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RusBearParticipanti like № 8.
It is “Take contract for 3 skulls for greenskins on deadly”…5. September 2016 at 00:46 in reply to: First feedbacks after last update (new skills and injuries) #16982
RusBearParticipantWhy so?…
because… read the discussion further. Discontent caused not the fact of getting team shot in the back in a straight line – it is ok, “realistic”, even good, but what with the shooting at a diagonal trajectory from 6 hexes “to miss” Archers now with a 90% chance to get a single hex where is your brother. That is bad.
RusBearParticipantI think that a good solution would be to add some perks (extra) available only for veterans in your company. mercenary is, an example, in a party at least N days and no less than N level – he gets an opportunity to select an additional special perk.
So it will be possible to solve both problems :
1. “11 levels – not enough”
2. The trend to replace all the brothers for sellswords or knights in the late game.3. September 2016 at 10:58 in reply to: First feedbacks after last update (new skills and injuries) #16947
RusBearParticipantInteresting fact №3 :
Fisherman/farmer/ lumberjack with 3 stars talent in range def can get only +3 on level up
Sellsword with 3 stars get + 42. September 2016 at 12:24 in reply to: First feedbacks after last update (new skills and injuries) #16925
RusBearParticipantdel
1. September 2016 at 22:26 in reply to: First feedbacks after last update (new skills and injuries) #16918
RusBearParticipantAnybody saw temporary head injury? For mercenary or enemies?
1. September 2016 at 17:07 in reply to: First feedbacks after last update (new skills and injuries) #16910
RusBearParticipantI use the data for the calculation of the damage / armor from developer’s blog and official wiki. If something changes, I would like to know about it in changelogs. But, frankly, it seems to me that this beta patch just yet contains an error in the calculations. Cuz i see some time wrong damage (which is clear and without accurate calculations)
1. September 2016 at 12:46 in reply to: First feedbacks after last update (new skills and injuries) #16905
RusBearParticipant…
Or maybe goblins have their own secret perk system that includes increasing the armour-ignoring potential and poisoning capacity of tiny bows?
It seems that developers need to create a main topic which will be written in figures and examples described mechanical damage and to translate this theme into all languages-quality translation.
again :
Ок. It is aim shot- so i was little wrong – aim shot has 30-48
maximum damage that can be done on the mercenary whose armor 110 remains (130-20 = 110) is 48 * 0.35 = 16.8 minus 10% from 110 – 11 = 5.8 …
banned that scum immediately…or fix wiki
RusBearParticipantPaul, i must say you personal “thanks” for Norse Champion’s helmet…it.. like 2 blades – axe, but helmet )
1. September 2016 at 10:11 in reply to: First feedbacks after last update (new skills and injuries) #16892
RusBearParticipantinteresting fact #2
goblin ambusher – aimed shot by t2 goblin bow.
the mercenary armor – 130 + heavy armor perk
got : armor damage 20 , hp damage 10… if you count – the maximum damage could be only 5 hp.
I ask developers to ban this cheater )31. August 2016 at 19:58 in reply to: First feedbacks after last update (new skills and injuries) #16884
RusBearParticipantan interesting question №2:
no more perk – Increased damage on stunned – does this mean that the orcs no longer have this damage after jump… or it is again “bias” )
RusBearParticipantEven a little jealous – so much enthusiasm and a serious approach to the proposals. I think I even know the author). It is a pity that so little time before the release…
But let a little optimistic!
100 % I support all the suggestions.
RusBearParticipantOk, in new patch i see 3 miss from 4 hits with 90% very often. So – baner generator have more chance to be then not )
RusBearParticipantSo, final “no” to any baners generator?
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