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WargasmParticipant
I believe it says (if the carrier has the mastery perk) “inflicts an additional 20 damage over time” (i.e. 10 damage over two turns, for a total of 20)?
6. March 2017 at 06:32 in reply to: Sickening Stalemate Battles After Being Ceaselessly Pursued on the World Map #20076WargasmParticipantIs it possible that (although the enemy was pursuing and would definitely have attacked if we’d remained still) my band was technically regarded as the offensive party, since I finally got sick of the chase and decided to turn on them to get it over with? In that situation, would the enemy AI remain configured as offensive (since it had the intention to attack) or would it have been switched to defensive mode because I (technically) initiated the battle?
WargasmParticipantI think the same thing still happens with the bonuses/penalties from positive/negative morale states (i.e. quick-shot an orc berserker with 52% chance to hit, and take 15+ hit points and he drops to wavering morale, and then the next quick shot from the same position on the same turn has a 51% chance to hit).
5. March 2017 at 17:48 in reply to: Sickening Stalemate Battles After Being Ceaselessly Pursued on the World Map #20041WargasmParticipantThis was changed a while ago already. If the enemy doesn’t act offensively in combat after having attacked on the world map, then it’s a bug, and I’d appreciate it if one of you could send a save showing this behavior to contact@overhypestudios.com – thanks!
Was the change something that’ll only take effect in fresh campaigns? I think I did most recently see it in a fresh campaign on the .24 version, but I’m not completely certain. I’ll try to capture it in a save from a fresh campaign sometime today.
WargasmParticipantThe other differences were that brigand poachers had the Bullseye perk and were able to hit you more often (now reverted), and the Bullseye perk was more generous (so that marksmen, who presumably still have it, were even better at hitting you than before), and all character backgrounds started with higher ranged skill (probably including enemy ranged fighters). On the first beta releases, I kept recruiting a thief who always started with the same name, stats and talents in each campaign, but his starting ranged skill had been reduced from 41 to 39 on the latest release …
There’s no difference to the intrinsic damage or accuracy of any ranged weapons (except a little more damage by throwing ones from 2 tiles for those with the mastery perk).
I think ranged weapons were always capable of causing injuries if armour and/or hit points were low enough; it’s just that it’s more noticeable if ranged enemies are more numerous and/or more skilled.
WargasmParticipantYeah. This is another thing that could do with being explained in-game (i.e. when you hover over Fatigue in on the character screen).
It must be said that ~5 fatigue imposed by all striking attacks with any weapon makes the +10 fatigue imposed by mace hits seem somewhat insignificant.
WargasmParticipantAh. I’m only just approaching day 50 on my most enduring campaign, so that’ll be something to look forward to.
WargasmParticipantI’d vaguely inferred the existence of such a mechanism from observations, but I don’t think there’s anything written about it in-game. Could the info be added to the description of Initiative that’s displayed when you hover the cursor over it on the character screen?
WargasmParticipantI didn’t get a screenshot, because it was very late and I was tired, but there’s one “retrieve stolen item” pop-up (shown when you make contact with the thieves) that used to start “Bandidts! Just as your employer thought.” Now it starts: “Brigand! Just as your employer thought.” Obv “Brigand” should be plural.
WargasmParticipantI’m not sure that it’s realistic for:
– a swarm of brigands to appear out of nowhere, a few millimetres away from you while you’re walking along a swamp path at x2 speed, just after you’ve killed a load of orcs and gained some valuable loot while also losing loads of armour that you don’t have the tools to repair
– the brigands to keep chasing you off the path into the swamp, but then (once you lose your patience and join battle) maintain a rigid unmoving defensive stance deep within the hidden reaches of the swamp, so that you either have to move laboriously through the swamp to find/attack them, or move even more laboriously in the opposite direction to retreat
– after refusing to move in the battle until you get bored and retreat, the brigands then break their defensive stance and start to rush at you headlong once again, so that there’s no escape from having to fight a tedious half-hour swamp battle in the early hours of the morning when you really need to be in bedEven orc berserkers have been staying still and waiting for you to move on the latest release. It appears that they want you to advance because they think that one clumsy orc young with a bundle of javelins is going to snipe you all out before you can close on them. Ranged abilities may have been upgraded on 0.9.x, but not for orcs. Raiders may hit every time from 4 tiles with a height disadvantage, even if you’re in a shieldwall with a kite, but orcs miss every time from 2 tiles when you’re naked in a swamp with no shield, and they only throw one javelin per round, so that you have to endure 4 rounds of hopeless misses before the berserkers will actually advance …
If it was really realistic, you could use scouts to detect approaching enemies on the world map well in advance, and you could devise hiding places to circumvent them (there’s only around 10-20 of you, after all) …
But partly you want to play games for relief from “realism” (or at least from the tedious, time-consuming aspects of “realism”).
WargasmParticipantTested : 15 stack by Overwhelm from wolves on 1 brother. Anyone still think that RA in 0.7 was too strong?
I’ve fought direwolves but I’ve not seem them use Overwhelm once, even though they all almost always attack first every turn …
I’ve only seen Overwhelm used once, by a Brigand Leader, which was pretty silly because he only got to use it once and was then surrounded and afterwards was always last in the turn order …
WargasmParticipantHits with a flail (damage range of 25-55) to the heads of bandits/brigands with bandanas (20 armour) often/typically do this (I got the same exact result twice in succession the other day):
– Brigand’s head armour hit for 20 damage and destroyed
– Brigand’s head hit for 11 damageIf the raw damage was 25, that would destroy the armour. Then, 30% of 25 is 7.5, and 150% of 7.5 (for critical damage on a hit to the head) is 11.25 …
Damn. You expect more from a menacingly spiked metal ball battering against a bandana.
WargasmParticipantI don’t get your point at all. You want to get higher money and equipment rewards for higher difficulty? It’s just wrong all the ways term “Difficulty” means. When you play FPS game and choose “Hard” difficulty, you choose it to make game more challenging or to get more guns? Reward for choosing higher difficulty is more challenging gameplay, like if you choose “Insane” difficulty you should be ready to get wrecked, if it’s not what you want, just choose lower difficulty. The difficulty of game process is itself the reward for person who wants it. By getting higher rewards you actually lower the difficulty, so, to justify higher rewards you should increase power of enemies and that’s endless loop.
The other point of this may be that game is mush more dependent on RNGs than tactical decisions, and because of it high difficulty doesn’t let you get result equal to efforts you put in the battles. But to balance this you have to lower RNG influence and make AI smarter to give more challenge. And a lot games are balanced around this. But, as I know, Battle brothers have same AI on all difficulties, so difficulty of game is actually balanced around numbers, income, enemy levels and so on. And that’s how it works, you get lower rewards because you have chosen higher difficulty.
No one said anything about higher rewards on higher difficulty levels (versus on lower difficulty levels). But difficulty comes in many potential varieties (availability/affordability of weapons/armour/supplies/repairs/healing, and amount of enemy parties and their numbers/equipment and troop types). Difficulty could also come in the form of the stats and perks of enemies faced, but these things seem to be identical at all difficulty levels. What we were both saying, I think, is that it should be quicker and easier (on all difficulty levels) to build/repair/heal, but that the pervasiveness/numbers/equipment/skills of enemies faced at each level should be increased. That way, the greater challenge faced at higher levels would emphasize the more enjoyable aspects of the game, rather than the more tedious aspects (e.g. waiting, retreating, running petty errands).
WargasmParticipantPerhaps the recently increased effect of obstacles (50% -> 75%) on ranged combat should help with this to some extent.
From my experience this is actually one of the main problems. From my testing, and I deliberately tested this, if the ‘obstacle hit’ is triggered, and the obstacle happens to be one of your brothers, he is automatically hit no matter what his ranged defense. This makes my strategy of having a front line of kite shield guys with pikemen behind them completely ineffective, as whenever an enemy ranged unit shoots at me it’s basically a guaranteed hit. If the obstacle hit triggers, one of my kite shield guys takes damage. If it doesn’t, chances are the low ranged defense of the pikemen means he gets hit. Against regular bows this isn’t a huge deal. It is pretty dangerous early game (but I don’t use pikes early game), but after that it’s just negligible armor damage. The real problem I experience is with crossbows, particularly heavy crossbows and the goblin crossbows. Those basically ignore armor and are guaranteed to hit one of my brothers on turn 1, so if the enemy has 2-3 crossbowmen I’m practically guaranteed to lose a guy unless the AI fails to press the ‘shoot crossbow’ button, which is common enough that my party hasn’t been wiped yet.
Before that change, though, I could reliably fire into a group of enemies with a target hit chance well below 50% but hit one of the enemies more than 50% of the time. Since that change, equivalent shots almost always hit nothing. So maybe the nature of the change was really more complex than stated in the changelog.
Or maybe how it goes is that, with a 50% penalty and a 50% raw hit chance, the hit chance against the target goes down to 25% but there’s also a ?12.5%? chance to hit either of the two obstructing troops (making a ?50%? hit chance overall), whereas with a 75% penalty for the same shot the hit chance against the target goes down to 12.5% and there’s just a ?6.25%? chance to hit either of the two obstructing troops (making a ?25%? hit chance overall). So that would reduce (but not eliminate) the chance of kite shieldwall troops getting hit by accident.
WargasmParticipant<stop and think about potential solutions>
Better contract rewards. FAIR PAY. Some contracts could pay half/or whole company upkeep(or at last for a front-liners).
More loot items. When conquering locations enemies I want RICHES.
Maybe nerf armor penetrations/effectiveness against armor? A little? Or buff starting armors(give them more armor at bigger fatigue cost and worse fatigue/armor ratio?)
Reduce visibility penalty for helmets? At last some. This would help archers and really some of penalties don’t have much sense.
Make early levels have bigger stats grown and double perks when late levels lower stat grow and no perk(so end perk build are reached faster but there still place for improvement)? Or make leveling faster?
Some utility perks(like rotation or footwork) could be move lower(as they increase control over company and give more options but not offer straight offensive or defensive buffs).BTW VETERAN HALL and Prestige(over 11) levels are a joke. Sad joke.
Cost of exp boost scale with level and it small and short lived(ergo it would make more sense to give these boost to the Temples) and where is my perk respec or reroll attributes or straight level buying? There could be possibility to buy some stat increasing traits or maybe even special active skills that would enhance gameplay and what we get is some boost that is hardly used.
Sad.Some contracts could offer a decent advance sum, plus one set of tools/supplies, one set of ammunition, one set of medicinal supplies and (if there’s a temple) whatever temple costs are required to treat any injuries incurred on the town’s behalf. Oh, and free drinks to enhance morale before battle.
Any weapon or intact armour belonging to a foe slain in battle should be available as loot. It doesn’t make sense that someone with a billhook dies on an adjacent tile but you fail to take it as loot.
Since all backgrounds have been given more ranged skill, all backgrounds should also get more hit points to buff against injuries in the early game when decent armour is scarce.
I remember suggesting that earlier level-ups should allow you to increase a greater number of attributes, with the number gradually decreasing as you get on. I’d certainly like it if you also got double perks for the first few levels, even if that meant an earlier finishing level. I’m always impatient to create builds and agonize over several equally useful perks.
There could be some consumable items for sale that (on ingestion in battle) enhance mood, harden resolve and reduce hit point damage (even if at the expense of lower defence skills), which would be useful in the early game when people are probably going to get hit anyway. Enhanced mushrooms, basically.
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