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  • in reply to: a team with 12 xbows is just too op #12351
    Avatar photomrbunnyban
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    Not really. Go to the last 2 or 3 pages of this thread.

    [suggestion] Clearly unbalanced enemies

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    Nicely done. Wish I could recall how many orcs I used to fight back then so as to compare, haha. But I don’t remember having a problem anyway.

    BTW, how did you retreat to find good battleground safely? Just running in the opposite direction works?

    in reply to: a team with 12 xbows is just too op #12349
    Avatar photomrbunnyban
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    I do like original ideas for tactics. I kinda use this for my xbowmen. Except I have only 3 and they use 2-H greatswords. But I still don’t understand how you’d take on 20 or 25 orcs with 6-8 orc warriors or an army of 35 undead with 10 Fallen Heroes and some Lost Souls.

    I remember on one occasion the last few orcs got tired out and had to pass turns due to lack of stamina, haha.

    this is why I love using maces against orcs. Just beat em senseless

    I don’t quite remember the size of the forces I fought back then, but wouldn’t that many enemies destroy anyone?

    in reply to: a team with 12 xbows is just too op #12343
    Avatar photomrbunnyban
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    My personal experience is that I could often take out one orc warrior before they get into melee range, two if I got lucky. Because you’re firing 24 bolts and one of them is bound to crit. And having one less orc warrior to deal with is a big boon. You don’t wanna play cha-cha with such dangerous enemies in melee. When they get close just go all out on the offensive. Whack them with big two handed weapons.

    They are too accurate and do too much damage for you to prolong the battle. Don’t even bring a shield to this fight. Bring 12 billhooks. Some brothers will die, but that’s what happens when you go up against 10 orcs.

    Huh. What level are your guys? Are they fully levelled and geared up? I generally don’t take casualties against the orcs once I’ve capped out my team in levels and gear. That was before the update which made some damage always punch through armor though, so not sure if my tactics still work as well. I remember on one occasion the last few orcs got tired out and had to pass turns due to lack of stamina, haha.

    in reply to: a team with 12 xbows is just too op #12325
    Avatar photomrbunnyban
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    What? No ? ? ? With the bags and belts perk you get 4 slots, so your merc’s gear’d look like this: xbow+xbow+spear+shield.

    Eh?

    EH.

    Gosh, it’s been awhile since I’ve played this game. Forgot ammunition has its own dedicated inventory slot, lol. Just to confirm since everyone keeps bringing it up: you did try this tactic against the big fat orcs, right?

    in reply to: a team with 12 xbows is just too op #12307
    Avatar photomrbunnyban
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    Thanks for the thoughtful comment! I just wanna note that the bags and pelts perk completely solves the shield problem…7 of your guys can start the battle with shields in their hands so that the formation is solid and nobody gets a lucky(unlucky?) goblin poison arrow to the knee on the first round ?

    The amazing thing is that those 7 guys can still fire 2 bolts on the first round!

    You start out holding a shield: 0 AP for quick hand switch to 1st xbow + 2 AP to fire + 4 AP to switch to 2nd xbow + 2 AP to fire = 8 AP in total, which can be done since everyone has 9 AP (but not sure if this will change in future game versions)

    SO yeah, grab fast adaptation ASAP and then go straight for quick hand and bags and pelts.

    Though I do wish there’ll be an easier way to switch weapons. It’s a hassle as of now. XCOM 2 handles this part quite well, so maybe implement something similar? :)

    If you do that, as soon as they’re caught in melee they’ll have to punch their way out as they don’t have a melee weapon. But goblins tend not to rush in so I suppose that’s less of an issue with them anyway.

    in reply to: a team with 12 xbows is just too op #12292
    Avatar photomrbunnyban
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    Quick question: how have you been distributing your stat points? Because to make this team effective you’d generally have points put into both melee combat and ranged combat. Which means some other combat statistic has to give. The third is probably going into stamina… or health?

    Hi, it usually depends on the individual brother that you’re leveling up. If he’s too low on health, focus on bringing it up to 60 first. If he’s too low on fatigue, bring it up to at least 80 (with 110 basic chain mail equipped). But yeah, the basic idea is to level up melee and range attack on every level, and then focus on leveling up melee defense after health and fatigue are sufficiently leveled up. (Farmhand, Wildman and Hunter brothers are awesome)

    Personally I think fatigue isn’t that important in this build as the battles are usually over by the time your 80 fatigue guys get tired in melee. Don’t try to use crazy orc weapons though ?

    Interesting. I’ve considered leveling up ranged as well as melee for my peeps because I wanted them to use javelins. I hesitated for this reason as I was afraid my troops were too fragile due to lack of melee defence. The range of your crossbows and the fact that you use two sets takes care of this quite well. I guess your team can be considered an aggressive build that counts on crushing the main bulk of enemy forces before their lack of defences becomes an issue. Especially since they all use two-handed weapons once the stragglers close in.

    I may give this a try to see how it compares to a more balanced team (which I should note also has no problem winning battles without casualties). I’m a little worried about enemy fire due to lack of shields, but goblins tend not to use much shields themselves and your team simply out DPS-es them.

    in reply to: a team with 12 xbows is just too op #12281
    Avatar photomrbunnyban
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    Quick question: how have you been distributing your stat points? Because to make this team effective you’d generally have points put into both melee combat and ranged combat. Which means some other combat statistic has to give. The third is probably going into stamina… or health?

    in reply to: ! A New Challenger Approaches ! #11737
    Avatar photomrbunnyban
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    Ahahahaha… That guy from a crapsack world who chops down unnatural being with over-sized swords. Guts is actually fairly appropriate for the setting as long as he isn’t bringing the Dragonslayer to the table.

    in reply to: A Bit of a Surprise #7300
    Avatar photomrbunnyban
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    People used to reload game just to get the higher stat values, you see. Static stat gains gets rid of the need for those shenanigans, which I appreciate.

    in reply to: Ragnar The Destroyer's Triple Decapitation #7246
    Avatar photomrbunnyban
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    Whoa, that was awesome. Thanks for sharing :)

    in reply to: Before the new big step forward #6703
    Avatar photomrbunnyban
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    Pillar of Eternity suffers because of it, in fact. You have to min/max a lot because otherwise your character ends up doing nothing in combat (mainly because of flat damage reduction instead of %)

    That’s the fault of the high flat damage reduction rather than less binary outcomes, surely… but I think you point that out later in your post yourself.

    Rusbear: I certainly appreciate you telling us Rusbear, and I’m not even the game developer haha. I think folks who like very heavily tactical games don’t appreciate the luck aspects so much. I find swingy randomness easier to forgive in Darkest Dungeon becos I’m controlling a small squad of 4 in simplifeid positions. DD’s main draw to me is the flavour; the game is oozing that dark and despair flavour like crazy. Even then, folks complain about the randomness thre as well (and unlike BB you can’t load a previous save hahaha)

    Battle brothers, you control up to 12 pcs on a full tactical hexagonal grid. Yeah, I can see how the folks who enjoy playing with that setting may want luck to play less of a role.

    in reply to: Before the new big step forward #6665
    Avatar photomrbunnyban
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    Hrm. Guess these folks don’t enjoy X-com or DnD if they abhor random hit rolls? I hve the feeling that the randomness is an intended feature to represent the crap that life throws at you. Folks playing Darkest Dungeon have the same complaint.

    I find Pillars of Eternity’s solution interesting: Total roll of 0-15 is a miss, 15-50 is a graze for half damage, 50-100 is a regular hit, 100+ is a crit. Battle brothers would be 50-75 is a hit and 75-100+ is a head shot/crit I suppose. Would totally mess up the current balance of the game, but it is a solution.

    How does that sound to you, RusBear?

    in reply to: A Question For Current Players #6499
    Avatar photomrbunnyban
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    Okay, rather than tell you, how about I share a video series with you? The devs have a let’s play video where they fight off goblins at level one, then subsequently take undue losses from young orcs and then have to struggle to recover. Sounds good?

    Let’s Play Battle Brothers – Episode 1 (Goblin Update)

    in reply to: Message for the developers #6130
    Avatar photomrbunnyban
    Participant

    Just tried it again a few times, goblins thrashed me lol. I should have tried to remember what I did exactly.

    In the proper game, I’ll make sure to fight them goblins at NIGHT(-3 vision, -50% ranged attack I think). Take that, stupid archers!

    in reply to: Message for the developers #6119
    Avatar photomrbunnyban
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    I won this fight. Took many tries, mind you, but I did it. I’ll try again and try to post a screenshot.

    I kept my men separated so that only one can be entangled at a time, and gave shields to all units except the archers. Can’t remember which weapons I focused on, but I’m pretty sure I used the military cleavers.

Viewing 15 posts - 91 through 105 (of 129 total)