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Viewing 15 posts - 136 through 150 (of 168 total)
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    Still I am amazed at how fast you’re working!

    Avatar photoNamespace
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    Jesus christ that was fast!
    Did you already have this fixed or did you literally fix this bug in 15 minutes?

    in reply to: Survey: Repairs at blacksmith #20437
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    they are not expensive for any early/ mid company at all, allow me to explain:

    in early/ mid game the main crown source is those weapon looted from dead bandits, after fully repaired the selling price for each of those will be from 100c to 500c, depends on the type, and 1 set of tool supply will fix you a lot of weapons, which means you will be filthy rich. :D

    Oh I was talking about the instant repair function at the weaponsmith or armorer buildings. Idk for weaponsmiths tbh because weapons repair fast enough as it is and don’t use a lot of tools.
    For early and mid companies the repair function is costly and kind of unnecessary, but on a late game company where my frontliners are waring 300+ armor it can take forever to repair them with tools so I sometimes just go to an armorer and repair it instantly for 900 crowns or so.
    They are also helpful for contracts like caravan escort or settlement defense where you have to fight multiple parties.

    They also lowered the prices of tools in one of the recent patches, at least on expert and we can carry 150 tools too. So yeah reparing weapons for extra cash is great.

    in reply to: Beta 22.02.17 feedback #20433
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    I personally have no problem dealing with archers in veteran difficulty, but then I run a pretty archer heavy composition myself, usually 4, sometimes as many as 6 ranged characters. Perhaps that is an issue for those with complaints? I simply out-shoot the enemy.

    I am fairly certain they already fixed brigand marksmen after we all complained very heavily. There was also some post somewhere that pointed out a bug related to archery and blocking line of sight. After some update 2-3 patches ago I stopped having problems. I finally have the feeling putting some points in ranged defense actually makes a difference again :).

    in reply to: Does duelist apply to thrown weapons? #20432
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    Wait what? You can shoot geists now???

    Well, as I said they have REALLY high ranged defense so you need archers with very high ranged skill. I am currently using fast adaption on my 3 archers and it seems to help a lot with souls especially. On average I would say I can take out 2 souls per round if they are on even ground and don’t have blocked line of sight, with 3 archers 90 ish ranged skill. 20-30% accuracy with the 4ap shot.

    in reply to: Does duelist apply to thrown weapons? #20413
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    Well. Skeletons do have high resistance against arrows but their armor doesn’t. I still run archers with a polearm in their inventory against them to destroy poler’s armor before they come close. Overwhelm is also very powerful to protect your front line against polers.
    And while spears don’t do a lot of damage against skeletons I still use 2 spear wallers to cover the flanks and have the rest wield hammers/swords and flails or axes to get rid or ignore shields.

    Also since the most recent rework of geists it’s actually feasible to kill them with archers before they can come close.

    in reply to: Beta 22.02.17 feedback #20387
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    What I think should happen is that:

    — Polearm Mastery should be altered into a mastery of 2-handed weapons (polearms, longaxes, great-swords/axes/hammers and any other 2-handed melee weapons) that reduces the fatigue costs and increases the accuracy/damage of all the relevant attacks (including Split Shield when using any 2-handed weapon that has that skill)
    — All the other melee weapon masteries should reduce the fatigue costs of using any 1-handed melee weapon, but should confer accuracy/damage bonuses specific to the weapon chosen
    — Throwing Mastery should also reduce the fatigue and action point costs of net-throwing, and (since throwing weapons are 1-handed weapons akin to spears and axes) should reduce the fatigue costs of using any 1-handed melee weapon

    This sounds very nice indeed. All the different masteries are kind of exhausting tbh. I think you could add a ranged mastery for xbows, bows, thrown, nets. I’m fairly certain that someone who is good with a bow will be even more accurate on a crossbow so it makes sense from an immersion perspection too.

    in reply to: Does duelist apply to thrown weapons? #20386
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    I think they do benefit from duelist.
    And throwing axes are throwing mastery only weapons afaik.

    I never found any use for throwing weapons really. I have tried to but never found a really good usage, at least not worth using throwing weapon mastery. Say you play against a full melee kind of enemy you could use throwing weapons on the guys that dont use spearwall since they have some free time. It just doesn’t seem very viable without quick hands and I usually don’t have spare perk points.

    in reply to: Upgrading the Battle Standard #20378
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    It just feels way too weak. Even during early game, since there is no T2 pike weapon (aside from maybe broken ancient pikes and if you count goblin ones).
    At the point in time when I get to fulfill this ambition I usually already have pikes from raider battles.

    It definitely needs some kind of buff. Maybe change it’s attack to use only 5AP like the goblin pike so we get a little bit extra mobility or add rally as second skill so we can save that perk point.

    Rally in general feels weak. I am wondering if they also nerfed the orc warlords roar. Does he still give confident to his minions?

    in reply to: Survey: Repairs at blacksmith #20377
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    Noticed that tooltip eventually… but it took me about 200 hours ingame I think :).
    I just think it is a bit too expensive for any early – mid company anyways. Only really makes sense when you got a few thousand crowns to spare.

    in reply to: Beta 22.02.17 feedback #20353
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    @Sarissofoi you summarized that nicely. I do agree with most of the points you made.

    I think highest priority items would be Endgame crisis too fast (150-300 days) would be adequate imo, Nachzehrer – swallow ability, having undead legionaires show up a little later and/or in fewer numbers, inventory space, better banner (maybe upgrade) or attach flag to any polearm, fatigue management is too harsh and well.. bandit rebalancing (though since the last update it felt they did some ghost tweaks already).

    Anyways good job guys, I really like these most recent changes to perks and archery!

    in reply to: Student Perk #20273
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    Using on anyone with decent talents. It also helps for 11+ so I still see it as being very strong for anyone you will want to keep.

    in reply to: I drawing things! #20268
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    That helmet looks amazing!
    Why does it look like you have a direwolf scale armor?! Is that actually a thing now? Direwolf mail is probably my favourite armor style in the game but its just paper in mid to late game.

    in reply to: Headhunter event (spoilers) #20219
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    Oh this is probably not really a spoiler since its an old event. Especially early it is probably a fight you can not win. I think the best way to deal with this situation is to remove almost all of your units after you got the head and just have very fast bros in the back line to do a quick tactical retreat.

    in reply to: (AGAIN) Mission objectives too far. #20204
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    I think this is working as intended. You got hired by some noble to help out with greenskins, that is because there is a greenskin camp in that region. Unless you get rid of them in some way or another, you will recieve similar quests in most cities of that faction.
    What is a little weird is that one town offers the quest as a 3-skull contract and another maybe as a 1-skull.

    Aside from that, on my current map I still get the “recieve this and that item from some ancient dead” contract location sometimes very far away. They say east of here, but its actually east of the town east of the town east of here.

Viewing 15 posts - 136 through 150 (of 168 total)