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Tabletop edition
How are your dudes faring?
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>>2236485
picked it up again recently, I'm still ass, dudes dying left and right.
Doesn't help that the primary source for learning to git gud seems to be watching some str*amers on YouTube yapping for hours, I mean I'm sure they're good and can play blindfolded but videos shouldn't be the main source for guides/in depth analysis, they're not searchable for once and I also can't be bothered to check what episode of your dick ridding series has the relevant info for my current run, sorry.
Also the wiki is on Fandom, outdated and ridden with ads.
Why doesn't anyone write good guides for anything anymore? I might have to check steam guides but navigation is awful there and I think they're pretty outdated as well.
What the fuck do I do?
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>>2236527
>watching some str*amers on YouTube yapping for hours
Don't. Biggest problem is those niggers play on seeds they know by heart so if you will learn, you will also develop bad habits. They also game thefunout of the game
Imho embrace the eternal noob. Always experiment, fuck wiki and fuck guides (unless you want to look up a certain mechanic that isn't evident like 3 headed-flail interactions) and play with what you got.
>t.1k hours and never did legendary locations
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>>2236527
>Why doesn't anyone write good guides for anything anymore?
its niche game, devs hate their fanbase, its also ass to play, you need like half dozen mods to make UI not be terrible
t. early adopter that come back after like 5 years break and desu I didn't remembered it to be so annoying to play
there is also a issue of discord dominating as a platform and most of shit being gated by it, its awful
>What the fuck do I do?
play normal difficulty with plenty starting resources and easy economy, early use spears/swords and shields, get at last some basic armours and hats, fill company with bodies, learn your enemies, don't be afraid to savescum, dunno what you have problems with
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>>2236543
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>>2236527
These guides are good
https://steamcommunity.com/sharedfiles/filedetails/?id=2001196860
https://steamcommunity.com/sharedfiles/filedetails/?id=2549815780
By and large what you don't see in text are specific builds from good players, or the ones out there are terribly outdated.
Community sites like discord or plebbit tend to be full of 'tards regurgitating poor advice.
>bro the swordlance is OP I cut three bandits' heads in a single turn!!11
The best general advice you can get is:
>always hire bros when you can afford it, know which backgrounds have the highest chance to net you a good bro for the price
>specialize your bros, don't do one-size-fits-all builds
>loot equipment from dead enemies before buying it
>plan your builds to maximize your current power, don't think of the long term for a bro who might die two days from now (example: don't pick student as your first perk on your starting bros)
>equip your starting shiters with shields and swords or spears for the accuracy bonus, being able to hit semi-reliably is more important than anything else
>Don't rush to equip your bros with the heaviest armor you find, pick nimble on level 7 for most bros and stick to cheap and commonly looted light armor like gambeson, linothorax, leather or southern mail
>transition from shields and one hand weapons to two hand weapons or duelists as soon as your bros are survivable to maximize damage
With that alone you should be able to clear all legendary locations in normal after 150-300 days of grinding
Practicing battle positioning to know how to move your bros is essential and no guide can really give you that.
Scout, surgeon, bounty hunter and scavenger are pretty good retinue guys. The fifth spot is very flexible, I like lookout.
Cook and blacksmith are bugged and don't work in vanilla.
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>>2237210
>Don't rush to equip your bros with the heaviest armor you find, pick nimble on level 7 for most bros and stick to cheap and commonly looted light armor like gambeson, linothorax, leather or southern mail
I get what you're doing with this but this is imho a more advanced playstyle. It's much more forgiving to put a decent suit of scale or heavy mail even on a complete nobody and if they buy it just repurpose it with blacksmith. Significantly less downtime as well since you can swap armors between battles while HP needs to heal naturally.
>surgeon
Why would you waste a slot on 1 day faster injury heals when temples are a thing? I understand nimble heavy but higher HP should mean less injuries overall.
>swordlance hater
No reason to shit on it like this. It's not ideal versus heavy armor or something you should have on everyone but it is a good weapon for certain builds and or encounters.
Pretty reasonable otherwise but can't really agree with these.
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>>2236527
The most important thing for making progress in the game is knowing what fights to take. Fights range from groups of peasants/citizens all the way to legendary locations. Winning this or that battle is less important than stringing together series of victories, with minimal losses. It is far better to grind thugs forever, and occasionally buy better equipment, than to take several fights in a row that are too hard, end up killing your best dudes and destroying your best armor.
For your next run, maybe focus only on how lethal your opponents are, and really pay attention to how they deliver damage, and how that can be countered. Something as simple as a bannerman with rally can turn a ghost fight from impossible into doable, for example.
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>>2239195
nta but,
>Nimble vs BF gear
Nimble for bros until you're well established. Buying armor for bros is a spook, bad for tempo, losing all your savings just because you gave the day 5 mid-roll brawler more armor than he deserves.
>Swordlance
is pretty mid. Against lightly armored enemies, i'd prefer to build a gunner or something. Against heavily armored enemies, hybrid probably
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>>2241350
>>Nimble vs BF gear
Oh, I didn't mean it like that. They can both be good on their own or even combined but imho they're largely unnecessary for better part of the game. Maybe not even then since I haven't heard anyone say megatank in ages so I assume muh meta shifted. I was just on about putting a good mail, so at least a 200/180 with a shield expert on few dedicated doorstops will be much more forgiving to pull off 'until established' for someone already struggling than what I feel is a more advanced playstyle. I'd definitely not put it on most bros regardless of anything else since I'm never fond of perks that mitigate bad situations like getting hit. Positioning, consumables and work towards not getting hit and killing faster usually works better.
>swordlance
>mid
Fair enough. Not unreasonable different fags play differently and have different values. But a world of difference between exclusievly play like I do or you're a fucking reddit retard and oh, alright, kinda makes sense if you do it like that.
And fuck me sideways if you can find two people agreeing on what established is. One fag will say it's your first raider camp and a full roster and the other will foam at the mouth unless it's day 500+ with everyone decked in all good roll named items and vet levels. And then there's everything in between lol.
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>>2241586
nta
>I was just on about putting a good mail, so at least a 200/180 with a shield expert on few dedicated doorstops
Using those armor types is good before you can pick nimble. Once nimble is available you should immediately pick it and return to armor close to 15-16 fatigue cost.
It's not really complicated and it massively increases the survivability of shit bros versus medium armor without nimble.
>I'd definitely not put it on most bros regardless of anything else since I'm never fond of perks that mitigate bad situations like getting hit.
You are always going to get hit here and there.
What you want in your bros is to increase the amount of times they can be attacked before they die. This can be achieved by increasing their HP, reducing the damage they take or by increasing their defense so that attacks have a lower chance to connect.
Receiving less damage per hit and getting hit less yield the same result, with the only difference being that the former is more consistent (more, smaller hits vs few big hits).
The game is all about putting the odds in your favor, making sure that your bro can survive even if the orc berserker rolls really well and hits him three times in a row, which is eventually going to happen if you play long enough.
Nimble pairs really well with either shield expert or dodge to get both more effective HP and less chance to be hit.
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>>2241696
You're not wrong and I said as much, but, and it's a big one. Why would I trade blows with a zerker in melee to begin with? Pocket dogs, dedicated doorstopbros, many flavors of ranged, bombs, overwhelms, poisons, smokes, initiative shennanigans including but not limited to adrenaline, basic math so he can't move and attack... And why would I position and or build most people to be able to survive that? If it's a ohshit perk wouldn't nine lives serve just as well? Not that I'd use that either in anything other than a dedicated lonewolf blueberry buster to be honest. Decent armor can take an unplanned hit and doesn't require perk investments. A shield can double a bad bro mdef. One you're in a position to make your dream company and super specialists in bis, sure, go for it. Good 2hs and good 2h bros work great with everything previously said. Warriors or mass chosen starting to appear changes that a little for me but mainly in the sense of do you have a canopener bro online and why not.
I just don't believe there's one and purely one thing anyone struggling is missing. Or better put, playing a bad or weird build smart works better than trying to play the perfect metabuild without understanding basics. And most posts in these threads are always either "halp I suck" or "insert perk lol" with the former expecting some miracle one stop easy shortcut that doesn't require them to use their brain at all and the latter either parroting something they don't understand or not taking into account they bloody know how to play the game.
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>>2236681
I legit think discord has done more damage to the internet than fucking AI. Not only can you not just use search engines to find results anymore, but Discord's own search function is fucking garbage and means finding a simple answer to a simple question can take hours of sifting through asinine crap. It's torture. The only reason it's even popular is because it allows for unprecedented levels of power tripping and thought control from moderators
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>>2236681
>devs hate their fanbase, its also ass to play, you need like half dozen mods to make UI not be terrible
The fuck are you talking about? The UI is very simple with few menus but still enough tooltips to let you know what things do. You'd have to be a complete retard to struggle with BB's user interface.
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Coming back to this game after several years. I'm really feeling the Legends mod. The unique perk trees and backgrounds make the bros actually different. It almost feels more like D&D because of the increased difficulty and wider variety of game starts and better enemy variety from the accumulation of the expansions.
I always play self-enforced ironman, so probably never break out of the true midgame. My current Rangers run just stormed a goblin swampland keep. Talk about unfair. 12v24, bog everywhere, all the goblins arch or throw skirmish, and they stay protected by barrier with few entry choke points. I only have one crack archer with no bullseye perk.
I figure the goblins will stay in the camp and lob infinitely until they have the upper hand on arrow riddled and fatigued brothers. Then gobs will probably run down the brothers in true karmic fashion. I hit them with a pincer and send every dog at the same time. The skirmisher goblins switch to cruel falchions which is bad news for the canines. Both of my rangers also have pet bears. We have one gambler with a throwing spear that's not too shabby at skirmishing himself.
I don't understand how an early party without a huge bag of tricks could even consider siege missions. But well played to the devs for making the game gritty.
>>2244354
Search engines were eating themselves alive before social forums clogged the lane. Reddit, quora, discord, fb, even wiki is designed to operate in that fashion.
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Here's a game mechanics issue. Why does Relentless screw up the Mdef? I'll have brothers with 40s, low 50 Mdef then picking Relentless kicks them down 10 or even into the 20s Mdef. I understand Dodge has some kind of 2x if hp is ~50. I can understand how Colossus can knock Dodge back down to it's normal 15%. My understanding was to synergize Dodge, Relentless, Nimble. I guess sometimes in the inventory screen the brother defense stats will change just unequipping and re-equipping the same weapon.
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>>2245730
>play shitty meme mod
>get memed on
How strange and totally unexpected.
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>>2245895
>t. has less than 10 hours in BB
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Samefag some more. Might help you cope.
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>>2246066
I don't play 4000 day runs where you camp your lone wolf on escape squares and other twitch.com power tactics.
Normally I monolith at 30 days then retire after two or three crises. Legendary, Legendary, no funds, unexplored, ironman.
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>>2250778
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>>2250506
Reforged has armour customization? I used the PTR a number of playthroughs and enjoyed the sheer insanity of some of the builds you could make but I don't know how well it would work as a standalone overhaul mod.
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I think Crippling Strikes and Executioner should be replaced with perks that increases the threshold for injuries/lower the strength of injuries.
Dealing injuries is completely worthless to the player since half the enemies are just immune to them, and the other half are barely affected by most of them (so Crippling Strikes is worthless), and an enemy that start receiving injuries is usually near death anyway. (so Executioner is worthless).
Meanwhile it can randomly fucks even your best bro and the only thing that reduces it is the Iron Jaw trait.
>whoops your tank bro missed his 5% roll and took scratch damage
>now he have "grazed dick hole" which deal -50% m.def and -50% m.atk so now he's out of the fight
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>i will got a niche space and complain to a niche audience about how a niche game is played
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BOO!
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I'm looking at the stats of Geists and I feel like they got reworked at some point and Incorporeal is a leftover.
They have 999 r.def by default so the r.def bonus is worthless, and most melee weapons don't activate the m.def bonus, so all it really does is give geists +10 m.def against pole weapons and +20 m.def against whips.
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>>2259360
>having to micro combat in a game where the main mechanic is microing combat is tedium
Kill yourself, and I'm not joking. You stupid fucking cunt this isn't even low quality bait it's just nigger tier gibberish
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>>2268681
Yes and no.
Early to mid game it's true, you don't have the gears, nor the fighting skills to keep your bros alive, so commonly you'll be hiring cheap fodder that can be replaced easily.
As you reach mid to late game (especially late game), you'll start replacing cheap bros with more expensive ones and you'll need them at level 11 to benefit from a maximum of perks, losing one will set you back hard, so death becomes relatively rare.
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>>2236527
>Why doesn't anyone write good guides for anything anymore?
you can have this one
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>>2271902
I'd agree with that. Win harder mostly vs human enemies kind of deal. I understand why he puts it on, with heavy javs, shotguns and crossbows you'll inflict a fair share of injuries, which leads to quick kills, which leads for triggering morale checks which leads to more easy kills. If something survives long enough to rout. Nasty against manatarms.
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>>2271902
that logic doesn't really apply to weapons that have very high armor pierce, throwing javelins injure human enemies pretty much on every hit both early and late game, the extra 20% on subsequent hits usually ends up netting you 1 hit less need to kill something, even orc warriors start getting injuries once they are bellow 60% armor with this build
>>2271629
all enemies already get morale checked because of how hard javelins hit unless its an orc warrior at full armor or something that has nimble, the only real use that it might have is for the handgone bit of the build, i personally dont use it because everything that might be affected by fearsome stops being a threat at that point in the game
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>>2271629
Fearsome only works on bros who struggle to hit past the armor for a while (since HP damage triggers resolve checks), like sword bros or bow bros.
For anyone else, they'll usually already trigger resolve checks pretty much everytime they hit so your only concern is making sure they have enough resolve to succeed.
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>>2271758
Orc warriors and chosen are not immune to fearsome, and the enemies that are immune to it like ancient undead don't take wounds either.
>>2272370
>i personally dont use it because everything that might be affected by fearsome stops being a threat at that point in the game
T3 orc, barbarian and nomad camps stop being a threat at what point in the game?
Orc warriors and chosen are the two main enemies against which fearsome is very relevant since their RES is so high that without the penalty it's quite rare for them to fail resolve checks. A morale drop lowers RES so the very first check is the hardest and the most important one, fearsome makes it more likely to trigger and then the morale cascade gets going.
When you are fighting 35+ orc berserks and warriors getting half of them to rout is the best shot you have to win without losses.
I put fearsome on my fat neutral tanks armed with 2h axes for the double proc, on my throwers and on my dagger duelists.
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Playing more Legends and finally have a 100 day ironman. I'm still really struggling with economy. Maybe day 10-30 is great, but that's it. vet/vet/zero $/unex. idk if veteran difficulty makes the economy worse because of less enemies and items available? I start with low-borns and randos. "Ranger" start or hedge knights or gladiators on day one subtracts some spirit of the game to me. Those are probably cheese starts for a great player.
I think the game feels very good on this mod. I love the random+class perk trees. I'm wondering if Legends has implemented importance to unimportant character classes like miners? I've just recently gotten the hang of the camping system. Caravan camping. Saving a few dollars on meds and tools is very important to my origin starts. I haven't learned rune craft.
Here are some general ideas I'm working on:
BB fighting is momentum based. The to-hit and damage don't track how the fights unfold at face value.
On average the new bros are almost 1/2 an order of magnitude worse than advertised. 50% to hit, more like 10%. 90% closer to 1/5-1/3.
Fast Adaptation is much better than it gets credit. In Legends, FA also returns a few action points.
Ranged attacks work better when in a direct line of hexes.
"More numbers is more good." The game just works better for bros with huge useless stat piles than bros that are meta min/maxed in a few skills.
Good bros need stats and equipment. This goes without saying.
I can't pick things up in battle. Even disarmed weapons/shields.
Difficulty scaling isn't extremely fast, maybe because of vet dif. Most of the struggle is feeding and paying for bros and trying to be efficient.
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>>2273016
Friend, you don't need fearsome you proc morale checks with a heavy javelin duelist or a 2h axe. Those weapons are good and damaging enough to do it on their own. You want actual value for that perk point? imho you should be looking at spears, 1h swords or 1h hammers.
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>>2274167
The 1-14 damage check only happens once per enemy and only once per turn. The rest of the attacks at 15+ damage work normally except they get the benefit from resolve, so at 15% of the attackers resolve penalty capped to +20 as opposed to no penalty defender check. Example 3-flail attacks three times. First hit of a first attack does 1-14 damage and procs fearsome, the second two proc an augmented morale check (so at that +20 maximum) only on dealing 15+ damage. Second series of hits cause same augmented morale checks at 15+. Let's say that killed the enemy so you get to attack once more, with berserk, the first hit of that new attack on a new opponent does a new fearsome check at 1-14 HP damage dealt while the other two do only at 15+. Mansplitter does two attacks on a single enemy so the first one benefits from that 1-14 and the second only triggers if 15+ but at a resolve penalty of up to 20. An aoe attack with it potentially causes a separate fearsome 1-14 check on each enemy and only once per turn, so even if you somehow got enough AP to do another twirl it would only proc a check at 15+ on enemies already hit that turn. Interestingly it's per TURN not ROUND so if you somehow got two turns that round, and it's possible, your first attack on that same enemy that next turn would proc a 1-14 fearsome check.
It's not a horrible pick by any measure after they reworked it but I definitely can think of more universally useful perks to take on someone already using a weapon that reliably does 15+ damage.
For the sake of devil's advocate and executioner. Not all injuries require the same % of max HP. In fact a lot of the cutting and pierce ones require only 25% further reduced by crippling strikes, if you're so inclined, which stacks with gash from Shamshirs. I believe it's around 16% capped which allows you to injure well up to unholds fairly reliably. Or just insanely high damage from say mace duelists and you have reliable 20% on most enemies in the game.
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>>2273606
But you get the RES malus for the enemy's roll, for high RES enemies it massively increases the chances that they will fail the morale check.
>>2273981
>>2274068
>>2274167
Primary hit causes a morale check if it does 1 hp damage.
Secondary hit must do 15 hp damage to trigger a second morale check.
Both checks have the RES malus.
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>>2274950
>massively increases the chances
Problem is you need 134 resolve for the full monty of 20, 20 / 0.15 ≈ 133.3. So let's say cultist with a max roll of 50 base + 10 from davkul + 10 from arena vet +4 for nach trophy leaves you with 60 points you need to get somewhere. Dedicated bannerfag? Alright, that's a semiuseless bro on his own in a high resolve company but he'll give another 10-15 in a four tile range if you pump everything imaginable into his resolve and he's at like 150. And confident gives you another 10% but that's not really doing much until you have a solid base resolve to boost. That leaves you with pumping resolve likely into vet levels if you don't want to skimp on mdef or matt, likely another perk cost in fortified mind if you want this to come online reasonably early and for what? Augmented moralebreaking you invested heavily in that doesn't work on as much as a third of enemies in the game and used with weapons and builds, 2h fat neutral tanks as you called them that don't maximize the benefits with having lots of small attacks. Additional likely opportunity cost of direwolf mantle. And then the enemy brings a drummer, or five or a warlord, or three and they're basically immune to moralebreaking until you cut him, and most of them to get to him down.
>you have additional stats from always confident and they have reduced from wavereing
Yes, that's pretty good but it's not a static number when howls, warcries and whatnot are involved. And you having high morale and they low can be accomplished without investing heavily into resolve or fearsome and just by killing them.
>ib4 i use it on day fuckzillion+1 3* resolve adventurer nobles that have champion of davkul arena vet alp trophies and which are permanently hopped up on glitterdust and lionheart potions
I don't think it's useless or even bad but you're giving it way more credit than it deserves. Definitely not something I'd ever have on more than a few specialists if even then.
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>>2275982
>Problem is you need 134 resolve for the full monty of 20
You don't need that much. 60 REs gives a -9.
From turtle225's guide
>For example, in a vacuum, if we deal 10 HP damage, we have a 27% chance to drop morale on Orc Warriors on first hit, and 13% against Chosen. A -9 Fearsome penalty would bring us up to 36% and 22% which in absolute terms may seem small but in relativistic terms is a 33% increased success rate against Warriors and a 69% increased success rate against Chosen.
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thinking of playing again but then i remember it takes like 12 hours to get a good run going, kinda wish there was a kick play mod, kinda like the xp mods but that would also increase enemy time scaling and everything else time related to compensate
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>>2276787
>shitfaced lads with a bunch of sticks or just their fists
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>>2277866
My point is -20 ain't worth it let alone -9. That's a pocket dog flanking and a direwolf coat except those don't cost a perk and you can switch them out for fights where enemy morale isn't a thing. But do try resolvemaxxing with a fencing duelist if you're so into fearsome. Great for hunting blueberries, pain in the ass for farming brain injury but absolutely hilarious with a pocket greatsword or later if you get Reproach of the Old Gods on him since each of those arcs on a parry hits for a -20.
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https://www.twitch.tv/videos/2633041922?t=0h6m18s
imagine not picking 9l or at least colosus on your important bros
could never be me
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>>2278539
>fight hexen
>she hexes my 9l bro
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>progressing somewhat and having fun
>taking some losses but not a big deal
>reach brigand leader
>no one can hit anything, random beheadings, 2-3 remaining bandits suddenly wipe out 5 of my guys
Eh it's cool but the rng and the incessant inventory management are getting to me
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>>2280210
A lot of human fighting involves breaking their resolve, which weaken them as well (-10%/-20%/-30% in all stats on Wavering/Breaking/Fleeing).
The brigand leader comes with "Captain" which increases the resolve of everyone around him, making them harder to break, so a fight with a leader is a step up from just fighting all Brigand Raiders.
The brigand leader himself is also a major step up from a raider and will put a good fight.
In short you got filtered by the difficulty increasing.
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>>2236485
Every couple of months i get addicted to this game until it makes me mad enough to quit.
Why should i fight anything except humans?
Why is acting like a pack of deranged murderhobos wandering the woods looking for victims the optimal way to play?
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in Legends, is there any way for any character to survive 3 swings? 90s mDef, rDef and they eat it in 2-3 rounds if they're enemy focused.
caravan hand checkmate, necro 150 dmg to the face every round, spider poisons in the first shot
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>>2281437
>the desert got the nomads with the pocket sand technology
Throw Dirt is actually really nice because it wastes the AI's turn and the debuff is negligible because the damage debuff is negated by the fact nomads wear light armor without Nimble, and Ini debuff lol lmao even
>and ifrits
They're annoying to fight, but you don't have to, you can just avoid them, and you don't have to take contracts involving them. Any contract with "surprise Ifrit", you can just let the enemy deal with them, they'll prioritize them.
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>Nachzehrers? I flee.
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I just read the old developer diaries and man the developers are insane or just straight up trolling.
These niggas said barbarian reavers are about as strong as brigand raiders, and that the southerner armies have lower morale than northerners.
Did anyone ever see the barbarians actually get tired?
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Has anyone actually tried the german's new game?
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>>2281696
>and that the southerner armies have lower morale than northerners.
It's not wrong.
While the southerners have a higher base resolve than northerners (70 > 60), they have nothing to recover from losing morale. The best they have is the Officer which provide Captain and that's it.
Meanwhile the northerners have the Standard Bearer for Rally the Troops, and both Knight and Sergeant for Captain.
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>>2281729
Their morale actually breaks pretty easily.
The biggest issue with the southerners is that, unlike the northerners with BF, they make almost full use of Nimble, which make killing them very annoying.
But so long as you don't foolishly clump your bros together, they're relatively simple to deal with.
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>>2281735
>knights get tired after 4 rounds of combat and then either shieldwall into nothing or miss one attack
>assassins conjure infinity throwing pots of rape and stab you for 99 damage to your dick
Southern armies, southern beasts and southern bandits are way overtuned compared to the northen equivalents. It might be part that they were added later and it might be because the game is made by germans
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>>2281750
>>2281746
Unironically skill issue. They've got no armor worth mentioning, rarely spawn with weapons capable of dealing with armor better than chainmail, have no range and assassins are very easy to focus down. Northfags come with arbalests, respectable armor and military picks on grunts and zweihanders. And all-round higher stats.
>>2281743
Have you noticed everyone but officers come with piss-poor head armor and no iron brow?
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>>2282636
>1H Swords
Worthless past the early game. A weaker version of the 1H cleaver, it's literally useless if the enemy have any armor, the secondary skills have the same problems (Gash doesn't work against armor, Riposte is just a weaker slash), and it provides no substantial bonuses (+10% accuracy with Slash).
>2H Swords
2H weapons with the biggest range of attacks (single target, 2 row and 3 arc, and break shield for later weapons) and highest raw damage next to the 2H axe, a 2H sword bro can usually hold himself on his own with little trouble. Still, it takes a while to cut through armor, so usually it's a good idea to pair your 2H sword bro with a 2H hammer bro.
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>>2283085
Riposte has a place against certain enemies and with certain builds. Swords also have a bonus to hit. They're not entirely useless unless you're a min maxxing faggot at the 300 day mark, at which point who the fuck cares?
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Can we just all agree that BB has the best difficulty scaling of any strategy game ever, it's the only game I have ever played where you don't just snowball after early game, every encounter is important and difficult at any stage of the game
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>>2284083
>game gets more difficult as time passes, what a shit mechanic
While the number of days to buff is arbitrary, it's probably the best you can do in this type of game. If it didn't stupidly increase the difficulty at a random moment, you would just snowball, like in first X-com. You can introduce harder and harder enemies but that can only go so far until you're fighting demigods that just kill you in one turn, which is trash. Making average enemies stronger so they are still a thread later in the game is the best solution in a heavy RNG based game
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>>2282636
Avoid 1H swords. 2H swords are best suited for bros with somewhat lower end MATT and high MDEF/RES/FAT because of the hit chance bonus to 2H swords. I play extremely long campaigns, so all my 2H sword bros ever made who happened to survive long into the campaign ended up getting to 100 MATT thanks to veteran levels.
tl dr 2H swords for not-so-great MATT
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>>2284127
x-com files seems to be a big improvement. On the original, I really take the rng out of the equation running the game almost entirely on grenades and blaster bombs. Then psi. xfiles has new mission types, flavor text, and forces some of the firefights that the game deserves at its foundation.
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>>2284073
I think the early game is easily the weakest part of it all. I imagine lots of people that tried the game gave up on it then. Early game also has the least variety in enemy encounters. Fun starts around day 20~ when you actually start having something resembling a build on your guys
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>>2284127
>game gets more difficult as time passes, what a shit mechanic
A good way to start an argument is by arguing something that the other person didn't said. The difficulty randomly spiking really comes out of nowhere unless you read the fucking wiki.
> If it didn't stupidly increase the difficulty at a random moment, you would just snowball
Or you could do it more smoothly by having transitional enemies that bridge the gap.
That's literally what the game attempt but fails to do with the weak versions of enemies.
Literally all they had to do was causes the buff to become more frequent over time, starting with weaker versions of enemies and eventually affecting normal versions of enemies until it's guaranteed for them to come with the buff. BOOM the progression is more natural and you don't need to remember some arbitrary date for an arbitrary mechanic.
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>>2283507
Fearsome. Put dodge, relentless, underdog, lonewolf and overwhelm on someone with good bese stats and laugh at him routing entire noble house, southern city or lower tier barb or greenskin parties on his own. Hella good for arenas and not half bad if proper geared at dealing with lindwurms too. Bonus points if you get a good killer or jester with headhunter and a blade with 20%+ to hit head.
>memebuilds
Yeah, but fun. Only fights I wouldn't bring him are hexen, ancient guard spam or schrats.
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>>2286766
Knowledge of starting market stock, where camps and legendary locations are, starting traits can be critical to min maxing your early game. Every fuckhead who talks about doing monolith or having end game bros in the first 30 days is abusing a strong seed they've used before since doing so provides the meta knowledge necessary to do that shit that fast.
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>>2286845
Sure. But you still need to know what to do with the advantages from that seed. Get what I mean? Personally I never was into speedrunning or streamers for that matter but you can't say that doesn't require at least some game knowledge and or competency.
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>>2286905
Obviously. The basics of the game aren't that hard. 99% of challenge runs are
>can I do thing by x timeframe
>can I do thing using only suboptimal whatever
>can I achieve whether arbitrary goal by doing x y z
Etc. Anyone can play the game and win, there's no true lose state. To achieve these various challenge runs isn't about baseline game knowledge but the use/abuse of meta gaming to achieve goals the game isn't really meant for you to shoot for
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>>2286911
So, you're annoyed at them for being hypocrites for beating an artificial challenge they setup, and play in such a foolproof boring way it's not anything resembling a real challenge if I understand you right? Alright, I can respect that. Mostly why I don't enjoy streamers either.
What do you do to shake things up then? I pick up bb every so often and almost always end up towards the same playstyle which already bored me ages ago. Tried reforged not too long ago and while it has some really neat shit added some of the new perks are outright broken in certain configurations. I swear to God by day 50-60 and without trying too hard I had a line with 3-4 tile range polearms that did something crazy like +40-200% extra damage and 3-4 attacks each turn.
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>>2286920
I'm not even really annoyed about it. Doesn't bother me what people do to enjoy a game. What annoys me is the fools, like some in this thread, who pretend they're super pros, or better than you for achieving those goals, while pretending they did it honestly or without cheesing the game.
For me I don't even shake the game up a whole lot. I load it up every year or every second year, make company, use similar builds and play styles that I like to use, play until I'm bored and then move on until the next time. BB is one my favourite games and I've played 2k hours of it, but it's not fucking high art, and certainly not a game to get all superior about being able to beat, especially when all you're beating half the time is your own self imposed limitations.
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>>2286924
Reasonable if disappointingly similar to what I do. But you posted where you posted. No shortage of either those pretending it is high art because they refuse to use their brain for basic problem solving or just plain old ragebait or those with a chip on their shoulder wanting to bully someone with bonus points if it involves not following their favorite blockheads guide to a T. It's hardly exclusive to bb threads.
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>>2287073
I was always disappointed there's not an offensive polearm in the game. I shouldn't have to quickhand a fencing sword to be able to pike rush like a tweaked out sexually frustrated japanese salaryman.
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>The game now supports more than 2 GB of RAM to avoid crashes
wooooooooooo!
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>>2286763
>people re roll seeds
mind blowing
>>2286845
market stock is randomized each time, regardless of seed, same with recruits, the only edge you get is knowing where camps are and having a good farming route, wich is a lot, but even then lots of monolith speedruns are done on random seeds
>>2286924
>im so over everything is just that im better than most people in this thread and they are wrong thats all haha
ok?
>>2286911
>anyone can do it, its so easy, i could do it if i wanted but i dont because im better or something
ight bud, half of what you are saying are ramblings about things you have a poor grasp and the other half is sperging, wouldnt amaze me if this other "anon" you are talking with is just you samefagging
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>>2287290
afaik not really. The three big overhaul ones each have their own share of bloat and outright bullshit so I'd suggest to mix and match some smaller ones for qol improvements and what you specifically want instead of having lots of shit you don't need bundled in.
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>>2281643
The Battle Brothers appear every few years and fucking assrape to death whatever comes around trying to start shit.
>ORC INVASION
>Chieftan Status: Gaped
>UNDEAD FLOOD
>Necrophilia Statistics Skyrocket
>SHARIF DON'T LIKE IT
>Casbah: Rocked
>HABSBURGS NEED NEW GENE POOL
Alright I guess that one might be counterproductive.
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>>2288402
There's not as high a variety because you basically have three of the same city type except one will have the Arena and thus Gladiators. They're okay for what they are, as stated, but I think the real gachapon with the city states is sifting through indebted to see if you get lucky and have a bunch of decent dudes that you never have to pay. Alternatively if you do the Manhunters start you basically have builds that revolve around FUCKIN SLAVES.
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>>2288910
id rather get an oathtaker or a hedge knight for that price range
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>>2290027
They're okay. Mostly good for chopping shields like you have to do with schrats while also getting to keep a shield or offhand on. Also they batter through armor well enough to be a decent multi role, but they don't excel at anything in particular (besides breaking shields obviously) while not having the hit chance bonus of the other generalist stuff. If you're not fighting shields or prefer to roll dice on hitting through shields then hammers and maces are better for anti armor or stun.
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>>2290027
Pretty sure axes have the highest raw damage output so they're definitely useful, and dealing bonus damage on a head hit can be useful if combined with brute/headhunter. I like them for my general use shield bros since they can't miss a shield bash, which is useful on a low matk tank, and a duelist slapping anything with an axe will melt it almost as fast a winged mace, if not faster against some opponents.
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>>2290237
I mean, are they? Every time I go fuck, I'm going to use 1h axes and five minutes later I say why the fuck would I.
>vs swords early-mid
Handaxe does 30-45 at 120% anti armor vs falchion that's 35-45 at 70% but falchion also comes with +10% to hit and much lighter. And then you realize you can get arming swords day one from caravans which are 40-45 at 80%. Less fatigue at 6 vs 10 so more forgiving without expert or early bros.
>vs flails
Flail is 25-55 at 100%, ignores shields and widely available from raiders. Has increased chance to hit head and a hit head on demand for nice armor income. 3-flail and he's not getting away from your mid matt doorstop tank. Both very easy to farm.
>vs maces
Morningstar is 30-45 too at 100% anti armor but 40% ignore armor vs handaxe 30%. And if you spring for fightingaxe, and you'd better since it's a bitch to find in the wild, you could've gone for military cleaver or winged as well.
>vs armor mid-late
I mean you'd use some hammers or fully go 2h/duelist by this point regardless, wouldn't you?
I'm really struggling to think of a use for them other than again, really good orc choppa goes chop or schrats. Both of those optional and niche af.
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>>2290136
>When would you even want to break shields?
It doesn't happen that often but sometimes you want to open up an enemy doing shieldwall or who's just got an annoying amount of defense up (or your guys have shit matk and shield hits are a guaranteed hit) so another bro can hit him easier than you could otherwise with four or three attack rolls. Obviously that doesn't work out if everybody has flails but at that point you're running a helicopter dick team anyways and you've chosen more dice rather than better rolls.
Also nomads roll fragile shields and can be particularly annoying on mdef.
>And why wouldn't you use flails instead for humans and early spooky skeletons?
I think you would be better served by those but shield attacks are the one thing one handed axes have that's unique to one handers, so if you're not using the claw end of the proverbial hammer then maybe you should have a mallet instead.
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>>2290309
It's been awhile since I've actually seen the charts but there used to be a lot of theory crafting they showed axes as one of the highest damage weapons in most scenarios.
Like here it does decently well https://steamcommunity.com/app/365360/discussions/0/267338171569105254 6/
And there's some scenarios where it's stronger, like orcs that often don't have headgear where the axes bonus damage allows it to pull ahead more. It's not a perfect weapon, or even the best weapon, but it's not a shit one either and some simulations used to show it top tier, I'll see if I can find them
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>>2290370
No man, I respect named axe duelists. I just can't wrap my head around the idea of using 1h axes as anything else or anything earlier. They're heavier, so you need fat, they don't get to hit bonus so you need mat too. And if you're using them as presumably intended to break shields you also need good mdef to not eat those free attacks you're giving them while you chew thru kites or nomad metal ones. And they're much rarer to loot AND more expensive to buy.
The real kick in the teeth if you super fast scrounge a party that has frontliners with all of that you're still looking at a weapon marginally, if even that, better than comparable maces and with very small window until everyone has dodge/nimble or 200-300 forged armor and you'd still prefer swords or even better highmat cleavers on first and hammers or at least maces for second. And by that point you should be able to field some longaxes either backliner with no matk required or pure killsquad pocket mansplitters.
>orcs that often don't have headgear
A man of taste I see. Problem is axes don't have headhit chance or on demand ability on their own.
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>>2290459
Earlier I would say they're better since smashing a shield can be much easier than trying to get around it with low matk.
>Problem is axes don't have headhit chance or on demand ability on their own
I think that's the thing that keeps them from being broken to be honest. Or at least it used to be. There's been patches since a lot of the theory crafting was done so I don't actually know anymore.
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>>2290581
Is that even worth doing? As opposed to swords until decent matk and try and surround. Optionally dog too. The idea of wasting attacks that could be doing damage and giving him both "free" attacks and a damage boost from double grip puts me off the idea. And I vaguely recall last time I tried that, and I admit it was ages ago, 1h fighting axe/board had a hellova hard time chewing thru kite shields. I don't imagine nomad metal ones or orc slabs are any easier.
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>>2290581
The problem with shield smashing is that, on its own, it's not a clear advantage like Stun/Stagger/Dazed, but a risky trade off that can very easily bite back:
Break Shield not only waste your bro turn, but the enemy now gains Double Grip in exchange for lowered m.def, this can and will bite you in the ass.
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>>2290938
To elaborate. A sword and board guy shouldn't have super high matk, so any other weapon is going to be unreliable at getting through shields no matter what. At least the axe can enable others to do damage, whereas a mace would probably just miss outright and at far higher fatigue cost.
The enemy getting double grip can be a pain sometimes but it's not a deal breaker if you have the damage to bring down the now exposed enemy.
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>>2244354
discord ruins games like MMOs where it's important to have in-game social interaction.
however, streamers and youtubers ruin all games.
back in the day, you'd find a cool secret/lame exploit, share it with a friend (or your friend shared it with you, then it spread slowly via word of mouth.. maybe ~5% of all players knew about it.
nowadays, I've seen the arc raiders shoot through ceiling lobby exploit abused like 5 times now and I don't even play that much because everybody is a meta fag who watched some meta fag streamer.
or like, you start playing terraria with a "friend" and they start beelining to the clouds and then the winter biome and whatever because they have to have item X IMMEDIATELY for optimal play style so they can craft Y and I'm still like hitting trees with a wood axe. Either way it's not fun and people are retarded. Stop watching streamers.
./rant
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>>2290962
>A sword and board guy shouldn't have super high matk
Why not? Comparatively for that stage of the game at least before you get your battleforged and gear or nimble or whatever else online. I mean I don't put shieldmaster on the fucker but I'll definitely have a good shield on to mitigate risk.
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>>2290975
>>2244354
These community think tanks focus on nerfing the games into specific optimized play styles. Then game devs patch everything until it's all equal and boring at best to unplayable.
Other games have a bunch of unwritten rules for multiplayer online. idk how being herded around like cattle is a flex for the opps.
I don't think having to draw between the lines is any more interesting than starting a game with an empty inventory and moneyless bro. Go ahead and suboptimize yourself in every way. Play the entire game all legendary locations with one naked bro, under 100 days. Go.
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>>2291246
Bit harsh but considering he didn't specify no consumables, no nades, no starting bro only or origin I can seriously see a drunk alchemist brawler hopped up on all kinds of shit going to town. 100 days is tight for expert but sounds fun honestly. Chasing a lindwurm into a guard party and then getting a last hit in would be the hardest part from what I can think of.
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>>2244354
>I legit think discord has done more damage to the internet than fucking AI
yet, but it getting close, soon not only all info will be gated on discords but also internet will be filled with ai delusions and hallucinations
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Axe bad
You want them on your high matk bro cause high damage and no accuracy bonus, but their secondary is basically a support skill that never miss, so you just equip a more versatile weapon and leave 1 or 2 axe to rot in your inventory, just in case (you will never use them)
Only meme builds use axes, and only 2h or orc axe
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>>2290938
>A single axe bro can shatter two shields in a turn
By the time you get a good axe bro, the only enemies which might hinder you because they're using a shield are northern armies, southerners, ancient deads and orc warriors.
Northerners and ancient deads come with Shield Expert and Orc Warriors come with the Heavy Metal Shield, so you won't be breaking their shield in one hit regardless and will waste at least an entire turn trying to break one.
As for Southerners, it's random whether they get a wooden or a metal shield.
Every other shield enemies (bandits, zombies, goblins) is a pushover by the time you've got an axe bro ready to for that task and their shields won't really help them, beside blocking the occassional projectile.
So realistically, your 1H axe bro is only useful against Southerners and Schrats.Also you lose extra money from breaking shields, think of all the shields you could have sold.
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>>2292001
>if I ignore the entire conversation and ask why someone would do something nobody ever said they would do I can ask as many stupid questions as I want
Bold strategy
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>>2292064
>it's only useful against half the enemies in the game
I mean the shield split ability is all you're focusing on. Again the axe has really high base damage to begin with. The real question is why take the axe, which does more damage, than some other weapon that does less damage but has more utility. The answers as to why and when has already been discussed
>early game and you want to use a low matk bro but still give him a use to enable higher damage bros beyond "stand here and shield wall"
>late game as a headhunter duelist where split shield being kinda meh is the only thing keeping him balanced
At no point did I say axe was optimal all the time, or that split shield was the primary reason to take it and the fact you mongoloids keep thinking I did just proves you're either retarded or dishonest.
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>>2292387
>you doing this?
>kill yourself
>you doing this?
>nah it's neat to use now and then
You do know you don't have to shit your pants and edgefag every time someone asks you something, right? Fucking hell anon, wasn't even picking a fight there.
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>>2292391
>it's only useful against half the enemies in the game
Half the shield enemies don't need you to waste time destroying their shield, the others waste your bro's entire turn or more, while also making the enemy more dangerous in the process.
As for raw damage, it's pretty pointless for 1H because that's the job of 2H. Whether for a tank bro or duelist, you'll be picking your targets and gimmicks tend to win the fight:
>Want to deal with an unarmored enemy? Sword.
>Need to go around a shield? Flail.
>Enemy doesn't have a helmet? Flail.
>You need to break armor? Hammer.
>Need to hit through armor? Mace, Cleaver, Dagger
>Your bro can't hit shit? Spear, Sword
>Enemies have a ton of AP? Spear
The 1H axe gimmick is extra headshot damage (but if you're going for headshots, again, you'd use a flail) and Split Shield (which is extremely situational)
In general 1H axes are just outperformed by everything but the 1H spears.
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>>2290027
>>2290309
there is this duelist build where you go headhunter, proc it with a 1h flail and then switch to 1h axe with quick hands for the guaranteed head hit, never tried it but it sounds fun, other than that they dont have a good niche use like the other weapon types besides equiping them when you dont have anything better
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>>2292448
>redditspacing
>bro why you hurting my feelings
>just keep wasting your time repeating the same shit as I ask the same retarded question that's been asked like 6 times
No fuck you. Feel free to leave if this is too much for you
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>>2292610
>you'd use a flail
lol, lmao
The rest of your post is just saying "nuh uh". I'm done with this. A question was asked and an answer given. Go back to fucking posting beggars stats and asking if it's worth buying or whatever this shit general is 99% of the time
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>AAAAAAAA
>AAAAAAAA
>AAAAAAAA
>AAAAAAAA
>AAAAAAAA
>AAAAAAAA
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>>2293262
Nah, fuck YOU, leather man. Maybe you and I should settle it right here in the arena if you think your so tough. And get out of that, uh, jabroni outfit.
>>2293048
Thing is first you'd need a shitload of fat to lash constantly which can be a dealbreaker if you went for an orc axe. And second by the time it comes online lots will have iron brow so you're not getting full milage from HH. On the other hand since they reworked headhunter it also works with decapitate from flails or deathblow from qatal making them guaranteed headstrike, which for some reason they're not, and both of those extra % stack with brute, zerker shrooms, drunk or any other % you might have going for you. Definitely not muh meta but very fun to play and should get the job done just fine.
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I have wittowoly 10,000 houws maximizing optimol bros and elite game pway. Theyre melie defense and melie attack is over two hundwid. It's not about the weapon but how you utiwize your tactics. Don't distract me with questions.
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>>2293787
Either something similar to Lash to actually benefit from the extra headshot damage, or something that allows you to disable/weaken m.def that doesn't cost your entire turn or more and doesn't make the enemy stronger.
Something similar to Stagger/Dazed but that affects defensive skills would be very handy, injuries are too unreliable.
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>>2293981
Hook shield would be good, though I'd make it more specialist in turning off shield wall, or hook polearm where it acts like a the sword parry but in an area around them where it decreases hit chance. A stagger feels too strong for a support from a one hander.
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>>2295610
But it's slightly better than normal. You want the best gear for your bros don't you?
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my dream origin? heh, glad you guys asked:
you start as a barbarian ex-chieftain who lost a duel to his brother and then was exiled from his tribe for trying to coexist and do businesses with civilized southern weaklings
the origin would have a -20% price modifier, cold relationships with houses and huuuge restriction on hirable bros because nobody trusts you but in exchange youd get some cool events like hiring unique barbarian backgrounds, crafting barbarian gear and maybe even unholds sometimes joining your fights
and on day like 200 you get an event where you either choose to duel your brother or do a regular fight against his squad or flee and if you beat him you get a legendary axe or a trait called "the king of the north" that gives you something cool
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>>2298033
How about this? You're a notchink exile driven from his home, or alternatively after having eaten it because of your dream of being the fattest son of a bitch in the world. You have a cultist like sacrifice event where you outright consume a mf, and eventually unlock abilities like nachzerher consumeafag or WWE unhold moves for your pc.
It comes bundled with an asian themed dlc mini faction focusing on medium armor, offensive pikes and padding out otherwise missing weapons. Meteorhammers for a whip like alternative, rapidfire but bad at AP repeating crossbows or a higher tier of warbrand for example.
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>>2299181
I don't think bows are bad, even crossbows are good, but throwing weapons are just stupid strong especially considering the range advantage never lasts more than a couple turns anyways before you're just attacking shit from directly behind the frontline no matter what you're using.
It's probably for the best though. Imagine having to fight goblin wolfriders with bows that just kite you forever.
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>>2299737
The range advantage still matter when not every enemies pile up near the frontline: archers, crossbowmen, support, etc...
Until your melee bros break the frontline, you'll have plenty of need for shutting down dangerous enemies out of range.
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What's your go-to strategy dealing with mass schrats? I usually wait like a little bitch until they leave the forest tile and then stack overwhelms and pepper them with fire pots. And that's on a shield heavy frontline with spare axes.
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>>2299814
Fair enough lol. I just did a comfy orc crisis on this militia company and figured it's time to visit the northern part of the map.
>first five contracts all 2-3* haunted forests
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>>2299806
What >>2299814 said.
If I can't (fucking crossroads in the middle of the woods at night being an interracial gangbang comes to mind), I also try the same strategy as for lindwurms, which is try to break them apart (and pray the AI doesn't decide to hug each others), it's a lot easier for your company to deal with 2/2/2/2 Schrats than it is is dealing with 8
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Hey asshole is your nose broken or gone, pick one, even if it was invented yet you don't have health insurance anyways.
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>>2299849
>ib4 split nose
>>2299847
I honestly just break the armor with shieldfags, hunker down and whip the everloving fuck out of overwhelmed lindwurms. Schrats don't really play nice with attrition builds like that.
I'm just trying to pick someone's brain on alternate ways to deal with them other than swarm and hope I don't end up dogless and with 50 injuries.
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Shield spec should double shield bonus, bros and enemies.
Blocking maces should impart fatigue damage.
Maxed fatigue should impart a debuff.
Is there a reason poison doesn't work correctly when it's applied to enemies? It functioned great for a few fights, now it generally doesn't do anything.
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>>2300217
25% bonus.
There's not a lot of reason to use shields, apart from useless low level brothers. Real enemies walk over and slap that shit out of your hands in one turn. The middling rotational brothers need their tactical utility increased. It's fun to juggle frontliners and inventory.
I'd move the 5% min/max hit to 1% if the fatigue mechanics were useful and not simply subverted by perk choices. Otherwise, it turns my bros into the unhittable assholes the computer uses in early fights.
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>swing axe at shambling corpse
>miss
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>>2236681
i dont think they hate the fanbase, but i do think they dont like modders because modders can potentially mod something that the devs themselves wanted to add and they dont want to look like theyre stealing other peoples ideas
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>>2305374
nta but it have the weakness of a sword, it's really bad against armor, so it's handy early but eventually falls off, where it just become a shitty AoE pike and you'll get more out of other polearms like the polehammer or poleaxe.
And while you could argue you could just QH a 2H sword like you do other 2H/polearms, 2H swords don't need the extra reach, they already have their own.
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>>2305969
nah, you dont need to murder peasants, you just need to find some meat shields to tank for your starting deserters and it turns into a regular origin where you can retreat from almost any battle without consequences
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>>2305969
>the optimal strat is to murder peasants and you get your shit stomped if you don't
tf do you mean by this? Raid caravans or such? Cool but not mandatory. You gonna get fucked with low resolve in certain fights tho.
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>alright this fight should be simple
>have way more attack, armor, damage than enemy
>80% chance to hit
>miss
>miss
>deploy dog
>dog misses twice
>miss
>dog misses twice again
>enemy finally eats through armor and kills bro
I don't feel bad about resetting that at all.
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When is it viable to fight undead for a chance at famed weapons? I keep sending my bros with raider gear and banner man at around the 20/30 day mark and they get fucked too hard, I would call it a skill issue but I don't know if I'm just not supposed to send my level 5-ish bros to those fights without contract modifiers yet.
Also thanks to the anon from /vg/ for guiding me here
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>>2292391
I asked the original in >>2290027 and after some forcing myself to play 1h axe heavy I have to say, you've got a point. They're not nearly as midbro friendly as swords and they're allround worse than hammers vs anything armored but goddamn can they, on decent matk bro with expert and headhunter, chew thru most normal-ish enemies including chosen. And that's with a regular fighting axe and a shield on. The shieldbreak is surprisingly convenient as well. As it turns out your average nomad/fallen hero/footman doesn't get to benefit from doublegrip if you instantly cleave him head to balls on your second attack.
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>>2290027
Handaxe is very good in the early game, then they begin to slowly dwindle out in the mid game, it can 3-4 tap a worn mail shirt and 2-3 tap a patched mail shirt, its on the same level as a morning star. only shadowed by your banner/pike and military pick.
The +50% additional damage on headshots is sleeped on, this thing can gradually become a clutter mob cleaner. The shield break option is not so bad but it isn't always viable, its in the "depends on how much armor you got" spot
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>>2282636
Two uses:
- pocket weapon on ranged bros, especially if they have Bags & Belts. To-hit chance helps, and some of the enemies that can reach your back line (e.g. goblin raiders) will be hurt by swords just fine.
- to train fresh meat that you don't want to keep in the back row. Again, the to-hit helps.
Otherwise, as has been said, swords simply aren't best at anything.
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>>2308221
My biggest gripes with using 1h axe over a cleaver in particular comes down to damage being fairly similar if not in favor of cleavers, they both need good bros to make use of them and the superior anti armor of axes is not that relevant either once heavy armor comes into play. There's also khopeshes with similar anti armor efficiency being a thing and the convenience of whip sharing the expert. Cleavers get the benefit of bleeding nimble enemies, if they can reliably hit them, of course, and being far easier to loot. And then there's all the undead except goths all having steel brow.
I'll still say I've grown to appreciate them more. They can do some very respectable damage even with a shield on. And not using special attacks that often they're surprisingly sustainable on the fatigue.
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>>2308276
That's why you slowly phase them out in the midgame, think of it as pre-raid gear bros just doing their first brigand raider fight, you are having a better time dealing damage with a handaxe than with a Scramax or butcher's cleave (They struggle a lot with 80+ durability armor)
A Khopesh would be ideal but you will have to fight honor guards, think of 1H axes as the "More easily aviable cousin of cleavers"
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>>2308290
How'd you figure them being widely available? Earlier tiers, sure, but fighting axes are a bitch to loot and almost twice as expensive than military cleavers to buy. Meanwhile mcleavers can spawn on caravan guards and khopeshes on necrosavants.
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>>2308299
Eh I only mentioned the handaxe because fighting axes are not that easy to come along. By the rate you got one, you probably already got a batch of Heavy Rusty Axes that do a better job.
Honestly I wouldn't go through the hassle of getting a MCleaver and just snatch a 2H Saif, and while I'm at it some whips and Polemaces from the lands of Allah
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>>2308289
imho unless you are going for a fat newt build battleforged just isn't worth going for without named equipment.
Regular heavy armour is just way too inefficient and if you go lighter then you aren't getting enough out of forged.
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Easily the biggest problem with this game is the lack of a battle preparation screen. Things will just happen, and while the event text you're given implies plenty of forward notice, you won't get to mess with your battle line, their gear, or anything before you're thrown right in with the enemy in your face, sometimes from a position that no sane person would have walked into if they knew they were heading into a fight. It's not like people are wearing plate harnesses that take assistance and fifteen minutes to put on either, the setting is smack in the middle of the transitional armor phase where it's not much more difficult than putting on a jacket.
I just had an event that's phrased like it should give me an advantage, where I sally out and dispatch a vanguard (which turned out to be a full fucking field battle) and immediately afterwards without any pause whatsoever I'm thrown against another force. Even just being able to rotate bros in or out that you have off the line at the start would go a long way towards fixing this. It's a basic convention of tactics games that's absolutely baffling is missing.
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>>2310519
>belligerents including supernatural beasts don't agree on set battlefield appointment
How utterly uncouth. And plate harnesses aren't really a thing in BB. Coat of plates is still a very heavy reinforced mail.
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>>2310519
>enemy ambush you and you're in a bad spot
Sure
>you chase an entrenched/fleeing enemy and you're in a bad spot
Sure
>enemy chase you and you're in a bad spot
Okay...
>you ambush your enemy and you're a bad spot
What
>enemy attack your entrenched position and you're in bad spot
?????
Honestly it's just dumb being knee deep in swamp water when there's dry land 3 feet away or sitting at the bottom of a hole (that is also very hard to get into to begin with) for no reasons.
Yeah let just tell my archers to sit at the bottom of a pit.
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reminder that according to the official lore from the books only the most powerful hexens can charm beasts including even lindwurms
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>>2311568
Counterpoint
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>>2311568
Well, yeah. Regular Hexens get burned at the stake by peasants and witchunters.
It's the most powerful hexens the lords have to hire the Battle Brothers to deal with.
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It's funny that noble houses instantly know where you are the moment you enter their territory and chase you all over the map when IRL merc companies were difficult to track down and would use that fact to pillage your land while not working.
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>got a contract to raid some fag's bone pile
>5100 worth of bling *Hot Damn*
>can afford some good shit with all that gold
>head to the location
>14 Ancient legionaries + one priest
>6 (six) Fucking Pikemen
>all i have are 4 decent bros and a bunch of mediocre ones in medium/light armor
tell me with your vast wisdom how can i cheese this encounter to secure my riches.
can i lure some barbarians or brigands to the location?
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>>2306351
This is how the game operates for the entire party over 6-10 rounds on Legends. The game ratchets up the bullshit when it's a fight the machine doesn't want you to win. Just approximate your to-hit and damage have both been moved back one decimal point.
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I like this game since you get to learn a lot and you don't always get to win even if you do everything right.
My question is: What is the difference between a good BB and a bad BB player?
For example I know some basic strategies like using canon fodder to keep the important bros alive, trading to get maximum profits, repair equipment looted from other enemies for cash.
But I can't snowball as quickly as other people who play this game religiously (I.E 60 days in and I haven't reached nimble or managed to get more than just raider gear) I know I'm missing something but I don't know what
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>>2313148
bad players spend too much time stuck in the contract loop while good ones try to find spots with good fight density where they can farm loot and exp so they can start smashing the wilderness as soon as possible
also the easiest way to get good armor early is by hiring high end backgrounds but bad players are either too scared to spend big or simply do not understand the game and would sit on 10k and refuse to buy an 8k hedge knight because he is "too expensive"
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>>2313148
>What is the difference between a good BB and a bad BB player?
Well a bad BB player, when he sees a contract, he just takes it.
But a good BB player, when he sees a contract, he takes it, but he's a good BB player.
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>>2313154
>>2313163
I see, I have noticed that the center of the map has a lot of fights, but I sometimes struggle at taking several back to back, my limit is around 2 fights before I start losing all my fodder and risk losing the ones I want to keep.
Is it better to find a random bandit spot, leave it alone so it can spawn bandits, farm them, and then plunder their base when you got enough levels?
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>>2313173
Alright man, guess I read your post wrong so my bad. That said I don't believe you'll find much fun forcing yourself to emulate speedrunning streamer strats even if you technically do improve. I mean maybe you took down monolith day 200 with a raggedy bunch of crippled bums but they're your bums, and you took down monolith, you know? Should count for more fun than I autistically rerolled my map seed 9000 times and then followed a spreadsheet someone else made.
>>2313191
I have no idea what in the actual fuck you're talking about but in the spirit of the season here's a (You) and a big ol' go fuck yourself as a bonus. Happy holidays you unhinged cocksucker.
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>>2313076
You are slaying with the sass, queen
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>>2313235
I don't know man, I genuinely want to get better since I see a lot of other videos where people get to do these crazy big fights and they just mow down everything like if they were main characters.
I want to do that too
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>>2236527
BB works on a tier system. You want to elevate your tiers of armor, weapons, brothers, and stockpile resources like a hoarder. No weapon > shiv > dagger > qatal dagger > famed. The same goes for armor. Utility of each brother is going to vary by the run.
Here are pitfalls I see from new players.
>play ironman or quit when one brother dies
>try to rush the game like seasoned players
>set other restrictions on themselves i.e. starting with a junk origin, making nice guy moral decisions rather than grabbing free stuff, giving themselves other role play hoops to jump through
>not using every tactical advantage available at all times. Letting party moral slip, not backpedaling to higher elevation, not creating free attacks for themselves, not selecting the correct damage types for enemies
>fighting from the hole when avoidable like webbed, or swinging then surrounding in the wrong order, fatigue maxed out
>stationing new brothers the same as leveled up. The computer will focus them and they take several less attacks to eliminate.
>not planning ahead in battle or calculating enemy moves
>poor economy or prep outside of battle
Next is perks. You're likely selecting perks that are not doing anything because of playstyle. Say you're getting Student but your campaigns are splatting at level 4. Maybe you're choosing anticipation, but all your fights are melee. I use fast adaptation because I choose quantity over quality of actions. It synergizes because it returns AP on hit and then the quantity of attacks hopefully deliver a status effect like overwhelm. If you're taking one accurate attack a round then fast adapt isn't for you. Recover is trash, wait for second wind and perfect focus. There are dozens of common-sense things and better build orders.
Honestly just savescum until you're decent. Hard origins, difficulty, and mods are for decent players. Then min/maxing can screw you instead.
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Ignore the shitters advice, make your entire company out of asthmatic cripples, get them the heaviest armor you can find (Nimble more like Gayble) and 2H axes.
Ignore contracts, you should be going straight for the Black Monolith by day 5. Ironman only.
Perks: Crippling Strike, Resilient, Dodge, Anticipation, Relentless, Sword Mastery, Overwhelm, Head Hunter, Battle Forged obviously, Duelist.
Enable permanent destruction and then ignore endgame events.
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Anyone tried their new game? I ran a few playthroughs on the medium difficulty and found it pretty fun. Some of the complaints I have are that there are a lot of things that look like you couldn't shoot through, but you can. Movement also seems pretty limited per turn. While battle brothers can be understood with zero delving into the game mechanics, menace feels like you need to read up on them to even begin with it
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>>2314751
>w*men squad leaders
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>>2315260
>but should I actually use them?
100%, they're surprisingly versatile.
Really strong against armor with good damage that'll make them deadly even against lighter armored enemies. Stagger is fairly handy against enemies that rely on high ini, and the AoE being a 3-arc means it can still be used safely even with bros around him.
Another small benefit is that, since it ditches a lot of direct HP damage through armor, they often causes injuries.
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>take anti nomad quest
>arrive at location
>17 alps fighting 14 undead over the nomads
>join in
>this clusterfuck happens
not pictured about 10 dead alps to the left, funky three way, alps fighting nomads, while undead fighting both, direwolves zooming + undead crisis dead nomads coming back to life, holy
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The desert is so efficient at farming fights with and get XP fast, unfortunately I keep losing bros in most early game encounters, is this normal? Sacrificing fodder sounds logical but in practice I lose a lot of morale when I try it and I don't know how to efficiently use said fodder.
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>>2320587
Depends on your origin and what else you've got to work with I guess. I'd say starting out shield and crossbow heavy with a couple of spears and spare dogs does alright. Metal single head flails, halberds, arbalests and still a couple of spears with QH to control the field or for vamp encounters by midgame. You're pretty set against everything except schrats and they're not especially common or hard to avoid. After that I suppose pick your preferred flavor of rip and tear.
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>>2320922
I don't build them as snipers. They're there to make the enemy come to me and get peppered by bolts while doing it. Early game crossbows will dominate raiders, mid game arbalests will do real well vs man-at-arms of both flavors and they're not too shabby vs orcs or norse either. By late game I mostly phase them out for a couple of gonners and a bowfag or two. In my experience, like flails, they have a window of incredible usefulness and being both reasonably cheap to setup and not too perk dependant can save you a lot of pain in some more common fights. Decent dual purpose if you build them with longaxes, nades and or whips in mind.
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>>2321077
I just find someone with base ~45-50 RAT and add crippling strikes and fast adaptation on them with the heaviest armor I can loot, which is usually not a whole lot in that stage to be fair ie heavy raider shirt with pelt of some sort. But they are a convenient arrow catcher for the more valuable bros. If they last long enough and have decent fat they get upgraded to salets and man-at-arms mail + frenzy, overwhelm, berserk and usually cleaver mastery for whipping. QH, bags and footwork are all also highly appreciated with how I play. If they have good resolve they may get a gonne, fearsome and rally. If they have decent MAT they'll usually get duelist and throwing instead and get to serve as semi frontliners until I can replace them with superior stock. Just be flexible as gear comes, recognize that some gear has an expiration date, like goblin pikes or flails, and be ready to pivot to stay ahead of the curve as enemies increase in quality and numbers. I can't really tell you do this, this and then that because how the game is setup you might for example get THE kingsguard fencer of all fencers and a fantastic sword for him and that fucker will carry you for ages and then some. Or you might not see a single reasonable RAT character for 300 days so bows aren't really going to cut it for you. Same goes for gear, getting early goblin pikes is a massive power spike but I've had maps where I've seen precisely 0 goblins the entire run.
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any particular reason some people are hating on their new game before it is even out? Is it because that means battle brothers won't get any more content?
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>>2321968
There was a demo released you should try.
Very different game with pre-made squad leaders with defined personalities and storylines rather than faceless replaceable randoms you hire in BB.
StS style map where you can only go forward rather than complete free roam.
Also woke, with women and black women leaders, funded by german government
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>>2321974
I tried it out for a few demo campaigns. I found it pretty interesting and will probablypirateit once it comes out. I didn't really like any of the characters, but it is a far cry from something like dragon age: veilguard from what I saw. As for the government funding, any company that has a chance to get gibs will always get them, and I personally think there is nothing wrong with taking advantage of that in any field.
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>>2323043
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>BB general
I forgot about this, anyway I replaying the game trying to learn how to instead of just throwing brothers into the meatgrinder, going around broke and full of injuries.
So far I get how to fight, I barely get scratched now but I still too dumb to build brothers the proper way, same with what thresholds counts as a good brother even without stars.
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>>2321968
>banning people for saying it's woke
>banning people for saying it's slop
>then started banning people for noticing they got a german slush fund investment
The telltale signs are there. I got banned for saying Germans should just leave NATO and deal with the Russians alone if they hate American politics so much. Besides all that, it's genuinely not interesting and terminally undercooked. The predefined leaders are annoying and woke, whatever, but the gameplay itself is not strong enough to carry that weight. In all sincerity, if BB had predefined characters there is zero chance the game would have a fraction of the staying power it had/has. That's the whole point. They're trying to be a Jagged Alliance 2 type of thing without any of the talent required to make a Jagged Alliance 2 type of thing. Without your own motley crew of faceless mooks, there's no drama besides what is constructed by the incredibly incompetent writers.
It is what it is. You can't have your own doodz when the government tells you to push an agenda. C'est la Vie.
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>>2323464
Sorry, I have more emotional attachment to LIEUTENANT JACK DICKHAMMER the Asian Sensation from Jamaica than Colonel Sheboon Mo'neek who grew up in a war orphanage on the planet Reparations IX and went on to graduate first in her class at the naval academy at Gamma Giga Nigga before getting kicked out for disobeying stupid orders that would get everyone killed or whatever.
Like I said, Jagged Alliance 2 had drama because the characters were well written and presented. This is not the case because they don't have the talent.
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>>2323469
Be mad all you want. Check back with me when the shit gets released.
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>>2323435
>The predefined leaders are annoying
also there is not many of them(and there is not planned many) which limit replay ability and possible combos, with possible losses its also limit iron meme plays - it assume that you either beat game perfectly or save scum
>They're trying to be a Jagged Alliance 2 type of thing without any of the talent required to make a Jagged Alliance 2 type of thing.
>there's no drama besides what is constructed by the incredibly incompetent writers.
yeah, I agree
Also its funny that you can get banned on 4chan for pointing that the game was funded by germ tax payers even when they put the picture of it on steam
anyway game just feel like lazy version of tabletop on pc
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>>2324560
Put your gibberish through google translate in your native language if you're this terrible with English. It will do a better job.
I genuinely don't understand what you're saying besides the stuff about getting money from the government, every country supports their businesses to some degree. Fromsoft likely gets money from Japan, Valve gets money from the USA. Is the problem for you that they're getting money from the German government specifically, not, for example, the Russian one?
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>>2324607
Yes, I did. I played a few playthroughs and found it interesting enough to pirate on release. I don't really care much about the characters and I found the combat to be interesting.
Were your parents relatives? If you can't form a sentence at least on par with a 12 year old I won't respond your idiocy.
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>>2324605
>I genuinely don't understand
you may be retarded then
anyway, let me explain it.
the amount of leaders is limited, both the starting options(choose 4 from 8) that you can choose from and recruitment/replacements
(there are suppose to be like 2 dozens of them in total) compared to like 5 dozens of JA2 merc
in case of ironman playthrough there is no real options to replace losses as recruitment options are limited and gated by faction rep
small amount of merc available also reduce possible combinations both starting and in campaign
>>2324613
then don't respond you ill educated midwit, you overvalue your mastery of english and your intelligence
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>>2324958
>>2324958
>Make me faggot
You are already a faggot.
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>>2324974
why you pretend that you are dumber than you are? not that you are even smart
menace have its problems, small and unlikable cast is one of them and yet you didn't even bother to address that
if you have nothing worth to say then be silent, you are the one shitting this place up
>but muh jeets
they live free in your head and no wonder as its full of shit
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>>2325009
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>>2308673
Good suggestion. Isometric Mount&Blade with deeper combat systems is kinda what I'd like to play now that I think about it. My brain is fried and I can't find enjoyment in having to click through all the characters' actions each turn any more.
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>>2328631
Pretty sure it's only if the spearwall misses even for armored orcs and that only their push is guaranteed but what I'm saying is they'll often waste a turn or few going around it instead of just making a beeline towards you. Works for massed chosen too. Just remember to switch to a real weapon when they actually close in.
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>>2328631
Just to give you an idea what I mean. Don't know exact numbers for their AI bias but if they "see" an opportunity to linebreak, especially to get into range of your archer or similar, instead of stepping into a spearwall field they almost always will. Even if it's a shitty militia spear that does nothing against them. Even if they need a detour to do it. See them just trying to step in and shieldbash lone spearbros often enough, and that can fail against spearwall.
Convenient if you got a throwing or crossbow line to soften them or if you stacked the other side or if you have several of these cancerfags on flanks so they come at you piecemeal instead in a deathstack. Combine this with some firenades and tactical dogs, and you have crazy map control.
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As a brand new player, how necessary is the DLC? Should I buy and play the base game first or get the whole package? In any case I'm not sure I want to get blazing deserts because I don't like sand 'people'
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>>2328417
You're not meant to solo, no.
You're supposed to hire cheap fodder to "tank" enemies while your lone wolf kill them. Trying to solo, you're just very likely to get surrounded and stunlocked before doing any significant damage.
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Current run isn't doing too good. Got greedy chasing after a famed item only for it to be a famed shield. At this point I've had two or more wipes, Lord knows how good my company would be if I got my tactical acumen together.
I think I bought my greatsword too late for my 2h bro. It's a very good weapon imho that's underrated due to how easy to grok greatmaces are.
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>>2333156
>underrated
Problem is it's a great weapon for dealing with enemies that usually aren't a problem by the time you get it. I mean if there's a whole lot of light to medium armor enemies like southern troops or nachzehrers or spider swarms you'll get much more out of swordlances with added benefit of not being sanded, covered in acid, pushed around, webbed or vored. Bardiche powercrept it hard too since that thing can actually deal with heavier armor while being interchangeable with both greataxe and mansplitter.
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>>2333396
I mainly chose it at the time because I wanted to have flexibility to hit stuff with decent damage in a line or in a semi-circle without compromising on accuracy. Your time to kill will take a dip compared to other two handers but it's more likely you will have the first shot in on more difficult enemies.