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Post by krakun on Jul 26, 2015 8:26:23 GMT -5
One battle is killing all monsters triggered by a "did you hear that?". Exclude scripted or boss battles. If you usually pull multiple groups, divide by the number of groups. Turns measured by the number of times you have to press the end-of-turn button. Answer for normal difficulty if you can, otherwise mention it in the comments.
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Post by fallen on Jul 26, 2015 9:09:36 GMT -5
Interesting question ... this is pretty varied across the game, but I put in my best guess!
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Post by crimsonking on Jul 26, 2015 15:20:13 GMT -5
I had only one battle finished on turn 1. Turn 2 happens regularly, but about 3 turns seem to be average.
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Post by anrdaemon on Jul 26, 2015 18:15:21 GMT -5
Depends on pull, 4-5. May be more.
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Post by En1gma on Jul 26, 2015 20:18:46 GMT -5
I play very deliberately, letting my foes come to me. Right around 5-6 is typical for my style.
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Post by CdrPlatypus on Jul 26, 2015 23:08:01 GMT -5
It varies wildly on my group. Also difficulty will be a factor. My fastest killers on nightmare have been an OG team emphasizing silent stalker and a BOS 5 Vraes "CHAAAAAAAAARRRRRRRRRRRRRRRRRGGGGGGGGGGGGE!" and My current group I call Heavy Metal. It took a long time to develop, but PS 8 + Firestorm 7 is regularly getting me 3 turn battles in COD.
3rd place would be ES Strickening builds. They require an extra turn or 2 of setup, But once everyone is debuffed and the Second shot of ES comes down....everything dies in an instant.
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Post by Cory Trese on Jul 31, 2015 13:32:43 GMT -5
My turn count definitely depends a lot on group -- how much AOE there is =)
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bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
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Post by bobsoup on Jul 31, 2015 19:50:45 GMT -5
Also depends on type of foe and map.
If I'm fighting melee troops I'll rush right in. Selen never gets hit and Kincaid has sure parry. (in Vraes groups same thing since he has mega bookings).
If it's heavy with range/magic units I'll hide round a corner and let them come to me. If there's a bottle neck this can make the battle last a lot longer.
Also depends on how buffed I am.
Sometimes if I'm fighting less dangerous armies I won't rebuff if some buffs expire. Slows down the victory but saves on potions... (even though I'm overflowing with potions I still horde them).
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Post by Blitz on Aug 10, 2015 5:16:26 GMT -5
Well, on my current build, 3 on nightmare
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Post by johndramey on Aug 10, 2015 19:08:53 GMT -5
I'd say it really depends a lot on the kind of enemies that I've pulled. Just like En1gma, I play a very deliberate game that focuses a lot on aggressive melee attacks. I know those two usually don't go together so well, but if you wait until just the right time to slam 3 heavy melee characters into a cloud of enemies you can really steam roll a huge amount in one turn. I'd say average for me is 6-7 turns per encounter. First round almost always has me pulling my forces back and letting the enemy close ranks against me, second round is usually some kind of sculpting maneuver, and then third on usually is when I start closing with the enemy and engaging.
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Post by En1gma on Aug 10, 2015 20:32:19 GMT -5
My latest group: Storm Squad, made short work of the Storerooms, with 2 or 3 of the encounters done in 2 turns, a few 3 turns, only taking longer if Kincaid and Fyona got bottlenecked and couldn't make way for Tam to drop her nukes.
This was my fastest run through in that section yet, out of all my boosted groups.
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Post by CdrPlatypus on Aug 10, 2015 21:07:49 GMT -5
Sometimes I like to challenge myself and try to see how many turns I can make the battle last by chain pulling. Use every turn of those buffs!
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Post by anrdaemon on Aug 11, 2015 20:35:41 GMT -5
En1gma, enjoying Tamilin, are you? [OT]I just finished triple pull on VKFT hard next to Strom's ransaked caravan. (West road.) It… ok, I think I'd better make a thread.[/OT]
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Post by En1gma on Aug 11, 2015 21:31:45 GMT -5
anrdaemon- I FINALLY got her to level 18, and RO + DI 8 = pwnage. DI 10 is up next, then Blacknight and maybe a touch of SS for that Stealth kill, but IDK... I'm not sure if I should even bother to raise RO past 1, as it's pretty cost effective as is...
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Post by anrdaemon on Aug 11, 2015 21:46:25 GMT -5
RO will start to diminish circa 30. You'll need more accuracy to reliable land all hits. Until then - no, keep it at 1.
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