Brancaleone
Prophet
At least the Two Handed Scimitar is relatively hard to get, sometimes you can find a 40% durability Billhook for something like 600 gold in a castle (i.e., day one purchase). I think I mentioned the 2H Cleaver-Billhook combo with Quickhands in some other post.YES, but this:Have you considered just modding out the 5-95 dice cap? I know it's to simulate a critical failure or lucky break but it always feels like being punished for playing well.
https://www.nexusmods.com/battlebrothers/mods/26/?tab=posts
Doesn't work anymore and I couldn't find a replacement so far. If anyone can get a dice cap removal mod working, I'll make him a millionaire.In brofists
Almost a perfect summary of the current BB "meta", you just forgot 2H cleavers. The big Scimitar you get in the south is so fucking busted it's hilarious. My current company (lone wolf start, found an amazing seed googling: VczRNDxEaz) just cut through all the content quite easily. Another "offender" I would point out is the Billhook. Easily the best all-arounder in the game, can be wielded by utterly mediocre bros, very light on the fatigue, two tile range and polearm mastery is a game changer, unlike most specs that straight up suck. My initial company had like 8 nimble bros, but I fazed them out as they died. In the very late game Forge is still better, but Nimble is absurd due to how cost-efficient it became. Quick hands is also a contender for best perk in the game, due to the swiss army knife approach being so effective.And before some genius has the epiphany of a lifetime and tells me "if you don't like Nimble, don't take it, duh!", that's exactly what I do: I play with no Nimble, no Taunt, no Quick Hands, no Whips, no Throwing Weapons, no reserve (only 12 men, everybody fights, and I include at the very least one monk and one historian in every run). But it's still a huge missed opportunity.
I'm using a mod that adds medium armor spec, but tbh it's not particularly interesting, it just adds a new breakpoint at -37. Also, the two new backgrounds added in the latest update are a nice step forward. Both backgrounds provide characters that are guaranteed to not suck too hard.
P.S. About the risk/rewards ratio you had mentioned somewhere else: yes, it is all over the place. This, together with the weird way the game scales difficulty incentivizes either playing super-conservately by taking no risks whatsoever (i.e. super-boring) and possibly gaming the system in order to delay the first crisis, or taking big risks at the beginning in order to stay far ahead of the curve (i.e. getting armour/weapons much earlier than you 'are supposed' to get them), which snowballs pretty quicky and makes the rest of the game rather bland. If you play taking, so to speak, 'reasonable' risks (which is I guess is the path that most people take in RPG until they know the game inside-out), you tend to get the worst of both worlds.