Gay-Lussac
Arcane
We have to kill the dude who designed the AI for this game
He's going to create Skynet in the future, I guarantee it
He's going to create Skynet in the future, I guarantee it
That explains how even Californians will be able to beat the darn thing.We have to kill the dude who designed the AI for this game
He's going to create Skynet in the future, I guarantee it
Yep, as far as AI in computer games goes this one is quite good. Last time i was in shock when an enemy with 2h axe surrounded by 3 bros and one other enemy waited, the other baddie moved away, and only then he used the round attack against all bros at once. Sometimes the AI can position its forces really well. Not always but it's much better than the semi random AI in other games.We have to kill the dude who designed the AI for this game
He's going to create Skynet in the future, I guarantee it
Maybe an AI for a 3d realtime game is more difficult to program but that's beside the point. BB has better AI than the vast majority of other TURN BASED games. Doesn't mean that it's that great, just competent. Simply put, the majority of games suck when it comes to AI.The AI is nothing revolutionary in terms of concepts used. But it's the game that doesn't try to overreach. It's a tile-based, turn-based game, and that's much easier on the AI than a 3D realtime game would be.
https://www.gdcvault.com/play/1012410/Improving-AI-Decision-Modeling-Through
I'm currently using a variation of this build for my handgunner: https://steamcommunity.com/sharedfiles/filedetails/?id=2253054670Anyone can share his opinion on the hand cannon weapon? Shooting once at the start of battle is nice, especially against unarmored opponents. After that, there is rarely an occasion to attack several enemies at once so what's the point? Maybe i miss something How to make those guns viable? What build one should use it and how to position them?
They struck the right balance in design deicsions without getting too ambitious and asking things from the AI which it couldn't deliver. Not to diminish its quality of course. It's interesting that story-centric RPGs with set piece battles actually have an AI that perorms worse, like D:OS/2. Without being an AI programmer or anything near that, I guess it has to do with the complexity of pathfinding in the 3d environment and the much more complex rpg system and spells/abilities.Maybe an AI for a 3d realtime game is more difficult to program but that's beside the point. BB has better AI than the vast majority of other TURN BASED games. Doesn't mean that it's that great, just competent. Simply put, the majority of games suck when it comes to AI.
The sling part is interesting, didn't think of that. My main question is HOW to use handgonne. Firing a volley at enemy when they approach is obvious but what later, you just switch to throwing axes or javelins and forget the guns for the rest of combat?I'm currently using a variation of this build for my handgunner: https://steamcommunity.com/sharedfiles/filedetails/?id=2253054670Anyone can share his opinion on the hand cannon weapon? Shooting once at the start of battle is nice, especially against unarmored opponents. After that, there is rarely an occasion to attack several enemies at once so what's the point? Maybe i miss something How to make those guns viable? What build one should use it and how to position them?
Key points are Fearsome with high resolve for enemy mass routing with the gun(s), throwing weapons as a sidearm and a sling for long range combat (slings don't occupy an ammo slot and use throwing mastery). I think you could also fit Overwhelm into the mix, but I haven't tried that one yet. You can also swap out the handgun for a Crossbow for specific fights.
The sling part is interesting, didn't think of that. My main question is HOW to use handgonne. Firing a volley at enemy when they approach is obvious but what later, you just switch to throwing axes or javelins and forget the guns for the rest of combat?I'm currently using a variation of this build for my handgunner: https://steamcommunity.com/sharedfiles/filedetails/?id=2253054670Anyone can share his opinion on the hand cannon weapon? Shooting once at the start of battle is nice, especially against unarmored opponents. After that, there is rarely an occasion to attack several enemies at once so what's the point? Maybe i miss something How to make those guns viable? What build one should use it and how to position them?
Key points are Fearsome with high resolve for enemy mass routing with the gun(s), throwing weapons as a sidearm and a sling for long range combat (slings don't occupy an ammo slot and use throwing mastery). I think you could also fit Overwhelm into the mix, but I haven't tried that one yet. You can also swap out the handgun for a Crossbow for specific fights.
Anyone can share his opinion on the hand cannon weapon? Shooting once at the start of battle is nice, especially against unarmored opponents. After that, there is rarely an occasion to attack several enemies at once so what's the point? Maybe i miss something How to make those guns viable? What build one should use it and how to position them?
Sometimes you can continue to gun from the back line all the way throughout the fight - this can be useful, say, in Noble War battles where it's their backline polearmers that can devastate you and it's hard to get to them quickly with armoured dudes in front. That said, I've tended to use handgonners a bit like crossbowmen, with quick hands switch to their own polearms as needed.
Anyone can share his opinion on the hand cannon weapon? Shooting once at the start of battle is nice, especially against unarmored opponents. After that, there is rarely an occasion to attack several enemies at once so what's the point? Maybe i miss something How to make those guns viable? What build one should use it and how to position them?
Fearsome is obviously the way to go, you just stay behind the front line, just like a pikeman.
Obviously, you can't hit 6 targets during the whole fight.
I find it way more useful with a small party, or perhaps it you have a lot of shieldbros.
If you have a legion of 2H bros, on the other hand, they'll have one shot to fire and then, it's over.
About overwhelm, i don't think it works, on turn one, it'll be useless and on turn 2, depending on your party, the fight is over.
Thinking about it, a fast gunner with overwhelm + fearsome could be useful against lindwurms, orcs and noble armies.
Not chosen because if you have enough targets on close combat to make it useful, you're probably fucked.
As for switching weapons, sure, the obvious way is to give him a crossbow for some fights where the gun would be useless and i don't use throwing weapons, never found a good named one so that's probably why.
Sometimes you can continue to gun from the back line all the way throughout the fight - this can be useful, say, in Noble War battles where it's their backline polearmers that can devastate you and it's hard to get to them quickly with armoured dudes in front. That said, I've tended to use handgonners a bit like crossbowmen, with quick hands switch to their own polearms as needed.
Very good archers or crossbowmen annihilate pikemen, this and a very good fencer (front-line and southern position, on turn 2 with lunge, you can hit (OS) one or two already...
Fearsome is a must-have, yes, and I also take overwhelm. I would argue that archers/crossbowmen can't always snipe polearmers out fast enough, e.g. in a noble war where you need to take out a dozen of them and they're all packed tight (& your own allies get in the way). But then, apparently our experiences are very different, because I don't understand how you'd always be in a position where the big/difficult battles are 'over' by turn 2.
You attack several enemies all the time later in game.After that, there is rarely an occasion to attack several enemies at once
Unfortunately his other stats sucked even for a swordmaster. Still, made him a nice nimble duelist. With swords (a named one). The question, where to look for a named fencing sword?
That's it for now.