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Hmm, a good point. But isn't it also common to start combat with Resolve buffs that boost combat prowess - without needing Determined?
I dislike Drunkard for two reasons. First, they tend to "lose" my famed items as an Event. I wish they would only lose generic items, but this is another way the sadistic devs punish us. Second - and this is where role-play is important for me - my father was a drunk, and it destroyed our family happiness when I was growing up. Now I know it's a game, but I want to have nothing to do with a drunk.
As for Determined, we see eye to eye.
That isn't as much roleplay as mental health. That's certainly a very good reason to not have that trait in your company. Sorry to hear. I presume you are aware you can remove a perk like that with BBEdit for comfort.
I am kind of over it now; he's been dead for over 40 years afterall. But I always stress the importance of role-play and immersion for some folks, and this was the perfect example.
I am not a fan of BBEdit or any actual "cheat" tools. I exploit the heck out of stuff (see my strategies on sitting Farmhands for 500 days on reserve till they accumulate gazillion stat-boosting Events); but I try to never "cheat." It's a thin line, but I try to think it exists. I can just avoid characters with this Trait though. So no need to resort to using outside cheat tools.
I do the same thing with cripples and their pep talk event. You think farmhands would be better?
A generic Farmhand will have stats roughly equal to a generic Hedge Knight after 300 days or so of sitting. Actually, probably 500 days or so now, because there are so many Events. You are basically chaining three stat-boosting Events: Farmer Old Tricks (unique to the Farmhand), Combat Drill, and Brawler Teaches (this is a pain and may be skipped, as Brawlers can only teach once; so you need to constantly replace them). I believe it's the best way to create super-soldiers, if you can accept the extreme time commitment needed to do so. I play 1k-plus day games, so sitting recruits for 300-plus, or even 500-plus, days is not a big deal. The end result can be a level 1 with 70-plus Melee Attack, if you sit long enough and the RNG daemon is with you.
Theoretically you can also get good results with the Apprentice by chaining Apprentice Learns (Apprentice unique Event), Combat Drill, and Brawler Teaches. In fact, I may test it and compare this run. I am skeptical whether this is optimal for two reasons, however. First, the Apprentice starts from a much worse stat floor relative to Farmhands. And though the Apprentice Learns Event gives you far more stats than the Farmer Old Tricks event, I fear the stat gap is still too wide to bridge. Second, Apprentice Learns requires four different premium Backgrounds to fully utilize: Hedge Knight, Sellsword, Swordmaster, and Retired Soldier to trigger (they can teach each Apprentice only once). While I would recruit Hedge Knights anyways in my team, that's three other Backgrounds I would normally not recruit. In short, you have to pull off extra shenanigans to boost the Apprentice in a way you need not with the Farmhand.
That is indeed quite the map (though the land mass on the right has no port) and quite the Lone Wolf! You may be right about Iron Lungs being less important now, but it was still only -1 nerf. So I still want to look for brothers with it - especially because I am always short on Fatigue.
As for the other trait... usually "Iron Lungs" with "Brute" coming second. To a lesser degree I also accept "Bloodthirsty" (with the right weapon he can lop off heads left and right which is good for reducing enemy morale).
Traits that seem okay to me but which I don't really like to get are:
"Lucky" (small chance to avoid dmg), "Iron Jaw" (less chance for wounds but he doesn't receive wounds so often in the first place), "Deathwish" (somewhat useful for morale management), "Bright" (more xp => slightly faster stats growth), "Athletic" (sort of a weaker version of Iron Lungs)
And below that come the raw stats increases for me:
"Paranoid", "Sure Footing", "Dexterous", "Tough", "Fearless" / "Brave", "Strong", "Swift" (this one is pretty much useless on a Lone Wolf though)
Edit: "Drunkard" left out because I hate the event, dmg-wise it's a better tradeoff than "Huge"
I was thinking of Bloodthirsty, too, but I thought someone posted that kills by a Bloodthirsty characters alone does not affect enemy Resolve?
Hmmm... I've never actually checked that. I used it a lot more in the past and I always felt that it had an impact but that may either be clouded memory or a misinterpretation of circumstances. If it does not affect enemy resolve it is at least useful to permanently keep zombies dead I guess.
Requires someone with more knowledge about the current game mechanics. Reading the wiki might resolve the issue already.
Yeah, I just checked. I recall someone posting this as well some time ago. But you are right: not having to kill zombies twice is a boon enough! ;)
https://battlebrothers.fandom.com/wiki/Bloodthirsty