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Author Topic: Battle Brothers - a turn based strategy RPG mix  (Read 213984 times)

ChairmanPoo

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1455 on: November 15, 2020, 11:16:16 am »

Mmmaybe. a crossbowman//handgonner archer might work better as a specialist character. My meh came from that handgonne build, which kind of suggested  (though not outright) to build several. That´s a huge cash investment and TBH I managed it but didnt get the bang for the buck that I expected. Maybe I did it too early. I started a new game and I´m going to focus on building an archer and two throwers for the time being. If it pans out I might aim to have one of them double as a handgonner/crossbowman (I´m kind of thinking the *archer* might be a better candidate for this)
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Mephansteras

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1456 on: November 15, 2020, 12:44:49 pm »

Well, Gonne and Crossbow use the same specialty, which helps.

But, yeah, I use it as a specialist weapon. I haven't tried having multiples.
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ChairmanPoo

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1457 on: November 15, 2020, 08:16:03 pm »

Addenum: I´m finding that keeping 2/3 regular throwing weapon specialists is EXCEEDINGLY expensive, ammo wise, at least at the beginning. You can burn through hundreds of ammo really fast. You CAN go for slingers for easier contracts but if you want that you might have to sacrifice quick hands for adaptation, because slinger accuracy is shit otherwise. And sacrificing quick hands means sacrificing throwing weapon´s specialists quick reload (and adaptation isn´t that good for ammo-driven throwing weapons because you have so few). On the other hand TBH I´m kind of wondering to what extent quick hands is a big deal, as it´s only sacrificing a turn on reload.
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Mephansteras

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1458 on: November 15, 2020, 08:39:06 pm »

Depends on how you use them, I guess. My thrown specialists are always built as skirmishers (decent melee defense) so I have someone with a shield on my back line who can intercept enemies who get back there. I find being able to quickly swap to a melee weapon and back can be quite useful.

But I don't think I really do things the way a lot of other people do. I don't follow guides or anything like that, I just build stuff in ways that fit how I think and do things on the battlefield.

I also don't really like thrown specialists all that much over crossbow or bow specialists in the long run. They fit a specific niche for me, so I often have at least 1, but rarely more than 2 at the most. I prefer pole arms and other reach weapons for the directly-behind-the-shields backline and my archers out of harms way if I can.
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ChairmanPoo

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1459 on: November 20, 2020, 06:00:24 pm »

I´m kind of rethinking things again. THing is, a throw specialist with a sling gets a bonus to damage in close quarters... and I´m finding that I dont do that much long range shooting. I´ll probably reroll and start again, try two slingers and one sniper. I´ll think on whom I want to get crossbow mastery alongside. I´m thinking the sniper, as in CQB having a gun or a crossbow in battles against armored targets might prove an advantage.
I´m kind of wondering if it might not be better to make the sniper a full crossbowman and forget about bows altogether. Long range sniping is going to be not that effective against armor, and IMO its kind of more important against necromancers. Maybe enemy sharpshooters. I dont know to what extent it might not be better just to advance a bit and get the fuckers in range of bows or crossbows rather than use a talent in getting that extra +1 range.
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Mephansteras

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1460 on: November 20, 2020, 06:09:17 pm »

Well, I have different goals for various ranged builds.

Bowmen are there for long range sniping (enemy ranged, necromancers, fleeing enemies, and the like) plus going for Overwhelm. The ability to Overwhelm on two different targets in a turn can be really helpful. Add in Berserk and on a kill you can get three shots in a turn. It's very powerful.

Crossbows are there for killing off armored targets. So I focus their perks on stuff that let them do more damage. I also prioritize initiative on them less.

Gunners are there to deal with mobs of enemies. Fearsome, crippling strikes, overwhelm, anything that has good synergy with hitting multiple opponents.

Throwers exist to be hybrids for me. Weapon and shield, sometimes both throwing and cleaver mastery for whips, bangs and belts, quick hands, stuff like that. They get the bombs, the nets, the antivenom, whatever is appropriate for the mission. They're not the best at what they do but they can fit many roles and go where ever I need them to go.
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Micro102

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1461 on: February 01, 2021, 09:17:49 pm »

Necroing because I can't find anything on google. I chase some bandit thieves down and end up catching up to them next to a goblin camp. Now the goblins are in the fight. If I back off, will they fight each other?
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pisskop

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1462 on: February 01, 2021, 09:39:21 pm »

As long as you back off for a few turns in that fight?  yes.


If you rush in more than 2 tiles that first turn youll draw some agro.



Turn down and left the first turn.
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EuchreJack

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1463 on: April 01, 2022, 09:52:02 am »

One of my pet peeves with this game is that:
1) The game gives you NO indication that your proposed move will be stopped by an enemy
2) It then does NOT let you take back that move you never intended to make

I just rage quit over it, yet again.

pisskop

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1464 on: April 01, 2022, 05:10:16 pm »

I really want the game to be less of a power creep and more of a 'poor bastard simulator'.  For instance, I hate how the DLC equipment is all better than the default gear.

Give me that early game desperation over the late game calculation
« Last Edit: April 01, 2022, 05:11:47 pm by pisskop »
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AzyWng

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1465 on: April 04, 2022, 12:25:06 pm »

One of my pet peeves with this game is that:
1) The game gives you NO indication that your proposed move will be stopped by an enemy

Are you referring to the "Zone of control" and how characters who try to just walk out will get attacked?
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EuchreJack

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1466 on: April 04, 2022, 03:46:39 pm »

One of my pet peeves with this game is that:
1) The game gives you NO indication that your proposed move will be stopped by an enemy

Are you referring to the "Zone of control" and how characters who try to just walk out will get attacked?

That overall mechanic is fine, I am more complaining about how the game isn't clear enough about where Zone of Control actually IS, and that moves can't be undone.

Il Palazzo

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1467 on: April 04, 2022, 03:54:19 pm »

When you have chance-based rolls, an undo button doesn't really make sense. It'd encourage scumming the rng.
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ndkid

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Re: Battle Brothers - a turn based strategy RPG mix
« Reply #1468 on: April 04, 2022, 05:44:27 pm »

When you have chance-based rolls, an undo button doesn't really make sense. It'd encourage scumming the rng.
This is actually an easier problem to solve than you might think. Gloomhaven is a game that handles restarting your turn pretty gracefully. I haven't had to implement this feature in a game before, but I'd probably do it by giving each agent its own RNG, and storing its state in the save. So, sure, you could reload, but that character's next swing isn't going to roll differently if you do.
Now, of course, you could use that knowledge to change who he swings at, but that's pretty a pretty diminished return on savescum investment.
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