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NamespaceParticipant
Please give us an answer.
I would really like to know if Student is still a viable perk to take in the beginning or if – like some people said – the contract difficulty is scaling with the over-all (sum or average?) company level and thus we should not take student as one of the first perks.
Some transparency on the matter would be really great.
NamespaceParticipantWell 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.
You probably need better armor. They should deal big armor damage but not 3-hit someone. Once you get scale armor and maybe battle forged perk it should look a whole lot different. If you feel you are not up to take them, just retreat. There is no point in fighting a battle that you can’t win.
I think the main problem lies in how the scaling works right now. If you roll a good map and get decent guys and armor from the beginning, encountering 2 savants at day60 will not be a problem. But if you lost some guys, your map sucks or you take 3-day caravan escorts you may at the same day ingame just be wearing a few mail hauberks maybe (e.g have 30k crowns less than in the other campaign). The game felt a lot more fair and transparent when it was still balanced on renown imo.
NamespaceParticipantOh I had this Skull thing too but I didn’t realize it was a legendary it’s kind of underwhelming. I wonder if it’s effective with fearsome and maybe direwolf mail armor.
Is the orc warlord necklace that grants immunity to stun and knockback also legendary?
NamespaceParticipantWow… So much time and effort spent on this!
Generally, having the game pause when an enemy comes in sight would be a great addition. I sometimes go to the kitchen and get coffee while my company is travelling to the next settlement. Same with caravan escorts.
All of your suggestions look great! +1NamespaceParticipantAgreed. Feels like an unnecessary addition.
To be frank though, this is the case for the whole system. It does not feel fair. In some cases it feels overpowered because if you have the advantage, you can just snowball the fight.Spearwall specific though, I think they should change it to only have the morale check happen when the spearwall gets broken completely.
NamespaceParticipantWhat is this… why do we need this?
Question: If i retreat all the way to the back just to flank around them and eventually I leave the last 2 columns/rows of tiles, will my morale get back up from breaking?
I really don’t see how there was a problem with retreating and re-entering combat. Not to mention it took forever and was not fun, it should be up to the player to do so or not.
NamespaceParticipantWait what? Brawny also affects initiative, not just fatigue?
It does. Notably if your archers are wearing Mail hauberks (150 armor, -18? fatigue) – probably gives you around 10-15 initiative back. On the other hand, it hardly gives you a boost if you are wearing named armor (~130-150, -10 fatigue or so). Ideally, I would try to equip my archers with named armor and helmet (~120-180 defense, no sight malus, looks like a direwolf head) so they are somewhat protected against crits and look awesome.
Anyways, while brawny seems nice I think it’s overall a wasted perk point on archers – in my next playthrough I will replace it with recover and see if that works any better.
NamespaceParticipantWell, wolfriders are really strong enemies in the early game – but I have to agree, later on they are really weak.
I generally do avoid goblins because their loot is absolutely abysmal, so if they were to buff any goblins I really think they should improve their loot too.
I really see absolutely no reason to risk a few wounds fighting goblin archers when loot is basically non-existant.NamespaceParticipantCan’t really go around that malus, sadly. I would recommend you just visit a tavern before you decide to use them again.
They can only have steady morale or worse, right? That shouldn’t be too much of an issue anyways.NamespaceParticipantRenown scales contract payments and unlocks new contract types, but has no bearing on contract difficulty other than that.
Could you please tell us what actually does affect the contract difficulty?
NamespaceParticipantI think its fine as is tbh. I am not quite sure how the anticipation formula works:
(1+10% of ranged defense) x distance – at 20 ranged def and a distance of 7 this would amount to 21 extra ranged defense. (I think this is how it works)
1 + (10% of ranged defense x distance) – same values would still amount to 15.Dodge is quite nice in the early games when you don’t wear much armor. I am only using dodge on Archers really and the stat increase is not high enough to protect them from polearms reliably.
Underdog is still by far the best defensive perk for frontliners imo. In previous builds it used to be quite common actually to have a brother be surrounded by 6 orcs. It did not matter much being surrounded by that many enemies mostly due to how reach advantage worked. And it still happens to me quite often that some brothers on the flanks get surrounded by 3-4 direwolves at once.
Anyways, I see dodge being maybe a little bit too powerful in the early levels but it’s nice not losing quite as many archers to crossbows.
NamespaceParticipantYeah this would be a nice quality of life improvement!
NamespaceParticipantGot a mail shirt drop from a merc party that I ran some direwolves into last night; I’ll try to reproduce the case tonight and submit a bug report if I can reproduce it.
I can confirm this. *EDIT: It was supposedly fixed quite a few patches ago, right? not recently?* I got a mail hauberk once from a battle between mercs and raiders. In my case, I went to attack them when they were 10 raiders vs 9 or so mercenaries. By the time I joined the fight it was down to 9 mercs vs 6 raiders. I figured the mercs would make quick work of the raiders so I decided to just skip through the fight because I figured in the best case my guys will get one or two kills and thats it.
One of the mercs died eventually. At the end I got this fully repaired mail hauberk – which seems a little weird. It should be damaged, right? Maybe that is because I never actually joined the fight and all opponents/allies stayed hidden?Anyways, I think this should be fixed. Usually, getting decent free armor from enemies is risky. Like daggering a hedge knight or bandit leader.
Getting that dagger kill on a Hedge Knight in 300/300 armor +2h weapon and saving ~15k crowns is one of the most satisfying and thrilling things in the game.
Much like a 3s airtime midair in tribes :)NamespaceParticipantOther thing is that Legionnaire shields are reasonably breakable for Axe specialists, unlike Warrior shields which are a waste of time to try to break.
Yes, Archers are a lot less effective against the Ancient Dead, but they are not entirely useless when the Legionnaires come around; they still do full damage to armor, so they can still armor-strip the Pikemen. Which make them really easy to get chopped by a Greatsword or Warbrand user (via Split). Also, since the Legionnaires have really low initiative, it’s really easy to stack Overwhelm on them with your Archers. Heck, even full plate users can stack Overwhelm on them.
My guy with fighting axe makes pretty short work of those shields. Finding a named axe with high shield damage will be a lot more exciting than before now. Also flails are great since they ignore shield defense (20 on a tower shield), but their damage is not that great. Splitting shields and using hammers is probably more efficient.
As for archers: I still think they are amazing against legionaires. War bows pretty much melt their rather light armor (135-150 ish I believe) and overwhelm helps to keep your shield bros from getting hit by those nasty pikes.
NamespaceParticipantAwesome. Axe throwing duelists ho, then!
Now if only axe mastery increased the damage they did to shields…
You mean, you give axes to your duelist or you want to build a whole character that just throws axes? A duelist usually doesn’t have a lot of ranged skill and archers need the perk elsewhere. But sure, give axes to your duelist because throwing axes is probably better than doing nothing.
Anyways, the biggest problem I see with throwing weapons is their small ammo size. Even with bags and belts you can only carry 20 thrown weapons at most.
Aside from that their damage is too low even with the perk. Ofc if you find some named ones with high rolls they might be a bit better but then again, thats just 4 uses per fight. -
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