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Topic: Build 0.5.0.1. Discussion of the patch.
Home › Forums › Battle Brothers: Game Discussion & Feedback › Build 0.5.0.1. Discussion of the patch.
- This topic has 81 replies, 24 voices, and was last updated 9 years, 4 months ago by
Bottlebrother.
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21. August 2015 at 15:11 #5982
RusBear
ParticipantIt is already clear at once that it would be a lot of discussion and questions. Therefore, to create a theme that did not produce a lot of different. And developers and all of us will be more convenient.
The first
is when you run a long-awaited desire to patch it: Oh give me the ability to customize the face, or at least choose 3 of my first man. I have 10 minutes started a new campaign, I do not look for good stats performance and not trying to pick favorable backgrounds – I was looking bearded men! :)
Second,
once you need to produce a manual for the new armor – damadge work. After 10 fights I have a strong feeling that the damage goes just randomly. it is not good.You can find an explanation of the new armor mechanics here.
tnx, certainly I read it as soon as it appeared, but honestly, it does not make any clarity on how the damage it is now in the battles. Maybe it’s the difficulties of translation, I will view more
21. August 2015 at 15:29 #5984Rap
Keymaster21. August 2015 at 16:58 #5991RusBear
Participanthmm idea of fixing the amount of skill points to level still looks very damp. Skill melee and protection is always increased by 2, and it does not depend on the background of the character or\and of any of his other parameters. in this situation, and restrictions on the level with the mercenaries again who has start high refractive become even more imbalanced.
But new visual of orcs in game looks even more better then on screen shots, very very good. :)
21. August 2015 at 19:32 #6002Asterix_von_TWC
ParticipantI love the graphics rework in general, its much more engrossing.
With the understanding that this will change, I am not fond of the “stock” starting character setup at present, I really, more than ever want some sort of control over creation… or a return to a subset of random characters.
MY MAIN POINT:
The animations – I would slow them down, and deepen the sounds to make both impacts and misses more “meaty”… at present its sometime hard to tell of there was an impact or not. Have you thought about playing a metalic sound alternating with an air swish for a miss?
If you slow down the animation 200-250% the whole turn-based joy will unearth itself a bit more… at present it feels a bit “slapstick”
21. August 2015 at 20:20 #6008RusBear
ParticipantWeapon brakes too fast…really too.
On the screen shot – “Well range def, Magnus! Who said that you are dumb x2 ?!”Attachments:
21. August 2015 at 20:23 #6013Rap
Keymaster22. August 2015 at 05:13 #6025Zinistar
ParticipantGoblin are Over Powered. It is ridiculous and not fun. This coming from someone who enjoys getting his ass kicked, and figuring it out later, but this is utter nonsense. Just No….No…….no.
22. August 2015 at 05:20 #6027leery
ParticipantI personally feel like the goblins are too over the top for now.
The idea of a race of small, unconventional group of humanoid creatures may sound good at first, but they seem too powerful compared to other hostile factions of the game. The price boost and the nerfing of stat increases have all meant that it goblins will hit and dodge most of the time while quickly dispatching most troops, shields and armor be damned.
If this is how goblins are supposed to be like, I think that the goblins shouldn’t appear in the world map too quickly, perhaps slightly later than orcs so that players can at least have some time to level up their troops. Alternatively, make them far more cowardly than they currently are, so that the first or second casualty have the potential to break their morale.
22. August 2015 at 09:44 #6028RusBear
ParticipantAs I said immediately once were announcing the first part of this goblin’s review – faction looks too strong at all kinds of tricks. I was right and even more:
Met 5 orcs – a victory 5: 0
Met 5 goblins – defeat 0: 8
In principle – 5 goblins more powerfull then 5 orcs?
I do not catch logic.
We need a nerf goblins or enhance all the other factions. Let the game will be the competition “how many days will have time to live your mercenaries balls in the bushes from every shadow” :)
Great patch of content. Titanic work. But it is very wet on the balance and playability.22. August 2015 at 10:13 #6029Holy.Death
ParticipantI think we need a scout version of the goblins (something akin to young orcs, which are not as deadly as the other orcs). Or – as leery said – make them appear later in game. I met my doom on hard on day 3 or so, while escorting a caravan. I simply didn’t have time to buy myself a decent gear or level up.
22. August 2015 at 10:23 #6030thenewromance
ParticipantIn a cruel turn of fate, goblins have gone from punchingball and butt of jokes to the greatest horror since the Plague :D
22. August 2015 at 10:44 #6031Taricus
ParticipantThe new starting companions look a lot more special now, and I particularly like that atleast one of the backgrounds mentions the others in it.
I do think the armour piercing effect may’ve been a little overboard though, given how much damage seems to just go through. And I’m a little terrified of going up against any orcs now, given that you needed high level brothers in medium-heavy armour to deal with them and get out alive, since those weapons they have were absolutely nasty prior to the change and that change likely means they can just outright kill a brother in armour.
Also, the payout for clearing out lairs seems too low nowadays, especially given how tough those goblins are. I mean, 600 gold to clear out ten goblins? I didn’t think they were ever that stingy prior to the update since all the other jobs, but now it’s not worth doing so since the cost of replacement brothers outweighs what you’d get for completing the job most of the time.
Also, I think something might be a little wrong with the worn-out armours, given that they have a higher armour value compared to the regular armours. Dunno if that was intended or not given the dev diary said they’d be weaker than them.
22. August 2015 at 18:26 #6042RusBear
Participantjust 2 times hit bandit’s mob boss who, according to the bars there was no longer any HP or Body armor – zero damage. Visually, his helmet was not injured. in log battle -nothing. Either I do not understand anything in the new system of armor or he – Highlander. perhaps I put it off until the game. I do not want to worsen feelings and their attitude to the game
22. August 2015 at 18:31 #6043Rap
Keymaster22. August 2015 at 18:33 #6044Hobbes
ParticipantGoblins definitely need a balance pass, giving the bulk of the skirmishers those spiked bolas is a major issue, it means the AI tends to hang back and bait you into moving up, the problem is in doing so you give them the first attack, they then focus down two or three of your brothers with the bolas and before you know it the field looks very unpleasant. Can be hard countered by spamming mass archers but that setup is not viable for any other opposing force.
Most other fights are winnable, even if tough, but goblins are way, way out there. Seriously wacky balance issues indeed, once you do get into fight range, they’re not quite so bad, but the problem is they’ve usually halved your force by then with thrown weapons and the like. Not really a good option. Suggest limiting goblins with bolas to no more than 1/5-1/4 of their army makeup. It’s unlikely the player would have that many throwers, so the AI shouldn’t be stacking that many either.
The new art does look fantastic, so that’s a major plus.
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