nope100500's Replies

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Viewing 15 posts - 16 through 30 (of 35 total)
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  • in reply to: "Skip enemy turn" option #20420
    Avatar photonope100500
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    I recommend using speedhack function from cheat engine. Best of both worlds – you get to see enemy moves without skipping, and it’s fast.

    in reply to: Veteran levels are meaningless #20399
    Avatar photonope100500
    Participant

    Veteran levels are good enough. They allow veterans with initially mediocre stats to eventually reach stat levels that would otherwise possible only for superb recruits. So there is much less stimulus to replace your veteran with recruit that has slightly better potential.

    As for “Weapon Master – +5% chance to hit with all weapons” – you can already get +5% to hit with every weapon per 5 veteran levels (and also +5 to both defs).

    in reply to: How do Taunt and Indominatable actually work? #20325
    Avatar photonope100500
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    Fatigue, AP, *and* duration. It says “for some time” or something equally vague. I’m assuming from the response that it’s only until your next turn?

    Yes, until your next turn.

    in reply to: Nachzehrer Devour Needs Save #20288
    Avatar photonope100500
    Participant

    There is no attack roll involved? Can somebody confirm this?

    I’ve never seen maxed zehrers because I don’t let them feed, and so far they didn’t start maxed out…

    in reply to: How do Taunt and Indominatable actually work? #20283
    Avatar photonope100500
    Participant

    Other than fatigue (30) and ap (3) costs indomitable is rather clear: 50% dmg (I assume both armor and hp, since not stated otherwise) and immune to stun. I find it rather dubious due to high fatigue cost.

    Taunt is completely opaque, agree on that one. Question to those who use it – can it be used to force enemies to kill themselves by attacks of opportunity (that is Taunt by far-away bro, while enemy is engaged by multiple bros already)?

    in reply to: Student Perk #20276
    Avatar photonope100500
    Participant

    There is no reason not to use it, unless you plan to lose this bro.

    in reply to: Nimble perk: build advice #20242
    Avatar photonope100500
    Participant

    I don’t use nimble builds myself, so this is theory-craft.

    I think ‘strong’ perk is the key. https://steamcommunity.com/app/365360/discussions/0/135510148090203490/
    Dagger (0) + named leather armor/helmet (within 20 budget) + strong (-10) => about 80% nimble remaining.

    Stat-wise I’d go for usual Melee and both defenses, plus fatigue on bad rolls for 3 primary stats. Rest just must good enough from recruitment. You need other stats, but can’t skimp on attack or defenses.
    Def from dodge is nice, but even best initiative roll of 6 gives you 6*0.15 = 0.9 of both defs, that is lost on 1st hit.
    Directly taking even 2 point-roll of def gives more and won’t go away on 1st hit.
    You’ll have enough initiative to go first against most enemies due to light armor anyway, I think.

    Finding right recruit is going to be hell though – talents in melee att and least one of defenses, with decent starting values in all other stats and ‘strong’ trait.

    in reply to: Training Hall is extremely underwhelming #20212
    Avatar photonope100500
    Participant

    I do use training hall, when I have cash to throw away. But yes, it’s extremely underwhelming.
    Even choice between exp boost options is kind of trivial.
    +40% for 2-3 days = total average 100% boost in days*exp. Makes sense on short trips.
    +30% for 4-6 days = 150% default pick.
    +20% for 6-8 days = 140% BAD option, never use this.

    in reply to: Unlimited ammo? #20210
    Avatar photonope100500
    Participant

    Ai has unlimited arrows/bolts, but they do run out of thrown. Maybe devs will implement limited ammo, but it’s a low priority task.
    For details:
    http://steamcommunity.com/app/365360/discussions/0/412448158166230016/

    in reply to: Improving some lackluster perks #20140
    Avatar photonope100500
    Participant

    Well with this new nimble perk and lone wolf perks i trying to ressurect old fashioned one handed swordmaster.
    So i belive now nimble works like that- if it shows that you have 50% to try dodging the same attack you can count this just if it were +50% to your defence stats, am i right?

    That’s not how nimble works. It gives you a single reroll when you would otherwise have been hit. So against 100% nimble bro enemy has to roll hit twice in a row to make it count.
    Nimble chance is reduced roughly at 2% per equipment fatigue cost. So realistically you won’t have 100%. And it’s only good if your def score is ridiculous in the first place.

    in reply to: Improving some lackluster perks #20127
    Avatar photonope100500
    Participant

    1. FA is weak for veterans with good skills, but really dangerous when used against player. So buffing has serious trade-offs.
    2. Adrenaline. I see it as quite powerful under right circumstances. Like hunting Geists or double attacking Necrosavants. But usually don’t take it as too fatigue expensive. So maybe.
    3. Recovery is expensive for what it does, but is still a very powerful perk, as there are no alternatives for fatigue restoration. I doubt it needs to be even better.
    4. Executioner – never use it. But almost any enemy capable of sustaining a wound, would have one by 33%. So what you propose is actually a nerf.
    5. Head Hunter – flat bonus would be more predictable overall, but current model allows you to prioritize where do you want to have better probability o headshot. Not using it either way, so I guess buff is in order. Then again – enemies using this would be terrifying, at least without Steel Brow.
    6. Gifted – what you propose is god perk. I mean sure, with introduction of veteran levels and removal of +1 rolls gifted has become pretty bad perk. But you don’t have to buff it that sky-high.
    7. Rally – in .24 changes
    8. Polearm Mastery – polearms themselves are awesome, it’s only mastery that is bad. Because special attacks are so useless. But I’d say fix has to start with these attacks and then take a second look at mastery.
    9. Throwing Mastery – unless you make it some sort of god perk, it won’t be enough. Because thrown weapons are just that bad. The basic math of having 3 stat-ups per level prevents existence of good first line melee-thrown hybrids. BUT enemies use tons of them, so one has to be cautious about buffs.
    10. Lone wolf – +15% stats is a strong bonus, but it doesn’t compensate getting gang-banged by half enemy army. Maybe there is some tactics for using that i can’t quite wrap my head around.
    11. Nimble – yep, needs better explanation. Though tooltip on effect after you take it is more informative.

    in reply to: should dagger have double grip effect? #19945
    Avatar photonope100500
    Participant

    Gameplay considerations trump realism. Current mechanic is clean and simple, what you propose is not.

    in reply to: Late-game crisis adjustment #19844
    Avatar photonope100500
    Participant

    That would make sense, if cities destroyed by orcs could be rebuilt.

    Avatar photonope100500
    Participant

    Extra damage to undead (probably only skeletal, not wiedergangers) would help. I’d consider it at about +50% extra damage to undead.

    Dagger puncture is absolute bane of my existence, I’d support any nerfs to it just as knee-jerk reaction:). You know when you go: “Yep, 2 orc warriors around me. Guess I’ll shieldwall and be fine for a while” vs “AAA!! It’s two ambushers in melee, am I sure I can survive 4 puncture attempts? Shieldwall or not…”, I’d say daggers are comparatively too dangerous.

    in reply to: [Beta] Ranged hit chances / damage are just insane #19808
    Avatar photonope100500
    Participant

    @A.Mortis that looks convincing to me, 3 Geists shot out of around 10 total shots near Geists (not all of them through Geists). All successful hits were targeting unit right behind a Geist.

Viewing 15 posts - 16 through 30 (of 35 total)