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Mass overwhelm and mass poisoning are nice though.Not that I managed to poison more than 2 enemies yet lol
I have found 2 unique handgonnes one with a 5% to hit chance modifier and a 10%.
While the character who im currently testing this build with is kind of lackluster in his MA and RA stats I think I just prefer the tried and true longbowmen for when I need to snipe high priority targets although I think its a cool addition to the game.
Edit: Also im fairly certain you cannot have loaded guns in your bags otherwise you could have a bags and belts loaded with 4 guns but I believe I noticed when I didnt preset my gun back from my bag into my hands for another battle I had to load it kind of understandable choice by the devs I suppose.
- initial bursts before a fight (then swapping to a melee weapon)
- Overwhelm + Fearsome + Poison procs via AoE might actually work okay, especially if we can find unique handgonnes that ignore more armor
Honestly, the other really good thing is they can be swapped out for Crossbows safely because they use the same perk. Meaning you can handgonnes for fights vs. large or lightly armored groups, or bring crossbows to snipe key targets. Crossbow mastery is super flexible now.
Nice! Yeah, I'm glad the Handgonne was consolidated with Crossbows for Mastery choice.
It really doesn't help much. Crossbows and Handgonnes have different optimal perks and you can't efficiently QH between them due to different ammo in ammo slot.
It's not about quickhanding, IMO. It's about being able to bring different weapons to different engagements.
That is: if you have a reasonably good crossbow user or handgonne user, they can use the other weapon just fine in a pinch. It's a nice little touch.
And you can absolutely build a character that is both good with a handgonne and good with a crossbow, perk-wise.
I have a legenday handgonne, and I just don't get when this thing is supposed to be doing serious damage tbh.
they are clunky, its like it randomly assigns an amount of damage to each square and some squares are misses? the damage is ridiculous if you use them in mass with each other, especailly against tight shield wall formations, firing 3 or 4 shots in one group wrecks stuff.
EDIT: Went for a little afternoon BB, and was set up against 24 nachzehrers. I routed all of them in 2 rounds thanks to the gunner. I want to emphasise that beast hordes fall like paper to a gunner, and especially if you can get a named gonne.
Haven't used it against orcs yet, but I imagine it's a great way to scatter Orc Young and Berserkers.
I will agree that they're a bit clunky, but I'm having fun using them so far. I've got 2 in the company, looking to add a third one soon. They definitely clean house fast.
Using them en masse definitely seems like the right idea.
Even in hands of AI southern gunners they're painful. Despite them not focusing targets, and mostly not applying massed overwhelm.
But in those cases they did it's a real pain. I prioritize gunners above all else against southerners. Unless they have silly number of troops. Then, more often than not, gunners are liability to their own armies. Number of conscripts I saw end with shrapnel to the back of their heads is somewhat astonishing.
Do you guys have similar observations? As I feel gunners AI should get some more love to better prioritize targets. And weighting hitting full cone of their own man just to get a chance at one or two of my guys as not desirable action.
It's not just gunners. AI seems to consider some friendly acceptable for AoE attacks in general.