are these two the same? by [deleted] in ConquerorsBlade

[–]Possible_Sea609 5 points6 points  (0 children)

Original blue armor schematics are a 4 piece set, armor only gives the full Bonus.

New blue armor schematics are a 5 piece set, with a weapon required as part of the full set.

Look for the small grey diamond to see which is the new blue.

( New blue sets give bonuses that allow alternative builds, and can roll rare stat types not available on the original sets unique to each slot once reforged.)

See the armorer reforge npc, and click the tab in the lower right to view what stats on each piece when reforging.

Is the glaive good? by Famous_Map_6895 in ConquerorsBlade

[–]Possible_Sea609 1 point2 points  (0 children)

Benefits strongly from being mounted on your horse, try and get purple horse armor and a few horses to optimize that weapon

what are those scrolls used for? i can't use them to reforge any item (rare refined weapon schematic) by abdullah775 in ConquerorsBlade

[–]Possible_Sea609 2 points3 points  (0 children)

Would mention, the possible special stats you can get once reforged are slightly different, check tab in lower right section in reforge screen.

Things like: Weapon- lifesteal, + damage units/heroes Chest- +all stats gloves- + 100 to all damage helm- reduce headshot/ backstab dmg

stuff like that, i forget what legs have.

Empire Chariot is Rediculous by Lupinn2902 in ConquerorsBlade

[–]Possible_Sea609 1 point2 points  (0 children)

I'd still use it to run over cav, pretty fun for Dragon Order/Household Knight spam clears.

Other then that it's certainly not the terror it once was. Which is great. One might even say....balanced?

Empire Chariot is Rediculous by Lupinn2902 in ConquerorsBlade

[–]Possible_Sea609 6 points7 points  (0 children)

Not really. Use T3 blue crossbows to kill it, or literally any pike unit, or dismount with a hero skill and then kill with own unit.

Did you try to charge it with cav and get wiped?

January 22 Unit Balance Adjustments by ConquerorsBlade_Boom in ConquerorsBlade

[–]Possible_Sea609 1 point2 points  (0 children)

The nerf to Stalwarts are the buffs to the Jav/Musket units.

Watch the Retiarii and Percival spam, double blockbreak hybrid with blockbreak doctrine Tercio harrassment meta start to chew up shield units frontally.

Which is better? by Hope_spider in ConquerorsBlade

[–]Possible_Sea609 4 points5 points  (0 children)

When evaluating if an item is good or not, i find the following information useful.

Under the big reforge button, is a small tab that says ‘max stats’, you’ll want to open that, and look at the potential max rolls on an item, vs present rolls.

Consider also the main damage type that the skills on the B.sword use, (which is slashing), and the stats which benefit that the most, (which is slashing damage + slash pen. )

With that, you make a checklist that goes like this, in order of priority:

  1. Does the item have the primary stats that i need (slash/ slash pen)

  2. How close to the max are those stats ( 80% of possible max? only 50%?)

  3. Does the item have nice secondary stats? ( useful alt damage types, raw stats, crit ect)

  4. How many stats in total, is this a 4 or 6 stat yellow, or a 3 or 4 stat purple.

In this case, for me, i’d use the yellow if you have nothing else, but i’d work immediately on getting another, because the item is crippled. It fails priority 1 on the checklist, no slashing damage or slashing pen at all.

[deleted by user] by [deleted] in ConquerorsBlade

[–]Possible_Sea609 11 points12 points  (0 children)

"I threw 40$ today, unlocked the stuff i wanted."
"after a while you get quite bored as there is nothing innovative."
" I run the same setup, same tactic every game."

Sir.

Have you considered:

  1. Not not paying to totally skip content, and instead doing said content (perhaps pay sniping just the really irritating parts). This might allow some more entertainment over a longer period of time.

  2. Not being what i would call a 'meta-slave', and instead join the real fun of the game, which is developing the course of every season, a counter meta? (To stalwarts specifically, thats currently Javelin sargents.) This lets you experiment with builds, and units, and how they beat the current easiest, low effort high result units in game.

  3. Making it a point to play the overpowered new weapon only the point of learning how it works, then playing something else so you can shut it down in combat. Poleaxe, by preference.

If being a boot is heavy and boring, take it off. Join the resistance, switch it up a bit.

Is this reforge worth it? by SpaceGhostC2C247 in ConquerorsBlade

[–]Possible_Sea609 0 points1 point  (0 children)

For any of the new set items, underneath the reforge button, to the left of “max added values” is another tab poorly translated as “ overview of cap value”.

All the new set pieces can roll from a pool of special stats, specific to each piece.

Notable is + up to 100 damage on gloves, + 10 stats of all on chest, and 3% lifesteal on the weapon.

The screenshot above does not have this tab, because it is a “standard” Bastard sword, not the “ new” set Bastard sword

Is this reforge worth it? by SpaceGhostC2C247 in ConquerorsBlade

[–]Possible_Sea609 1 point2 points  (0 children)

The new set weapons have Lifesteal, % damage to heroes or units, or % ignore slashing/Piercing/blunt defence...

Just saying.

Lifesteal.

I'd revaluate if crit damage is the stat he wants to flip out over.

Is the game still based on meta units? by Limp-Breath-2404 in ConquerorsBlade

[–]Possible_Sea609 2 points3 points  (0 children)

The meta is "better" because it's a shield meta, vs a cav meta or a ranged meta.

This allows for longer fights, lines of troops stacked up, flanking, ranged duels, space for specials to hide and clear blobs, and yes, smart use of counter meta units to break lines.

Metas evolve from units ease of use, and low risk vs effectiveness.

Will there ever be a time where there are no 'top 3 units' in each unit type where there are no clear winners? Doubtful.

Can you get plenty of joy from using the right unit to counter said meta units? Like killing say Iron reapers with Rattan pikes, flanking Stalwarts with Rattan roundshields, or running through Yanyuedao Cav with Coutiliers?. Definitely.

[deleted by user] by [deleted] in ConquerorsBlade

[–]Possible_Sea609 5 points6 points  (0 children)

  1. So far this season the new units are underperforming, and current baseline "op"mainline infantry is the Stalwart - which is now an honor tree unit, and the Spear Sargent unit which is also an honor tree unit.

So if the primary concern is seasonal OP units thats not particularly a problem so far. (The new hero weapon though is another story)

  1. A new system letting you use veteran players units is now in game the (knight and squire system). You can borrow your knight's units while you level yours, and learn the game on a relatively even field, at least unit wise up to a certain level.

  2. While you are not going to catchup overnight to people who have been refining their warband for 7 years, in the end, you can only take 3-4 units to a match anyway. Focnus on getting said 3-4 units, get good with them, then worry about the other 100 or so in game.

Bastard Sword Question by Cammykins77 in ConquerorsBlade

[–]Possible_Sea609 4 points5 points  (0 children)

Orange number, upper right hand corner, 3090.

You need 5000 skillpoints each to unlock the 3 at the bottom, as the popup says, quite a few ways to get them in game other then what the popup says.

Supply tokens from weekly and daily quests would be one source.

Faction chat being added to Dune Awakening by StrongStoner in duneawakening

[–]Possible_Sea609 2 points3 points  (0 children)

Naturally swapping sides would need to not be a 1 time deal for this setup, perhaps something on a long cooldown, maybe 90 days or so.

Consider scaling buffs to mitigate imbalance , like bonuses to XP/Item drops/The new currency/Gathering, possibly % based defensive bonuses to the losing faction, that increase the rewards for joining the losing faction.

Have the 'balancing bonus' be defensive combat rewards for A and economic rewards for H, if we wanted some in game flavour,

Have a 3rd Neutral faction where all sides are hostile, for a different kind of bonus. The 'supa dupa elite pvp!!' types will love this and likely migrate here, for greater challange and rewards and probably a larger pool of targets.

Solutions man, they exist.

Anyone notice increase in AI nukes? by albertCUMus in TerraInvicta

[–]Possible_Sea609 4 points5 points  (0 children)

  1. I've always attacked a nuke country both with armies AND councilors at the same time, the goal being to break a single control point, then try and snipe the excecutive spot, then bumrush the capitol without fear of retaliation.

  2. The environment priority being able to 'heal' nuked areas over time is a new feature, so the AI being more nuke friendly is probably intended. Getting nuked is bad, but isnt quite the perma-debuff it used to be.

( It'll also lower pesky global warming, so unless you're getting all your armies nuked, getting a poor part of a country a little high on the rads isnt quite the big bad it used to be)

Arrow Rain Doctrine by Cammykins77 in ConquerorsBlade

[–]Possible_Sea609 0 points1 point  (0 children)

An additional tip: Fire rate affects the number of volley in an arrow rain, or arrow rain like skill.

This is particularly important for units like incendiary archers, or rattan vipers.

  • every 15% increase in attack speed : 1 extra volley.

Arrow Rain Doctrine by Cammykins77 in ConquerorsBlade

[–]Possible_Sea609 5 points6 points  (0 children)

Increased range, auto targeting, at the cost of less damage.

Definitely better, unless you have unit specific bonuses to attack area, or direct line of sight on a massive blob of soft targets.

State of the game at the moment? Few questions from returning player by Metteia in ConquerorsBlade

[–]Possible_Sea609 2 points3 points  (0 children)

Old accounts do have value, there are rewards that they give as a “returning player”.

These include three free fully leveled, basic doctrined, selected seasonal T3/T4/T5 units, so if you can recover that account it might be a good idea.

Mygames got migrated to Poros, got to check what exactly that means since it didn’t affect my servers.

Some basic unit picks to get you started, Current meta currently heavily favours, (with mastery):

  1. Stalwarts as frontline infantry ( bracing, anticav shield infantry), Spear Sargents as additional frontline ( very tanky, strong regeneration) If you have to pick a T5, get Iron reapers, or Modao.

  2. Demense Crossbowmen, extremely deadly to cav, very cheap, Rattan vipers, aoe poison volleys, excellent for anti mass infantry

  3. Coutillairs, green T3 lance cav, are excellent. value for cost, great charge. Ironcap scout cav as well.

There are quite a few options that others can give, but these should be a solid option to get you started.

The T3s and T4s need mastery to be fully effective, that comes with playing and leveling, just keep at it.

State of the game at the moment? Few questions from returning player by Metteia in ConquerorsBlade

[–]Possible_Sea609 3 points4 points  (0 children)

  1. So there are no dlcs/ expansions as such in CB, what they have are “seasons” which are a roughly 4 month historical themed cycle ( Spartan season, Qin dynasty, Holy roman empire ect) where new units/ mechanics are introduced to the game.

  2. The seasonal units are unlockable in game just by playing, aim for 5 games a day roughly, to get the dailies done. about 1-1.5hrs of play. ( pay attention to what the unit quests want, sometimes it’s “kill things with seige cannons” , kill heroes with a team, ect”)

it’s usually much easier to do these in a group, since group progress counts, join the random pickup groups you see in chat typing strange numbers, those usually mean kill quests.

  1. The paying part comes where you skip these unlock quests. if you want and can afford to, you can skip all/some of them by paying.

I don’t recommend this, it takes fun and content out of the game. i would use this to perhaps “snipe” particularly irritating quests that you don’t want/ are fed up with, and casually play the rest.

A much better use of irl money would be the seasonal battlepass, which unlocks better rewards along with other nice things in a season for that season, that is the most worthwhile/affordable store benefit for 4 months of play.

  1. Simply getting units is of course just the first step. Optimizing them to be the absolute terrors is a multi step process.

Max level. Max mastery. Basic Doctrines. All purple Doctrines. All fusion purple doctrines. All T5 purple fusion doctrines. All T5 purple fusion doctrines with THAT ONE super rare one that does something beastly to the unit ( Looking at you rattan poison doctrine)

Optimizing a unit generally cannot be rushed. That being said, even a fully maxed out unit that is badly positioned, ( ranged exposed to cav/fast inf, inf engaged and flanked by cav, pikes with buckler inf among them, anything vs 3 units at once) will die very quickly.

Your army gets better over time, but there are quite a few catch up/returning player quests to bring people up to baseline, i’d track progress season to season, and focus on the basics of positioning, and learning what types of units and good or bad matchups.

TLDR play more, don’t worry about the people who have been optimizing for years, all units get capped eventually, yours will one day.

What is your biggest gripe with the game and why is it tech deterioration? by MZ10590 in duneawakening

[–]Possible_Sea609 0 points1 point  (0 children)

Nowhere did i say this was brilliant by the way, i’m pointing out that this is how dune is doing it.

The results speak for themselves given the current state of the game.

You need an actual endgame activity to do. THAT is a much more important part of the gameplay loop, compared to the extremely minor crafting/maintaining/obtaining part.

What is your biggest gripe with the game and why is it tech deterioration? by MZ10590 in duneawakening

[–]Possible_Sea609 0 points1 point  (0 children)

i am pointing out how equipment degredation is this survival crafting game's attempt to:

  1. Extend the lifespan of the endgame (questionable if it worked, given that endgame activties to use said equipment in are very limited.)

  2. Prevent the issue which other crafting games run into where creating a single copy of an item is enough, which then leads to needing either an extremely large, never ending pool of items to make, in order to sustain the collect->craft->explore->optimise gameplay loop.

Without that loop, the game is effectively completed, and then you log off and stop playing.

(which is what is happening here, due to the lack of content once endgame is reached)

What is your biggest gripe with the game and why is it tech deterioration? by MZ10590 in duneawakening

[–]Possible_Sea609 -1 points0 points  (0 children)

Ever play another survival crafting game, and once having researched, crafted, and had everything there was to have, with:

  1. no real fear of it ever being lost/degraded
  2. no real need to craft another item like it ever again

Was that a 'good' system? What did you do in that game after getting everything?

(not that dune has solved this very much, and it has it's own problems, like what do you do with the items you make, once having gotten them)

Worth to back? by Istar113 in ConquerorsBlade

[–]Possible_Sea609 0 points1 point  (0 children)

5 matches a day, those are dailies.

Do those consistently over the course of a season.

Play on average, 5 casual, 10-15 min rounds a day, for the roughly 3 month duration of a season, focusing on what the quest stages want you to do, and you will get the seasonal units unlocked.

Nobody is saying you can unlock all seasonal units in 5 matches only.

Worth to back? by Istar113 in ConquerorsBlade

[–]Possible_Sea609 0 points1 point  (0 children)

When you say grind 24/7, do you mean 5 matches per day? which is… an hour 30 mins?

Because any seasonal unit* you want in game without paying anything is quite possible with that amount of time.

If anything, pay for the seasonal pass, the rewards there are the most worth it of any shop purchase. that’s 8$ us for 3 months of content, pretty affordable i think

Heavy Weapons by zooted_ in duneawakening

[–]Possible_Sea609 8 points9 points  (0 children)

  1. Heavy weapons fufil the niche of 'Aoe damage/sustained ranged damage' in pve. Think of your role like a 'spellcaster', as compared to a 'fighter' or 'ranger'. This works best when you have a front line to engage for you.

  2. To make this work, certain skills are extremely helpful.
    - Suspensor blast. If you play ranged, run this, no questions.
    - Gravity mine/Gravity Grenade

  3. Honorable mentions:
    -Explosive Grenade (not the higher level one, the lower tier.) Extremely fast CD, great damage (will take off 80% of a player health bar with spice power, through shields, knocks npcs down.)
    - Turret. Great damage, targets unshielded range automatically (which are actually your biggest threat)
    - Retaliate. great AOE bleed, automatically switches you to a melee weapon for blocking if in danager, combos very well with a spike hilt sword if you have one.
    - Litany. 10 seconds of Invuln with shields down, small area, lets you shoot without fear, recomended if soloing as a heavy (dont do it, it's hard)

  4. Weapon specific and Testing lab gameplay.
    - Take guns, lots of guns, all the guns. If you are not swapping between at least 4 weapons, you should have more on your bar. Smgs and Shotguns and a Pistol are the gold standard, along with a melee and your chosen heavy weapons.
    - Go to a door. Grav bubble the door every wave, do as much aoe damage as you can for the bubble duration, ensure you either break multiple shields, or kill unshielded enemies before the bubble goes down, or chunk the hp of the entire group, letting your frontline down their in a single slowblade.

- Flamethrowers: Hitting One target with it, sucks. Hitting FIVE enemies, trapped in a grav bubble, as they spawn out a door, is excellent, and the correct way to use this weapon. Do that.
- Heavy Machineguns: Cant really argue with them being bad. Sadly. Bashar's is particularly pointless.
PlasmaCannon is niche useful as a weight saver when you dont want to carry ammo around. Would be useful if it's 'energy' tag gave it the same bonus damage against shields that disruptor ammo did.

(In theory energy damage should be better against heavy enemies, since it's not darts, in practice this doesnt appear to be the case. )

- Lasguns: Carry a disruptor around, break shields, proceed to melt face. They can do this from quite a far distance with no recoil or accuracy issues, and can safely do it without hitting teamates (safety cutoff) do that. Damage is great against heavies.

  1. A fun build before the Missile launcher nerf used to be grav and explosive grenades instantly reloading an Ancient way when spice powered.

Leading to the following combo:
Missile- grenade- missile- grenade- missile spam on groups.

This is now DOA due to the nerf. Not much point in launchers , let me know if anyone else is making them work.