![]() 70 is usually acceptable for a non aoe guy. Your playstyle is totally different.Ĩ0 is a good target for most. I don't think I've ever had a recruit with more than 85 fatigue after (good) armor. Maybe if you're on ironman and also stuck in a really ♥♥♥♥♥♥ resource poor map, but if not, why? I've never had a shortage of good recruits and see no reason to hang on to plebs with weird talent distribution or sub-par stats. I also never mess around with nimble or any sort of weird intricate light armor build. I like to have a nice fat buffer of fatigue for everyone so that I can just do whatever, always have my full move distance, etc. ![]() Originally posted by peterebbesen:A melee recruit is garbage if he doesn't have 90-100 fatigue while wearing armour at 11? I understand where you are coming from (the standard 130+ fatigue builds), but it seems a bit harsh to be a general rule, as there are several types of melee brothers who don't need the fatigue buffer + recover that 2H AOE and tanks need. I mean, yes, aiming for 130-140 (or higher) fatigue on a melee brother with heavy armour and battle forged is a good goal, and for some builds a necessity to make them work well in protracted battles, but skipping on talented recruits that make great frontliners because they don't have the fatigue to fulfill the most fatigue-intensive melee roles seems a waste to me. The newest DLC also adds a -X fatigue for weapon skill modifier to the pool of famed weapon modifiers, and if you happen to get a good famed weapon with that modifier your fatigue use will obviously decline as well. The Iron Lungs trait obviously allow you to play with a smaller fatigue pool, but quite apart from trait-specific builds some melee builds such as 2H Mace, 2H Axe, and (to a lesser degree) 2H Hammer just don't need that much fatigue as they are primarily using low cost single target attacks in protracted battles. If you're doing a savescum game, just don't recruit them at all.Ī melee recruit is garbage if he doesn't have 90-100 fatigue while wearing armour at 11? I understand where you are coming from (the standard 130+ fatigue builds), but it seems a bit harsh to be a general rule, as there are several types of melee brothers who don't need the fatigue buffer + recover that 2H AOE and tanks need. ![]() Moneys/Exp/Perks in Cheat Engine only with Float value. You will get from 1 to even 4 values at the end. You need to lv up your char first, search value then add lv then search again. You do not want to hang on to recruits with less than two stars and a respectable starting score in whatever their primary attribute is. Skay24 said: You can edit the stats of your brothers/perks points to search for 4 bytes value in cheat engine. This is even more true for ranged guys since for most of early to mid-game you'll be lucky to see even coin flip hit % on all but the ♥♥♥♥♥♥♥♥♥ enemies and the most forgiving maps. If a recruit doesn't have the potential to hit 90+ attack and 90-100 fatigue in armor by level 11, then he's garbage. This table shows you what the range is for each attribute at each talent level.Īs far as what you're likely to see in game, for melee guys you just want to stack as much melee attack or and fatigue as possible. To your last question, it varies, but you can pretty reliably calculate where you'll be by level 11 based on the your starting scores and star distribution to within a couple points. ![]() Battle Brothers: Table for Cheat Engine v1.2.0.Originally posted by Leon DeGroype:Does anyone know how melee attack and defense work? Is there a certain number beyond which you max out the effect? Is there a reason to have more than 90 or 100 melee skill for example?Īnd what is the highest realistically achievable number in most stats?
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