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There are also stances you can learn that boost melee defence or armour rating that would benefit a two hander armour build, or there's frenzy that removes your ability to use defence stances in exchange for more damage output. In the second case more armour will help you survive.
2: High level light armour has no dodge penalty so you'll want it on most people once their dodge hits 100% or so through levels. Note that dodge/parry can never be greater than 95% for the purpose of calculating hits, even if the skill is greater than 95%.
3: Bows will beat guns at higher levels. Once you get more offensive points you'll be able to shoot a bow more times a turn than a gun. Their damage gets better with the ballistic skill. You'll want the rapid reload skill to get the most out of them.
4: Most units can't max out both accuracy and melee/ballistic so you should pick one. Accuracy boosts critical hit chance and unlocks skills that can be very handy. Crits can be amazing in this game because they can stun as well and cause open wounds debuffs in addition to the bonus damage. You won't be able to achieve a 100% crit build but high enough to rely on it.
Mind, if you just want to do damage, and the mediocre Parry is just a bonus on top, then Halberd is a decent option. Otherwise one might as well skip it and take, say, Great Axe instead for more damage. Which is generally the point of two-handers: attack a few times for massive damage. Heavy means though that, if you attack more than 3 times a round (Impressive or Leader has Order), then you are better off dualing single-handed weapons.
2: Light Armour has, depending on qualities involved, 10%-15% higher Armour Absorption, which matters the more the higher Absorptions we are dealing with. Which means that, for any Build that is not either actually a Dodge Tank or wish to get higher Initiative, Light Armour is a better investment. As for why not Heavy, some can't have, and some want to use their Skill Points for other utility tools instead of Armour Proficient.
3: Bows are indeed for Ranks 3+, as, with 4OP, you can shoot them twice, and, at five OP, you can shoot them twice with one Skill Shot, or two Skill Shots or three normal Shots if using Adrenaline Rush. Whereas a Gun can only be fired twice at 5OP if one uses Adrenaline Rush. Tldr: Skill Shots.
4: You basically only go for Accuracy if you do a Crit- and/or Daredevil Build. Or want to train Head Shot.
And 2 more please:
1. Dual wielding. How the bonuses work? For example, i have Axe in main and sword in second - will i get ALL bonuses (parry skill and armor penetration or it works only with main hand?)
In other words, will i get ALL bonuses from all hands or they're limited somehow?
2. What the point of enlarging your cart space during warband levelup? I use it, maybe, 2 times in my games because i just have no time to run to cart and back - my men almost always busy fighting (maybe 1-2 hencman are running on flanks picking stuff)
Indeed.
The point of more space in the cart is to allow one to store more of the loot in there. Indeed mostly useful for high mobility Warbands.
Secondary use is to give everyone a lot of consumables, and then put them in the Cart at the Mission start. Consumables boost Rating, and enemy Rating reflect yours, so you having more Rating means the enemy is more likely to have high quality equipment to loot.
In other words, will i get ALL bonuses from all hands or they're limited somehow?
Theyre limited by the fact that when dual wielding, your dodge goes down, your initiative goes down and the offence points required to hit increases. But the bonuses from the weapons apply