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Yes, I know you can use abilities and equipment to negate the crossbowman but it still doesn't stop it being utterly stupid when you attack him and he shoots you multiple times in return.
Medieval machine gunner more like......
Even more fun with the Pirate's lucky charm stamp, giving you +5% crit damage for each crit you land.
Edit: Some clarification.
The Gunner gets 1 extra shot each time he "Reloads".
Reloads are stackable.
The crafted crossbows have the Reload! skill, which reloads for 1 VP.
So you essentially start with 2 shots. Next reload is 3 shots, then 4 and so on.
At the end of your turn, if not engaged, you Reload.
Before the stealth patch you could end your turn at 4 extra shots and would start the next turn with 5 extra shots. Now you start at 0 (which I think was the intended way in the first place).
Sabertooth Brooch now adds 15% crit chance -5% guard (before 10 str -9 armor)
The other Brooch (Aeda Brooch, I think) adds 4 movement -9 armor (before 10 dex -9 armor)
Captain's song from Belerion generates Rum instead of Beer.
The new Song in Skelmar generates Akvavit instead of Beer.
I call it a stealth patch, because I couldn't find any patch notes about it.
Yeah, I agree, dealing with them isn't really a problem once you know how. My point being though is that the game mechanics are so frikkin stupid it's funny. In the right circumstances they can fire off 4 shots on their turn and when being attacked in melee they can fire off unlimited shots, that is just plain madness. Yes it's a game and yes it's all fantasy but when crossbowmen become essentially modern day machine gunners it just looks silly in my humble opinion. Even one the the perks/abilities is called gunner for friks sake!
What makes it all even worse is that if you have actually seen/used a medieval crossbow, depending on the time period, they TAKE FOREVER TO LOAD when compared to a bowman.
It's not even funny, seems like some characters were not tested. Made me immediately uninstall.
If he shot back with full damage, without losing relolad stacks, the game would be bugged.
Of course he disengages without an attack of opportunity. He even lights you on fire while doing so, because that's the skill from the light inquisition helmet. All inquisition units with a light helmet have that skill.
I guess uninstalling is a valid option over reading what an enemy and their items do.
Move shoot move shoot and then bugger off out of range of my troops? This is a cheat unit they needs to fix. Or give my brute a sniper rifle that can fire 10 times per turn to even the odds.
Interestingly it qualifies as a full attack and not an attack of opportunity. This means any tank unit with an Alazarian Tower Shield will instantly kill them, since that retaliates with an Attack of Opportunity every time they are hit by a normal attack in melee. It also means multi-attack units with low guard will get shredded.
Killing yourself by sending a unit against someone who hard counters them isn't the game's fault. It's like having your archers shoot at Bandit Wrongdoers when they explicitly state that they have 90% damage reduction to arrows in addition to their guard. I'm sure with enough effort you Could make it work, or you can just make a smart matchup that works in your favor instead.
Most crossbows can shoot 1~2 times per turn, with the exception being the Inquisition Crossbow which mostly just retaliates against you. Like most ranged units they will attempt to stay at range and pelt you while you deal with melee enemies. You can hard counter any crossbow who isn't an Inquisition Crossbow by just engaging them in melee. Works on archers too.
If you want melee units that hit 10+ times per turn you're looking for the Pugilist or Axeman. Standard Cutting Maelstrom builds usually deal damage 10+ times per turn on the low end, and you can have them dealing damage to groups 40+ times per turn against durable enough enemies. Pugilist's Thrashing ability just hits 15 times on its own, not counting any of their other attacks, which in total can easily stack up to 30 times per turn using a Bandit's Katar and unstable oil.
Right, this makes sense so far. You get the same thing with enemy tanks from Alazar using their iconic attack of opportunity counterattack shield. Anything that can counterattack is a Pugilist's worst nightmare.
One of The Inquisition helmets grants the ability to disengage and set an enemy on fire. This was almost certainly that ability being used.
This part is strange. As Spawnling implied, if the counterattacks were full damage, they should have consumed the reload stack and the enemy should never have been able to fire multiple times on their turn.
I guess if you already engaged them first with Taunt, they might not have consumed the stacks of reload because they were technically punching you. That crossbow isn't supposed to proc attacks unless a normal crossbow attack is possible, so that's weird even then. I never tried that to see what would happen.