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CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
I was like 80-90% Imperialis, with the only dings being me going Benevolentia on the Forge World- and only then that was because most of the Imperialis options seemed aimed towards going full Radical. All y'all heretics better get on my level :smugissar:

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evilmiera
Dec 14, 2009

Status: Ravenously Rambunctious
I was mostly Benevolentia except for a decision to jail the governor on that one planet

Aramoro
Jun 1, 2012




I've straight up executed everyone who's failed at anything and it's going fine. If people want to leave I should get to execute them as well.

DaysBefore
Jan 24, 2019

Obviously went full Heretic since I was playing a good guy. Didn't get to do too many funny things though

pentyne
Nov 7, 2012
what the hell?


WHAT THE HELL?

DaysBefore
Jan 24, 2019

Eldar have an insane inherent dodge rate. Which feels kinda fitting imo but it makes fight them a bastard sometimes

Janissary Hop
Sep 2, 2012

If I ran into a knife ear I would simply say "KNIFE EAR BE GONE"

Lord Koth
Jan 8, 2012

There are abilities that significantly increase hit rate(or decrease dodge), both of the individual and party variety, and at least a few attacks which are just plain guaranteed hits. Use them.

pentyne
Nov 7, 2012
Honestly I'm thinking the %numbers are probably out of wack because sometimes it seems like literally every enemy burst fire attack hits. The numbers for my burst fire are something like 72% for the main target and then 4-5% each for secondary targets.

How are crits calculated in this game? Normal mode does a default +20% to your chance to hit(not sure if it shows up in the UI), and I've been critting what seems like more often then not.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
I blinded an elf and knocked him over and he went from like a 95% Dodge chance to an 85% Dodge chance. I had one combat where all my psychers were down and I didn't have any aoe left and there was one vanilla elf still alive. The combat lasted another like 30 turns because he couldn't hit me and I couldn't hit him.

They are bullshit. At least their bullshit tends to go down as their spikiness goes up.

pentyne
Nov 7, 2012

Eifert Posting posted:

I blinded an elf and knocked him over and he went from like a 95% Dodge chance to an 85% Dodge chance. I had one combat where all my psychers were down and I didn't have any aoe left and there was one vanilla elf still alive. The combat lasted another like 30 turns because he couldn't hit me and I couldn't hit him.

They are bullshit. At least their bullshit tends to go down as their spikiness goes up.

Grenades FTW all day every day, I'm gonna make sure everyone carries at least 2 Krak grenades because an entire round of lobbing those will drop anything and melee elder love to bunch up in small groups. Otherwise I've been "kill all" toyboxing on a couple of fights that have no named enemies and just look like useless fodder, especially all the warp travel fights.

What is the strategy for overworld traversal? I can't believe you have to manually travel between every single point, and it costs 3 Nav points for a new route plus 3 to travel a safe route. Thinking on it I imagine linking the main colonies together is probably the easiest thing to do, but even getting to and from long distance nodes is a pretty significant amount of time much less all the battles, damage, and other assorted warp perils.

Nav Points is definitely feeling the RT equivalent of rations in Kingmaker, where almost everyone agrees just to enable 'ignore rations'. I get the lore reasons for certain paths to be risky or deadly but it makes getting around the map extremely tedious. I don't want to just make literally every route safe, but there has to be a faster way to get from one end of the map to the other.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
You get the resource for exploring. My recommendation is to only bring routes you intend on using regularly past yellow. I had enough at the end of the beta that I made a vanity route from my AgriWorld direct to football.

FurtherReading
Sep 4, 2007

When I play games like this I always end up making a main character who becomes redundant because a companion who does the same role is either better at it or is such a fun character I want to bring them with me everywhere.

Is there certain character creation options I should avoid taking this in mind?

pentyne
Nov 7, 2012

Further Reading posted:

When I play games like this I always end up making a main character who becomes redundant because a companion who does the same role is either better at it or is such a fun character I want to bring them with me everywhere.

Is there certain character creation options I should avoid taking this in mind?

Not really, there's only 4 classes/doctrines and 3 advanced/prestige ones, the way it works is after 26 ranks of the doctrine you have to pick the prestige you want. It comes down to skills most likely but I don't think you could really focus on more then 2, maybe 3 given the way Owlcat does their insane skill check jumps as you progress. The key skills seem to be awareness, demolition, tech, logic, and athletics. You always want a full party with those skills at a high level.

You will likely end up killing/leaving/kicking out a party member pretty fast depending on where you go and how hard you embrace the reputations. I got the option in chapter 2 to execute a party member if I felt like going full Imperialis.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

Further Reading posted:

When I play games like this I always end up making a main character who becomes redundant because a companion who does the same role is either better at it or is such a fun character I want to bring them with me everywhere.

Is there certain character creation options I should avoid taking this in mind?

Well, going just by companions' default classes, the most fun character is a spontaneous divine spellcaster, so sort of a split support/nuking kind of guy. You've also got a pretty straightforward cleric, three fairly tanky meatshields of different flavors (one of which can easily be made a mounted combat build, another who can lean fully into thrown weapons), another spontaneous caster who's even more of an even split between support and offense spells, a wizard you will actively resent needing have on your team, a rogue who is also capable of spellcasting, a Slayer (like a Rogue with better DPS), a Shaman (like a Druid that accidentally went to Cleric school), and not one, but two totally busted archery builds (one Ranger, one Zen Archer; optionally one of the aforementioned meatshields can also go full archer). Also the DLC adds a Shifter companion, which is like a combination of the good parts of a Monk and a druid's Wild Shape. Also there are some hidden and Mythic Path-specific companions whose roles mostly overlap with existing companions.

So, the classes with distinct abilities that nobody is replicating are Bard/Skald (performance), Alchemist (bombs), Kineticist (Mega Buster), and maybe Cavalier (mounted combat, assuming you don't have Seelah take up the saddle). Going wizard, arcanist, or sorcerer will let you ignore the most annoying companion in the game. Magus also might not be too bad, with the whole melee-magic fusion, but most of what you'd be doing is stuff other characters would be doing their own ways (whether you're more or less effective at it than them won't really be clear until well into the game). This also isn't getting into the prestige classes, which often have gimmicks totally orthogonal to what the normal classes are doing.

pentyne
Nov 7, 2012

EclecticTastes posted:

Well, going just by companions' default classes, the most fun character is a spontaneous divine spellcaster, so sort of a split support/nuking kind of guy. You've also got a pretty straightforward cleric, three fairly tanky meatshields of different flavors (one of which can easily be made a mounted combat build, another who can lean fully into thrown weapons), another spontaneous caster who's even more of an even split between support and offense spells, a wizard you will actively resent needing have on your team, a rogue who is also capable of spellcasting, a Slayer (like a Rogue with better DPS), a Shaman (like a Druid that accidentally went to Cleric school), and not one, but two totally busted archery builds (one Ranger, one Zen Archer; optionally one of the aforementioned meatshields can also go full archer). Also the DLC adds a Shifter companion, which is like a combination of the good parts of a Monk and a druid's Wild Shape. Also there are some hidden and Mythic Path-specific companions whose roles mostly overlap with existing companions.

So, the classes with distinct abilities that nobody is replicating are Bard/Skald (performance), Alchemist (bombs), Kineticist (Mega Buster), and maybe Cavalier (mounted combat, assuming you don't have Seelah take up the saddle). Going wizard, arcanist, or sorcerer will let you ignore the most annoying companion in the game. Magus also might not be too bad, with the whole melee-magic fusion, but most of what you'd be doing is stuff other characters would be doing their own ways (whether you're more or less effective at it than them won't really be clear until well into the game). This also isn't getting into the prestige classes, which often have gimmicks totally orthogonal to what the normal classes are doing.

I know this is for the other Owlcat games but mounted combat in Rogue Trader would be amazing, let me ride that tentacle mouthed lion thing that keeps killing me and charge at my enemies with a chainsaw lance.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
You get six party members in this game so there's going to be a little bit of redundancy either way.

EclecticTastes
Sep 17, 2012

"Most plans are critically flawed by their own logic. A failure at any step will ruin everything after it. That's just basic cause and effect. It's easy for a good plan to fall apart. Therefore, a plan that has no attachment to logic cannot be stopped."

pentyne posted:

I know this is for the other Owlcat games but mounted combat in Rogue Trader would be amazing, let me ride that tentacle mouthed lion thing that keeps killing me and charge at my enemies with a chainsaw lance.

I will leave that post up for posterity, but yeah, I got mixed up and thought this was the other Owlcat thread. Whoops!

FurtherReading
Sep 4, 2007

EclecticTastes posted:

I will leave that post up for posterity, but yeah, I got mixed up and thought this was the other Owlcat thread. Whoops!

I'll save it to refer to it if I play pathfinder!

Lord Koth
Jan 8, 2012

For a quick rundown of what roles your various companions fill to start with. One important note here is that you can switch them up to some extent if you really feel like it. For instance, Abelard comes with proficiency in Melta weaponry too, so if you want to build towards that it's doable. Generic tag is being used for those companions who don't really have a real lean towards either melee or ranged - some are somewhat decent at both, some are bad at both, but either way if they're using actual weapons you kind of need to make your own choice.

Abelard: Melee Fighter.
Argenta: Ranged Soldier.
Idira: Generic Adept. Also an Unsanctioned Psyker.
Heinrix: Melee Fighter. Also a Biomancer.
Pasqal: Generic Adept. Is a Techpriest (not many unique options, unlike the various Psykers, but gives you a good idea of how his stats/skills lean).
Cassia: Generic Leader. Also a Navigator.
Jae: Leader; honestly don't recall which way she leans.
Mystery #1: Ranged Adept.
Mystery #2: Ranged/Melee... something. Fighter I think.Space Wolf Space Marine
Mystery #3: ...I don't know.


As you can see there's a fair amount of overlap due to paucity of options, though there is still room even within the same role to be distinctive, so it's more just a matter of building a character and fitting the party around that.

pentyne
Nov 7, 2012

Lord Koth posted:

For a quick rundown of what roles your various companions fill to start with. One important note here is that you can switch them up to some extent if you really feel like it. For instance, Abelard comes with proficiency in Melta weaponry too, so if you want to build towards that it's doable. Generic tag is being used for those companions who don't really have a real lean towards either melee or ranged - some are somewhat decent at both, some are bad at both, but either way if they're using actual weapons you kind of need to make your own choice.

Abelard: Melee Fighter.
Argenta: Ranged Soldier.
Idira: Generic Adept. Also an Unsanctioned Psyker.
Heinrix: Melee Fighter. Also a Biomancer.
Pasqal: Generic Adept. Is a Techpriest (not many unique options, unlike the various Psykers, but gives you a good idea of how his stats/skills lean).
Cassia: Generic Leader. Also a Navigator.
Jae: Leader; honestly don't recall which way she leans.
Mystery #1: Ranged Adept.
Mystery #2: Ranged/Melee... something. Fighter I think.Space Wolf Space Marine
Mystery #3: ...I don't know.


As you can see there's a fair amount of overlap due to paucity of options, though there is still room even within the same role to be distinctive, so it's more just a matter of building a character and fitting the party around that.

The origins for the player are

Astra Militarum Commander
Commissar
Vagabond
Priest
Navy Officer
Noble
Sanction Psyker, 2 versions.

I don't know about the 2 mysteries but there's also some unique abilities the party members get. To be specific

Heinrix: Fighter doctrine, nothing unique I can see. Origin benefits from Melta, Drukhari, and Psyker-Biomancer proficiences.

Cassia: Leader, Navigator origin has several strange passives like +20 Perception every other turn, and gives unique abilities Lidless Stare (the eye beam) and 2 casting abilities that can stun/reposition enemies into tight groups

Argenta: Marksman, Priest Origin gives War Hymn ability which can give a big momentum boost, gets bolter and flame profs

Pasqal: Adept, Tech origin gives, Machine Spirit which is a large area buff/debuff for allies and enemies in range, gets melta, plasma, bolter, some armor upgrades

Yrliet: Adept, Eldar origin bonus to dodge and initiative, no special abilities otherwise

Jae: Leader, origin includes eldar and drukhari profs, nothing else.

Idira: Adept, Origin of unsanctioned psyker makes her warp powers riskier somehow

Abelard: Fighter, Navy officer origin, ability to shield allies within 3 cells, comes with melta prof, and extra %bonus for parry and movement speed.

This will likely change significantly by launch as a few of the origin abilities have no text or info at all.

CottonWolf
Jul 20, 2012

Good ideas generator

As someone who’s held off on the beta, can you build your psykers as pure psykers, or are you forced to put points into their adept/leader stuff? Based on what I’ve read about Owlcat’s implementation, it seems like there’s not much in the way of synergy for the stats required for being a psyker and anything else.

pentyne
Nov 7, 2012

CottonWolf posted:

As someone who’s held off on the beta, can you build your psykers as pure psykers, or are you forced to put points into their adept/leader stuff? Based on what I’ve read about Owlcat’s implementation, it seems like there’s not much in the way of synergy for the stats required for being a psyker and anything else.

Unless they add more there are way less pskyer abilities/feats then class doctrine stuff.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer
Cassia the Navigator is basically a psycher only. Idira becomes the odd person out very quickly in my experience. For me it was
My character as a sniper // buff machine
Abby the melee tank/murder machine
Argenta the AOE specialist (You can get her burst fire up to five shots and it'll hit people in a cone and do a ton of damage)
Cassia The navigator who can do AOE damage and/or give people bonus actions
Pascal as a skill monkey who can do some pretty good buffs
Heinrix as a cleanup hitter/ speed bump

Eifert Posting fucked around with this message at 23:04 on Oct 27, 2023

Lord Koth
Jan 8, 2012

Eifert Posting posted:

Cassia the Navigator is basically a psycher only. Idira becomes the odd person out very quickly in my experience. For me it was


This is just as well given Idira is fairly likely to catch a shot to the head regardless of what route I'm on. :v: Might survive the first playthrough just to see content though.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer

Lord Koth posted:

This is just as well given Idira is fairly likely to catch a shot to the head regardless of what route I'm on. :v: Might survive the first playthrough just to see content though.

My rationale for keeping her around was that She's the only one who knows details about what the prior rt was up to


My big conspiracy is that Argenta killed the old trader

Eifert Posting fucked around with this message at 23:37 on Oct 27, 2023

pentyne
Nov 7, 2012
It's not really a spoiler because it's extremely up front with literally every relevant encounter but Idira is basically a walking nuke (in lore terms) and everyone who isn't a demon worshipping lunatic is side-eying her like "so....anyone gonna put her down already?"

Unsanctioned psykers are extremely dangerous terrible things, most likely outcomes are

Imperialis: Shoot in head very early on, get forced to side against her in order to keep other companions and shoot/exile her

Benevolentia: Try to try save/redeem her and lose some companions in the process, have to shoot her in the head/exile her

Heretecus: Gets powered up and becomes a Warp fueled rage/poison/lust/trickery monster, also lose companions for different reasons

Wonder if her psyker rank is mentioned anywhere, given how crazy she is it's got to be a few steps below "immediate demonic possession" but high enough that she would've been picked up by the Black Ships pretty easily. The whole sanction process is some kind of "soul shield" that is the only reason working Psykers can do their jobs safely. Regardless, it's impossible lore wise for an unsanctioned psyker of any noticeable power to not fall to Chaos, but maybe there's gonna be unique in-game options, some stuff like a Saint's Blessing or similar that can help.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer

pentyne posted:

Regardless, it's impossible lore wise for an unsanctioned psyker of any noticeable power to not fall to Chaos,

I would say vanishingly improbable. It's not uncommon for inquisitors in particular to use them or unheard of for traders. Once they are known they absolutely only live by the good graces of a benefactor that unaccountable.

Nephthys
Mar 27, 2010

pentyne posted:

It's not really a spoiler because it's extremely up front with literally every relevant encounter but Idira is basically a walking nuke (in lore terms) and everyone who isn't a demon worshipping lunatic is side-eying her like "so....anyone gonna put her down already?"

Unsanctioned psykers are extremely dangerous terrible things, most likely outcomes are

Imperialis: Shoot in head very early on, get forced to side against her in order to keep other companions and shoot/exile her

Benevolentia: Try to try save/redeem her and lose some companions in the process, have to shoot her in the head/exile her

Heretecus: Gets powered up and becomes a Warp fueled rage/poison/lust/trickery monster, also lose companions for different reasons

Wonder if her psyker rank is mentioned anywhere, given how crazy she is it's got to be a few steps below "immediate demonic possession" but high enough that she would've been picked up by the Black Ships pretty easily. The whole sanction process is some kind of "soul shield" that is the only reason working Psykers can do their jobs safely. Regardless, it's impossible lore wise for an unsanctioned psyker of any noticeable power to not fall to Chaos, but maybe there's gonna be unique in-game options, some stuff like a Saint's Blessing or similar that can help.

I feel like it would be extremely on-brand for the setting for sparing her to just always be an objectively bad idea no matter which route you take. So many gamers are gonna go in thinking they can be a good guy in a 40k game without it horribly blowing up in their face or indulge in Chaos worship without consequences that it would be a good wake-up call to have a companion who just always fucks things up for you if you don't shoot her in the head immediately.

I'm still going to try to be a good guy myself though because I'm exactly the same kind of sucker. :negative:

cock hero flux
Apr 17, 2011



Eifert Posting posted:

I would say vanishingly improbable. It's not uncommon for inquisitors in particular to use them or unheard of for traders. Once they are known they absolutely only live by the good graces of a benefactor that unaccountable.

librarians aren't soul-bound either but they get a fuckload of training, and a handful of inquisitors are also psykers and are sometimes not soul-bound either and both of those are, sort of, sanctioned in that they aren't illegal. they still get absolutely unfathomable amounts of training and still wind up less safe than soul-bound psykers so some self-taught rando out there just trying to trial and error the warp is basically a walking nuclear bomb with no safeties

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
Argenta basically never left my party. Her ability to put fire downrange is unmatched

pentyne
Nov 7, 2012

Pattonesque posted:

Argenta basically never left my party. Her ability to put fire downrange is unmatched

Talk about what missing from the party for a player to fill in she's the only marksman as far as I know.

Eifert Posting
Apr 1, 2007

Most of the time he catches it every time.
Grimey Drawer

Pattonesque posted:

Argenta basically never left my party. Her ability to put fire downrange is unmatched

Her and Abby are definitely the stars. Cassia can be in that tier for overall versatility but the rest simply do not compare.

I have to give the mvp to Abby, though. His dodge, parry and HP make him an excellent tar pit/tank whereas Argie is a glass cannon. Abby also has the advantage that he gets to attack multiple times a turn for the rest of the combat after you spend momentum on him. If I'm not in a situation where I think I can end the combat by giving Argie momentum it goes to Abby 100% of the time.

What a glass cannon, though. Look out for the items that give her an extra shot on burst. With the right equipment you can get her putting 25 shots out a turn with momentum -each doing like 30 damage- with a free reload.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Eifert Posting posted:

What a glass cannon, though. Look out for the items that give her an extra shot on burst. With the right equipment you can get her putting 25 shots out a turn with momentum -each doing like 30 damage- with a free reload.

and then just have Cass give her another turn. more dakka!

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


pentyne posted:

It's not really a spoiler because it's extremely up front with literally every relevant encounter but Idira is basically a walking nuke (in lore terms) and everyone who isn't a demon worshipping lunatic is side-eying her like "so....anyone gonna put her down already?"

Unsanctioned psykers are extremely dangerous terrible things, most likely outcomes are

Imperialis: Shoot in head very early on, get forced to side against her in order to keep other companions and shoot/exile her

Benevolentia: Try to try save/redeem her and lose some companions in the process, have to shoot her in the head/exile her

Heretecus: Gets powered up and becomes a Warp fueled rage/poison/lust/trickery monster, also lose companions for different reasons

Wonder if her psyker rank is mentioned anywhere, given how crazy she is it's got to be a few steps below "immediate demonic possession" but high enough that she would've been picked up by the Black Ships pretty easily. The whole sanction process is some kind of "soul shield" that is the only reason working Psykers can do their jobs safely. Regardless, it's impossible lore wise for an unsanctioned psyker of any noticeable power to not fall to Chaos, but maybe there's gonna be unique in-game options, some stuff like a Saint's Blessing or similar that can help.

An unsanctioned psyker can live a long and healthy life if they don't use their powers. If they do, their lack of training and the rather absurd amount of specialized augmetics that even a garden variety Imperial psyker gets makes them very vulnerable when the warp gets away from them.

For an unsanctioned psyker who slips through the cracks in Imperial space, the most likely outcome is getting recruited by a chaos cult.

Idira is probably a Gamma -- strong enough to resist outside forces and do some things with her power, but not quite strong enough for the light of her soul to get the worst kind of attention in the sea of the warp.

pentyne
Nov 7, 2012
Idira seemingly having a lot of visions of the future is a big deal. That is exceptionally rare in human psykers, and in the lore the most prominent example is that of a Primarch(Kurze) and very rarely some of his Space Marines, Night Lords. I think there's been some contradicting lore about it not being psyker power but something else, but the Emperor definitely used his power to try and predict the future.

Eldar can do it, but only the biggest grandest masters who are playing a great game thousands of years long.

I would hope there's some big payoff for it, otherwise she's just a detriment to anything but a heretic playthrough.

Lord Koth
Jan 8, 2012

It bears mentioning that battlefield precognition is fairly common among psykers of all stripes, it's specifically long term precognition which is rare.

Also some weirdness in how you want to square getting visions of the future (i.e. Curze, or what Idira seems to get) with Farseers knowing how to actually manipulate their predictions to some degree. Is it basically the same power, but the hundreds+ years of training plus characteristics unique to the Eldar allow them to take a more active role, or is it a different (if similar) power entirely?

FurtherReading
Sep 4, 2007

pentyne posted:

Talk about what missing from the party for a player to fill in she's the only marksman as far as I know.

I was planning to go hereticus for my first playthrough so I'm assuming I'm gonna end up dropping her and the Space Wolf at minimum, so this is good to know!

pentyne
Nov 7, 2012

Lord Koth posted:

It bears mentioning that battlefield precognition is fairly common among psykers of all stripes, it's specifically long term precognition which is rare.

Also some weirdness in how you want to square getting visions of the future (i.e. Curze, or what Idira seems to get) with Farseers knowing how to actually manipulate their predictions to some degree. Is it basically the same power, but the hundreds+ years of training plus characteristics unique to the Eldar allow them to take a more active role, or is it a different (if similar) power entirely?

The psyker ranks mention there's a hard upper limit the human brain can handle, Eldar can operate at at those levels and above just fine, but there's the whole weird Eldar obsession with single minded focus on a discipline for centuries in order to avoid drifting aimlessly and succumbing to Slaneesh.

One example would be the 2nd and 3rd war for Armageddon, the greatest living Eldar farseer set it up, guiding the Ork warboss to start that conflict. The whole thing was several decades, likely billions of deaths, and the goal was to save 10,000 Eldar lives based on his future seeing.

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I dont know
Aug 9, 2003

That Guy here...

pentyne posted:

there's the whole weird Eldar obsession with single minded focus on a discipline for centuries in order to avoid drifting aimlessly and succumbing to Slaneesh.

I thought perfectionism and obsession are Slaneesh domain. Wouldn't single mindedly focusing on mastering one discipline be the kind of thing that drives an individual to embrace Slaneesh?

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