother getting hit twice in a row, both times getting an injury :D
I mean i dont know whats going on, and where the difference between your exp and my comes from? Maybe youre playing on lowest difficulty? I started on veteran. Maybe youre not hunting raiders, my main source of income is raiders (until i level up)?
Edit: nevermind i just read your other replies
Hrm. My archers have 70, 71, 74 and 75 health right now. They are only wearing 70/70 armor or 90/70 armor. I did invest in the anticipation perk for all of them, and sunk some of my points into ranged defence. I should probably sink enough so that they target my higher HP/armor melee units instead.
My 2-hander wields a kite shield and quick hands into his two-handed axe when engaging in melee. Next turn he attacks, then switches back to a heater shield.
Mind you, while I don’t get one-shotted, I DO take pretty severe injuries at times as I mentioned before!
That said, last battle there were 4 marksmen who dealt little damage to me overall due to some …special tactics.
Edit: Fine, I decided to share my “special tactics” after all in the thread talking about how to deal with ranged enemies.
mrbunnybanParticipantI find tools are not that much of a problem if you are picky about which looted items you repair before selling. Most of the low-quality armor and weapons are not worth it anyway, so I just sell them exactly as I find them. That leaves most of the supply for the items that your brothers use.
Might also have something to do with my generally defensive playstyle – means less armor damage to repair after each battle.
regardless of relationship w/ faction or town, markets will only give you a fraction of the value
The prices actually become more favourable as your rep with that particular town improves. It’s also generally better to do your shopping in bigger settlements. A final hint: if you’re not pressed for cash keep the most valuable stuff in your inventory until you come upon a city with “Ambushed trading routes” status – their stuff costs more to buy, but the also pay more for yours.
Oooh, good tips. Thanks for that.
mrbunnybanParticipantThere’s also the fact one thing is Normal and another entirely is Veteran, which seems to have a number of balancing issues with challenge progression, and there’s a marked difference between the early game and the mid-late game.
I wouldn’t know about that, I play on Expert now in the mid-game. Balance from early to mid-game seems fine on expert, been hitting almost exclusively bandit raider/marksmen contracts as much as possible since they give the best loot. I haven’t hit late game crisis yet though so I don’t know about that either.
mrbunnybanParticipantI’m actually enjoying the current balance of the game so far quite a bit. Marksmen of all kinds are more of a menace, but that just means I’ve got to consider them a threat and work around it. My encounter with ghouls was interesting as I have to plan out when to take kills and when to delay. But necrosavants are still giving me problems haha
Yeah its loads of fun to get people 1 shot sniped before they even got a chance to act.
That is not what I’m experiencing, even when my backline is headshotted. Not enough armor/life? While I do get a LOT of severe injuries from arrows/bolts, no deaths so far from archers as the injured units retreat to safety. I am considering giving my backline nine lives for the occasional mishap though.
mrbunnybanParticipantSo i taken quest on guarding caravan with three skulls difficulity and 4000 crowns, and after some time caravan gets attacked (in night time) with NINE necrosavants, but the troble is that my team spawned too far away from donkey surrounded by necrosavants and necrosavants killing donkey in seconds (not mentioning me) even so i beaten them but how in the frigging world i must save this stupid donkey??? Or is this quest actually designet to loose?
Got this one and I have to agree, there is NO WAY any player is going to succeed in protecting the donkey in this scenario. Even if the donkey spawned in the middle of the brothers it would be really tough to protect such a big helpless thing, much less the donkey being so far away. Setting up a failure scenario feels unfair.
mrbunnybanParticipantI’m actually enjoying the current balance of the game so far quite a bit. Marksmen of all kinds are more of a menace, but that just means I’ve got to consider them a threat and work around it. My encounter with ghouls was interesting as I have to plan out when to take kills and when to delay. But necrosavants are still giving me problems haha
mrbunnybanParticipantI believe it says (if the carrier has the mastery perk) “inflicts an additional 20 damage over time” (i.e. 10 damage over two turns, for a total of 20)?
Perk description is that it doubles the damage to 10 bleed, which is probably the correct description since the base bleed damage is normally 5 if I’m not mistaken
mrbunnybanParticipantI think there way for “slowing things down” (if this is personal preference) — selection of noble houses war as 1st fixed crisis. No destruction of settlements (just raiding, nothing pernament), so you can live your own life (gain equipment and exp) while they fight. And only join big fight when ready.
I had hoped this would work. Can someone confirm selecting ” war” as first option means no damage is permanent?
mrbunnybanParticipantI reported the sae bug just a while ago as ” Morale failure triggers from spearwall” >.<
1. September 2016 at 09:09 in reply to: First feedbacks after last update (new skills and injuries) #16891
mrbunnybanParticipantJust popping in quickly to say that the new perk system looks good! I can’t pinpoint any perk which looks unworthy and of which I would never consider for my brothers. Can’t wait to make brothers who specialise in crippling enemies haha
2. April 2016 at 16:43 in reply to: Possible to progress at Deadly difficulty if you choose to kill Hoggart? #14008
mrbunnybanParticipantYeah. It’s not actually killing Hoggart that’s hard. What is hard is fulfilling the obligations of the opening contract (hire at least 3 more men and buy weapons and armour) without the “armour” being little more than rags and the weapons not being sufficiently durable to take on the much more heavily armed opponents that you often find yourself having to take on early at Deadly. If there was no requirement to recruit a certain number of men, you could just buy decent weapons and armour for your 3 starting troops and use only them to kill Hoggart (and then they’d get a nice load of experience points to start with, as well, instead of having to share them with some also-rans that you probably didn’t really want).
So your plan is to take out zombie Hoggarts and then run? Somehow, I doubt 3 decent troops could take out 11 mid range armor zombies. The screenshots you just posted above look like some sort of joke scenario from the devs.
2. April 2016 at 10:36 in reply to: Possible to progress at Deadly difficulty if you choose to kill Hoggart? #14006
mrbunnybanParticipantI playing on deadly atm and i´ve killed hoggart both times I´ve started a game. Like on day 2-3 after you go get more men.
Use high ground and pray the RNG gods are in your favour. Both times it was really close fights, but both times i won.Killing the thugs early might make a few of them run. Then you only need to deal with hoggart.
Zombies do not run. I’m guessing the situation posted above where you have to fight 11 zombies didn’t occur to you?
30. March 2016 at 14:30 in reply to: Possible to progress at Deadly difficulty if you choose to kill Hoggart? #13946
mrbunnybanParticipant…THAT’S what fight awaits on Deadly? Looks a little more than deadly, lol. Think the devs overdid it.
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