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Kobal2
Apr 29, 2019

Captain Oblivious posted:

Use the Plasma Servitors massive knockback to corner pocket idiots into pits all day

That was excellent advice, thank you (with the caveat that it seems to generate zero XP ? Not a huge matter but something to keep in mind when you can avoid doing so, hilarity notwithstanding).

It has also come to my attention that heavy bolter servitors can fire *infinite* overwatch shots, any time an enemy takes an action within the cone (that is, multiple times per enemy model should they activate multiple times within the cone in a given turn). Plaguebearers and fuckwits with their arms shot off emphatically do not like it when heavy bolter goes BRRRRR.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters
Technophage missions are designed for having the Dreadnought as a fifth character and they waited way too long to give you the Dreadnought. Biggest problem with this dlc is the pacing is all off and it makes character progression real fucky.

The Dreadnought doesn’t join until post craftworld and then is stuck with basic tier 1 gear until you complete all three excavation missions. I’m getting close to my third Reaper kill everyone is swimming in tier 3 gear and I still have no idea what unlocks Dread tier 3 gear.

Tech Marines are stuck with tier 1 gear until post craftworld, rendering them kinda garbage.

The content is good but how it’s gated is all wrong.

Kobal2
Apr 29, 2019

Captain Oblivious posted:

Technophage missions are designed for having the Dreadnought as a fifth character and they waited way too long to give you the Dreadnought. Biggest problem with this dlc is the pacing is all off and it makes character progression real fucky.

The Dreadnought doesn’t join until post craftworld and then is stuck with basic tier 1 gear until you complete all three excavation missions. I’m getting close to my third Reaper kill everyone is swimming in tier 3 gear and I still have no idea what unlocks Dread tier 3 gear.

Tech Marines are stuck with tier 1 gear until post craftworld, rendering them kinda garbage.

The content is good but how it’s gated is all wrong.

To be fair, the Dread is a brick shithouse even with tier 1 gear (provided you keep anything that strips armour the hell away from it ; but then "poo poo that permanently strips armour" tends to be your top 1 murder priority at all times anyway).

But yeah, making Tphage missions pop up before the dread is on the team is absolutely some bullshit (I bashed my Ironman forehead against them SO HARD. I didn't realize you'd a) get the dread as a permanent member b) it could come on non-scripted missions). Especially since the early game typically doesn't allow you much flexibility in choosing missions. And them always boosting pox by 2 or 3 is mean on top of that.

I think they waaaay overestimate how early most players do the craftworld. Do they think people beeline that poo poo ?

EDIT : also, unrelated but having started many, many Ironman campaigns : there's WAY too many Purgator traits that improve melee attacks they do not give even a token poo poo about, and you always seem to roll those. It's uncanny.

Kobal2 fucked around with this message at 09:01 on Dec 12, 2022

Kurzon
May 10, 2013

by Hand Knit
I haven't tried the DLC. I'm ambivalent about the techmarine because it looks like a summoner-type class. It summons battle servitors. In a turn-based game, adds slow down the gameplay.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Kurzon posted:

I haven't tried the DLC. I'm ambivalent about the techmarine because it looks like a summoner-type class. It summons battle servitors. In a turn-based game, adds slow down the gameplay.

That’s not really how it works, they aren’t summons in any sense of the word. The Servitors are functionally just wargear that you activate to use abilities through them. They can be shot and killed because they’re constantly following you around but they’re reasonably sturdy.

The problem with Tech Marines is their weapons suck rear end and the servitor damage values are too conservative.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
I'm waiting for them to patch the game so you get dreadnoughts and superhard missions that require dreadnoughts around the same time.

Double Bill
Jan 29, 2006

Captain Oblivious posted:

The problem with Tech Marines is their weapons suck rear end and the servitor damage values are too conservative.

The servitors felt pretty underwhelming until I tried the one that incapacitates. Disabling a (non-large) enemy for a turn for 1 AP from a decent range has been amazingly valuable in the late game where everything has tons of health and armor.

Double Bill fucked around with this message at 13:04 on Dec 17, 2022

Alchenar
Apr 9, 2008

Got this at Christmas, am still presumably very early in the game (about to do the Craftworld mission). My initial impression is that the gameplay is a really solid XCOM-take that effectively encourages risk mitigation through aggression. Everything feels powerful in its own way and the only thing that feels necessary is something that can purge disease. I had a few restarts as I learnt the basic mechanics but as long as you play sensibly it feels like you can make anything viable (on normal at least, interesting to see how things change with higher difficulties).

On the downside, it might just be that the game has let me do this but I feel that the pacing is very off. A game of XCOM1/2 lasts about 30 missions. It feels a lot longer and you can victory lap if you want, but something new gets thrown at you every other mission. Here the game clearly has a fair bit more to show, but I'm spending a lot of time on the same 3-4 basic pods. It is good that the pods mix and match from the possible enemy types for variation. I'm not massively liking that every mission is either get the pods or kill the spores, but I could accept that other mission types would boil down to 'kill the thing' with window dressing. I don't feel like I'm fighting to save anything, the maps are decent and do the job well, but they are all themed like they're on a chunk of a planet that's already exploded.

Mordja
Apr 26, 2014

Hell Gem
So, how'd things shake out with the DLC? Worth getting for the added variety? I knew before it came out that the Dread was only for special missions so that's not really a disappointing factor or anything.

Kobal2
Apr 29, 2019

Mordja posted:

So, how'd things shake out with the DLC? Worth getting for the added variety? I knew before it came out that the Dread was only for special missions so that's not really a disappointing factor or anything.

The bad :
- it's weirdly/badly paced (huge difficulty spike before you get the dread, which you can only get after the Craftworld ; then it takes very long for the dread/the techmarine to get any gear upgrades)
- the techmarine is kind of rear end mostly. More a novelty than anything.

The good :
- new enemy types are cool and relieve the "same mission/pods all the time" syndrome a little ; some are goddamn menaces (marines with meltas...)
- the scripted missions are all kinds of tense, I really liked them
- the dread makes you feel like your cock is huge

Alchenar
Apr 9, 2008

Playing this game is like being a boiled frog. There's a deep and interesting tactical system that you never quite appreciate because the game starts off boring and you are a dozen hours in before you even start to unlock enough abilities to start playing off some of the more complex plays that are possible.

Alchenar
Apr 9, 2008

:stare: This final mission.

Mordja
Apr 26, 2014

Hell Gem
Question: are the effects from those random intervention events permanent? Eg. I got one that gives my Knights -1 WP, is that just forever or what?

Mordja
Apr 26, 2014

Hell Gem
I done hosed up.

I booted Chaosgate up after a couple of days and completed a Technophage mission. Bounce out into the systems map and see that there is a Morbus mission halfway across the galaxy from me and yup, I'm at 4/5 since I let them build up because they're a slog. I'm not exactly sure what happened last time I was playing, either I just didn't notice it was Morbin time or maybe I thought I was at 3/5. Point being, the only save that isn't from a turn ago is almost 400 days back and gently caress that.

Unless there's a way to edit the number of Gates in the save file. Does anyone know if that's possible?

Deptfordx
Dec 23, 2013

Quick question if anyone can answer.

If I get the DLC did they patch/alter the massive difficulty spikes I heard about?

Mordja
Apr 26, 2014

Hell Gem
The big difficulty spike is specifically in the technophage missions, which expect you to bring a dreadnought. Outside of the new enemies they added for free, I don't think the rest of the game was affected.

E: Tho I do know they did some overall balancing post-DLC and buffed the Techmarine decently.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

I would say adding in the new enemies that do permanent armor damage made the game harder. When I came back to a mid campaign save after the updates I found myself struggling a lot more on missions. It started to feel like every mission was a slog, even on Normal with a team of fully upgraded knights with end level gear.

Zephro
Nov 23, 2000

I suppose I could part with one and still be feared...
I got this game in the Steam sale recently and I'm quite enjoying it so far. After a few days of bug-free play it's started randomly crashing to desktop, though. Sometimes I can go for two hours with out one; right now the same mission has crashed on me five times. There's no error message, just all of a sudden it dumps you back to Windows.

I have up-to-date graphics drivers, the latest release build of Win10, and I've verified the game files. There's no obvious rhyme or reason to the crash - sometimes it happens in the battle UI, sometimes in the ship UI. Most of the official advice is the usual boilerplate update-your-drivers stuff (though I'm not running Discord or any other overlay-type services except Steam itself, which they also mention)

Does anyone have any suggestions? I'm guessing the game isn't getting frequent patches any more so I dunno if it'll ever be fixed.

Zephro fucked around with this message at 11:12 on Apr 23, 2023

Twigand Berries
Sep 7, 2008

https://www.chaosgate.com/news/update-xiii-coming-25-july

Large update inbound.

https://www.pcgamer.com/chaos-gate-daemonhunters-is-getting-a-free-update-with-new-enemies-and-gear-seems-to-be-teasing-more-dlc/

Article thinks an assassin dlc in the works.

kanonvandekempen
Mar 14, 2009

Article is correct
https://store.steampowered.com/app/2421890/Warhammer_40000_Chaos_Gate__Daemonhunters__Execution_Force/

4 playable assassins (Vindicare, Eversor, Culexus, and Callidus), boarding action missions, new enemies and equipment, 25th of july
Vindicare are snipers
Eversor are drugged up terror monsters
Culexus is anti-psychic
Callidus are infiltration specialists

kanonvandekempen fucked around with this message at 15:40 on Jul 18, 2023

Alchenar
Apr 9, 2008

The continuing support for this game really is great.

I R SMART LIKE ROCK
Mar 10, 2003

I just want a hug.

Fun Shoe
yeah, I was thinking of doing another run anyway and this is amazing news

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Is the dreadnought expansion worth getting? I read it added some really difficult encounters or something.

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Popete posted:

Is the dreadnought expansion worth getting? I read it added some really difficult encounters or something.

I never played the Dreadnought missions but the extra enemies it added made the game harder on my normal playthrough I came back to after the update during regualr missions. You'll regularly encounter enemies that burn your armor and that sucks.

Edit: I'm pretty sure they increased the number of mitations that can happen during a mission and added some new mutations into the mix. I remember thinking some are straight bullshit but I can't remember which ones.

Basically they have been buffing the enemy and mostly nerfing the player.

limp_cheese fucked around with this message at 18:00 on Jul 18, 2023

Shroud
May 11, 2009
Is there a good, updated guide? I got this game a while ago, but only played for a little bit. I think I'm going to have to start over, because I don't remember anything about how to play without getting wrecked.

not a bot
Jan 9, 2019
I started the game again a week or so ago and stopped when found out about the upcoming update. I did encounter a new mission type where you have to protect seed carrying servitors. The introduction of the mission implied that you'd get the seeds at the end of the mission but I got none. No servitors or guardsmen died. Did I just misunderstand that you'd get the seeds you save?

Als the new DLC sounds like a must-have, loved the assassins on tabletop and more unit types is always good.

Campbell
Jun 7, 2000
I stayed away from the dreadnaught dlc because there was just too much “makes the game harder in unfun ways” sentiment at the time. But the free core updates from a few months ago that added some extra mission types was great.
It is very neat and rare to see the continued support.

wins32767
Mar 16, 2007

Campbell posted:

I stayed away from the dreadnaught dlc because there was just too much “makes the game harder in unfun ways” sentiment at the time. But the free core updates from a few months ago that added some extra mission types was great.
It is very neat and rare to see the continued support.

They added a setting to turn those enemies off during non-dread missions. The dread is quite fun and really worth it with that setting IMO.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

kanonvandekempen posted:

Article is correct
https://store.steampowered.com/app/2421890/Warhammer_40000_Chaos_Gate__Daemonhunters__Execution_Force/

4 playable assassins (Vindicare, Eversor, Culexus, and Callidus), boarding action missions, new enemies and equipment, 25th of july
Vindicare are snipers
Eversor are drugged up terror monsters
Culexus is anti-psychic
Callidus are infiltration specialists

The 25th? What the gently caress! gently caress you Chaos Gate I have a life. Noooooo nooooo :negative:

I've already preordered.

Campbell
Jun 7, 2000

wins32767 posted:

They added a setting to turn those enemies off during non-dread missions. The dread is quite fun and really worth it with that setting IMO.

Ooh that's great, sounds like I'll pick up both of them next week. Also I had a blast playing through the campaign on the Steam Deck even though it's listed as unsupported.

Propaganda Hour
Aug 25, 2008



after editing wikipedia as a joke for 16 years, i ve convinced myself that homer simpson's japanese name translates to the "The beer goblin"

kanonvandekempen posted:

Article is correct
https://store.steampowered.com/app/2421890/Warhammer_40000_Chaos_Gate__Daemonhunters__Execution_Force/

4 playable assassins (Vindicare, Eversor, Culexus, and Callidus), boarding action missions, new enemies and equipment, 25th of july
Vindicare are snipers
Eversor are drugged up terror monsters
Culexus is anti-psychic
Callidus are infiltration specialists

gently caress yeah, this game loving rules and I'm so glad they keep supporting it

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Can’t wait to make Chaos uncomfortable with my incredibly defined rear end

Kobal2
Apr 29, 2019

Popete posted:

Is the dreadnought expansion worth getting? I read it added some really difficult encounters or something.

It is worth getting just for the increased enemy/map/mission variety but yes, because of the way it is structured it does make the game more difficult, esp. the early game.

Basically you only get access to the dread after doing the Eldar Craftworld mission ; but made-for-the-dread missions will pop from the get go. Those are basically undoable without the dread, so you can't do 1/3rd of the random missions that crop up before the Craftworld unlocks anymore (also you kinda have to rush doing that instead of slowly building up to it and open up the "real" game when you're good and ready for it, which is when the game becomes a lot more hectic).

After that, Techpriest and Dreadnought gear upgrades are way behind regular gear upgrades which keeps them behind on the curve compared to enemy ramp-up (although the base Dread is so frickin' powerful, it's less of an issue. Techpriests absolutely suck as a result however).

Another thing that makes the game harder in general is that enemies who can permanently strip armour off your goons through various means have been added to the general mix. You have less leeway to mess up your turns in general IMO, and gate closing missions are *really* no joke now.

Alchenar
Apr 9, 2008

Yeah the game is a really interesting take on the genre, in particular the route they've taken to force pressure and momentum on the player (as opposed to XCOM2's 'take too many turns and you lose'), but the pacing of the strategic layer is a bit off and could have done with some refinement.

Also you spend all game unlocking and using stratagems as part of your toolkit and then they and then for the endgame they disappear as well as all the rest of your research benefits. Absolutely mad decision.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Yeah completely removing Stratagems for the end game was and is a deeply silly choice.

Alchenar
Apr 9, 2008

The boss battles are inventive but also range from 'quite hard and need a specific squad comp' to 'easily cheesable'.

I love the game, but it does highlight how Firaxis benefit from being to take that extra year of development to polish and fine tune things.

not a bot
Jan 9, 2019
So you get to choose one assassin pretty early in the campaign, before researching the first seed. After that you can click to buy them from your barracks, each cost 3 requisition. They don't take any of your barracks slots but each assassin has only one slot, so you can get more of the same type only if the previous one dies. They can be used in all missions.

You can't change how they look (which makes sense, since they're modeled on the classic assassins which only had one model each), they have their own equipment and you can't change them apart from the wargear slot, which uses the same pool of items as your regular knights use. It seems you can get upgraded weapons and armors for assassins later on. They level up, but the progression is linear and not a tree.

Mr.48
May 1, 2007
I've been thinking of picking up this game since I like XCOM and the 40k universe, but wanted to ask whether this game does the XCOM thing where your attacks always end the turn for the unit, or whether you can mix movement and attacks as you wish?

Also, is there any information about the game coming to GOG?

MJ12
Apr 8, 2009

Mr.48 posted:

I've been thinking of picking up this game since I like XCOM and the 40k universe, but wanted to ask whether this game does the XCOM thing where your attacks always end the turn for the unit, or whether you can mix movement and attacks as you wish?

Also, is there any information about the game coming to GOG?

I'm not sure there are any attacks which end a unit's turn - in fact, many builds rely on skills which make certain types of attacks refund AP.

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Alchenar
Apr 9, 2008

Yeah the USP of this game is that attacking and killing things in certain ways generates more AP so it's very momentum based.

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