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Viewing 15 posts - 106 through 120 (of 129 total)
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  • in reply to: Build 0.5.0.1. Discussion of the patch. #6115
    Avatar photomrbunnyban
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    Thanks for the correction, the nets/entangle do not reduce attack. Huh.

    One important thought we had in mind when designing the goblins is, that they should be viable End-Game opponents. Before we only had the Orcs who could more or less keep up with player progression.

    AHA! That is the problem, right there. Essentially, all those goblins we’ve been fighting are the equivalents of ORC WARRIORS, NOT YOUNG ORCS. So even though we fight smaller number of goblins and thus the rating thinks the goblins are weaker, the fact that we’re fighting end-game enemies which easily slaughter larger number of battle brothers. Consider making goblin rookies which players can fight more easily in the early game.

    Mind, I even changed up my strategy to fight them goblins at night. It helped, but I still got slaughtered, haha. That’s about right though, considering I’ve been picking fights with orc warrior equivalents instead of young orcs. I should have realised that sooner.

    in reply to: Build 0.5.0.1. Discussion of the patch. #6094
    Avatar photomrbunnyban
    Participant

    If the accuracy of thrown weapons is determined strictly by range, this may go some way to explaining the absolutely absurd accuracy the goblins have with their bolas, seriously, they have a hit rate in the upper 70’s with those things at the outer edge of that range during daytime, but they won’t use them at all during night (I’m guessing this is because the AI knows the chance to hit and therefore assumes it’s a waste of time).

    In the scenario at least, I noticed that the goblins accuracy with bola is okay, pretty hit and miss. It’s just really devastating when they do because the bolas reduce both defence and attack. It’s possible you just had a bad round of RNG.

    I’m more concerned with those darned shaman – there is absolutely no way to resist being entangled by roots every round and the shaman doesn’t get tired doing it. Fortunately there is a work around to reduce the effect by separating out the units so that entangle only affects one unit at a time.

    in reply to: Cleaver always causes bleed #6091
    Avatar photomrbunnyban
    Participant

    Well, if you’re fine with how it works that’s okay. Consider updating the tooltip since the current tooltip suggests that it will cause bleed when there is no armor left, iirc.

    Speaking of tooltips, your mining pick’s first skill is called “Hammer”. I know this is leftover from the days the updated version used to be a hammer, but consider changing the name of the skill.

    Edit: well, I guess you can update the incorrect tooltips all in one shot later haha.

    in reply to: Whole Company Slain by 5 Goblin Wolf Riders #6089
    Avatar photomrbunnyban
    Participant

    I couldn’t really get swords and shield to work well for me in the scenario., although I did win through brute force. I think that the battle brothers in the scenario don’t have high enough melee defence to make it work well.

    in reply to: Whole Company Slain by 5 Goblin Wolf Riders #6057
    Avatar photomrbunnyban
    Participant

    I’m guessing giving everyone shields and swords should be pretty effective against the wolves. Since they are multi-hit attackers like the werewolves, using the counter attacks makes sense. Well, I’ll give it another try in the scenario to confirm later.

    Avatar photomrbunnyban
    Participant

    Haha, it was actually mostly just really cool, since my playstyle involves frequent casualties anyway. 😛 I play with a dedicated group of berserkers, acquired through seeing which recruits survive charging straight into enemy lines with two-handers.

    These kind of unit divergences are some of the best details in the game. An enemy that is powerful, but only powerful under certain circumstances really keeps you on your toes. It’s why I’m happy that a part of how they balance things is through tweaking AI behaviour. I’m hoping we see some slight tweaks with the berserker AI though, so that players get to see that aspect of their design more often. If I’m remembering correctly, they get increased damage, resolve, initiative and damage resistance for every kill. The amount depends on the number of kills and each turn they lose some of it. They also have the berserker perk, so they regain AP, too. They’d be pretty fearsome if they made the most of that.

    Whoa. I made them priority targets without thinking too much about it because they were unarmoured and used high damage weapons. I never realised how scary they could get. I’ve gotta avoid bringing in cheap milita into fights with them haha.

    in reply to: Favorite weapon #4180
    Avatar photomrbunnyban
    Participant

    I did not fight many undead until now, but I assume they are immune against the stun.

    I’m pretty sure I’ve successfully stunned a Fallen Hero before.

    If I’m not mistaken, only Orc Warriors and Warlords are immune to stun.

    What? On top of knockback immune, they’re also immune to stun? That’s rather extreme. All those stun based skills are more worthless then I thought. After all, the orcs are the hardest things on the map

    Actually, from my experience, the orc warriors and warlords are immune to other key tactical skills: hook, shieldbash/pikepush, stun.

    So it’s really scary when they bash through my lines (and sometimes they double bash) into my soft dps core units, which is why I adopted a more mobility/dps approach to skills and weapons. It does make fighting them a harrowing but epic experience though.

    I had a team which was brute force focused (high armor/defence/dps, all troops) , albeit with weapon switching. I’m now experimenting with more kooky tactics, but it seems like tactical skills are pointless. Immunity to one or two types of tactical skills is good so you are forced switch tactics. Immunity to them all means brute force tactics win out. Not such a good design imo

    in reply to: Favorite weapon #4171
    Avatar photomrbunnyban
    Participant

    I did not fight many undead until now, but I assume they are immune against the stun.

    I’m pretty sure I’ve successfully stunned a Fallen Hero before.

    If I’m not mistaken, only Orc Warriors and Warlords are immune to stun.

    What? On top of knockback immune, they’re also immune to stun? That’s rather extreme. All those stun based skills are more worthless then I thought. After all, the orcs are the hardest things on the map

    Avatar photomrbunnyban
    Participant

    oooh, I love how you attracted the bandits to help you clear the ghouls! Wonderfully done there. Was that on purpose or did you luck out?

    in reply to: Endgame: Need for context of battles #4077
    Avatar photomrbunnyban
    Participant

    Heh, no pressure Rap. I’m not aware of exactly what work is being done and what work is not being done. So I hoped that posts like these are help get some ideas. As I said,

    “I’m aware that the quest system is being overhauled, so maybe the devs are already making plans here? Well, we have a forum here for suggestions so let’s throw some around!”

    Well, I started over and was leveling up another band but I think I’m going to take a break from the game awhile so that I don’t tire of it before it’s done.

    in reply to: Weapon durability #4057
    Avatar photomrbunnyban
    Participant

    Quick update, seems like I didn’t really have an issue with weapon durability in the game proper compared to the scenarios. Maybe the scenarios were rather extreme? Or perhaps it is because I switch to hammer to take out armor then switch to cleaver to cut flesh? Anyway, weapon durability wasn’t really a big issue.

    in reply to: Gameflow: How you end up playing? #4047
    Avatar photomrbunnyban
    Participant

    So it’s day 56 and I’ve taken out the main orc encampment. Think that’s pretty much the highest challenge in early access right now. At an earlier point my band of 12 took out 35 bandits in one battle. So I restarted to get a feel for the early game again.

    Early game, I find caravan quest pretty dicey (I’m almost certain bandits spawn for the quest!). I seem to have better success baiting bandits to nearby castle/watchtowers, then gaining the equipment from the fallen bandits. Most of my costs go into hiring troops and buying tools.

    Early-mid game caravan quests become more viable as well as the occasional easy raid, although I find myself running from battles which generate too much loses (sorry caravan!). Main objective is to gain a stockpile of equipment and crowns in preparation for hiring troops with better backgrounds.

    Mid-game caravan quests become consistently winnable, and I start switching out members for troops with better backgrounds and try to level up.

    Mid-late to late game I find going hunting and raiding more viable.

    in reply to: Post Your Company Name #4046
    Avatar photomrbunnyban
    Participant

    Battle Bait, lol. From the way I play my early game

    in reply to: Highest Tier Weapon #4011
    Avatar photomrbunnyban
    Participant

    I’m just wondering why we don’t have higher tier versions of various weapons. No higher tier spear, flail, bow. I guess it’s still early days in the game development.

    in reply to: My opinion about this game #4010
    Avatar photomrbunnyban
    Participant

    Doesn’t the flail deal more damage to armor besides bypassing shield’s bonus to defense?

    Here is a ss with both flail and boar spear. The flail can do more damage to armor, and bypasses shield and every attack has a +10% tohit head. On the other hand the spear has a +20% tohit only but has the highly effective spearwall.

    Whoa, didn’t notice that bonus to hit spears have. That means the spear is a premier early game weapon or training weapon, I suppose. Very interesting.

Viewing 15 posts - 106 through 120 (of 129 total)