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Captain Oblivious
Oct 12, 2007

I'm not like other posters

The Lone Badger posted:

A just punishment IMO for going with literally the boringest faction in the entire setting.

This game doesn’t star the Ultramarines tho?

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Captain Oblivious
Oct 12, 2007

I'm not like other posters

TheWeedNumber posted:

how are you finding it to be so easy? I'm currently on a bloomspawn mission where i took too long to off one of the things and it spawned a full squad of plague bearers. I can't possibly survive the encounter at this point and I've been playing pretty decently I figure.

What day are you on and what is your team comp? A unit of Plaguebearers really should not be more than a speed bump.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Are you staying back and playing defensive? Not using stratagems?

Plaguebearers are pretty easily solved with a hail of bullets and grenades in my experience.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Jedit posted:

No, I didn't have a Psilencer. They're talent locked and this was too early to have the talent. I also couldn't fall back because the reinforcements boxed me in and there was nowhere to go. Every marine was either critically injured or under lethal levels of enemy overwatch as soon as they started acting.

And no, that's not XCOM. I completed the original XCOM and it never gave you anything like this in the early game. You could get RNG hosed by missing a high percentage hit, but the number of enemies was always manageable unless you really screwed up. This mission is the equivalent of a midgame XCOM mission against a large Sectoid saucer, but it comes at the start of the game.

Psilencers are not talent locked for Purgators. Purgators are your answer for massive chaff hordes for the early and mid game. Psycannons are honestly even better for that. 20+ enemies is not rage quit material in this game it’s a fun excuse to hit the Psychic Onslaught button and watch many men die.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

bamhand posted:

Only half of the classes are worth using anyways.

Having just finished the campaign:

Nah you're crazy. I think the only class that's a little undertuned right now is Chaplain. Every single class has deadly wombo combos. Interceptor is not uniquely good, it's just uniquely easy to be good with.

Paladin+Apothecary can do AoE 5 stun til the cows come home and just execute their way across the map.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
You don’t need to look up what the powerful poo poo is you just need the basic ability to assess a system. You know what’s important in literally every strategy game ever? Action economy. You know what gives you a better action economy than the enemy? Mass teleports. AP refills. AP transfers. AoE attacks. And so on. Then you look for things that get you those.

Gates of Infinity is functionally anywhere between 4 and 12 AP saved and thus objectively the best Stratagem in the game. You don’t need to look that up it should be transparently obvious by doing napkin math.

Stun is good because it can tick multiple of those boxes. Iron Arm Biomancy on a Paladin (inherent +1 stun to force strike) with an aoe force striking weapon can do 5 stun in a blast pattern and execute their way across the map.

Captain Oblivious fucked around with this message at 20:13 on May 23, 2022

Captain Oblivious
Oct 12, 2007

I'm not like other posters

bamhand posted:

I mean when you're starting out you don't even know those things exist unless you're meticulously pouring over every screen before you make any decisions about anything.

Why on earth would you not meticulously pore over the abilities screen of every class???

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Saint Freak posted:

Why did the poster who quit on the second mission simply not use the good late game builds?

I don't think we're really talking about Jedit being tragically bad at videogames anymore the crux of the conversation is more

bamhand posted:

I feel like the issue with the design is there are many very powerful things that make the game fairly easy. But it's hard as gently caress if you don't take those specific skills/stratagems/items. If you're trying to figure stuff out on your own you're going to hit situations that seem impossible since you didn't look up which are the must have things.

My game bugged out about 500 days in, and that first play through was a struggle. When I restarted the campaign it was a complete breeze since I knew which things to take.

The assertion that the game is some kind of unknowable black box on your first playthrough. It's...really not. It wears its effective strategies on its sleeve if you're paying even a little bit of attention.

Definitely agreed though that skill trees pertaining to Affliction/Resistance mechanics are pretty much a waste of time though. Also the game could use more Stratagems that can compete with Quicksilver and Gates of Infinity, the two earliest Stratagems in the game. A grenade restock Strat would be pretty competitive.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Grey Knights are like one of maybe two good Space Marine Chapters (the other is Salamanders) and this game, surprisingly, has a likeable cast of characters and a competently told story. Unheard of things in 40k media.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Yeah if you complete the Craftworld mission without at least one engine upgrade you have Seriously hosed Up unfortunately

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Shaman Tank Spec posted:

How does the enemy scaling work? Most of my guys are level 2 or 3 (still very early), but I got a level 5 dude as a quest reward. Took them onto the field and suddenly the enemies are REAL MOTHERFUCKERS who are constantly popping 5+ shields and loving my poo poo up.

Did I mess up by bringing the level 5 and pushing the scaling to overdrive, without having the rest of my squad to back him up?

Time. New enemy types show up based on the day counter.

What day is it?

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I’ll be interested to hear reports on Duty Eternal. I got through the first dlc mission on Ruthless, which is enough to get Technophage missions to start showing up but not enough for the Dreadnought to join you properly. Tackling Technophage missions without him feels like a loving death trap based on the one I tried that ended my first run (Grandmaster).

Technophage Plague Marines have armor pierce and strip coming out of every orifice.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
It was an insanely bad idea not to be upfront about that fact. But it plays pretty well in practice. Technophage missions are very hard and the Dreadnought is A) grotesquely overpowered and B) would have pathing problems in a lot of normal maps due to its size.

You use the Dread in Technophage missions because you need the Dread in Technophage missions.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Kobal2 posted:

Any opinion on the Techmarine ? So far I've found him pretty underwhelming, not quite sure how to use him (beyond his ability to keep the dread healed up)

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

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.

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.

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.

Captain Oblivious
Oct 12, 2007

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

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.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Kobal2 posted:

Not one in particular.
Last OH gently caress THIS moment was a "defend the servitors" Technovirus one. Turns out letting four pods coalesce onto one station while your split-in-teams-of-two knights deal with the pods attacking the other two stations is not good. Well, it's good actually, it worked fine, just as a million poxwalkers and their 1HP spawns born out of clean, grass-fed guardsmen is pretty much fine, it's just a high action turn.

UNLESS the RNG decides that they get +5 armor. For 2 turns. Each.

Just as they're on top of you and you're about to unleash Hell.

So long story short they (and the further pods because THE SPAWNS KEEP COMING) killed everyone. And the Dread. Then the 3 pods of back-up marines that spawned while the boys were busy sucking their chest wounds or smth killed everyone AGAIN.

Long story shorter : why dont' we have the option to just peace out of missions ?! Surely the Emperor can't protect THAT much.

The defense missions are relatively new and incredibly hard early on. You actually can peace out though! Source: I was in an Ironman run and had to do exactly that to save my run.

Just let the servitor objective dudes die and you get extracted in failure. Better than a squad wipe.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Mr. Crow posted:

im like 10 hours into this and does the variety ever pick up? really tired of every encounter being the same on repeat forever. there was one defend a bunch of guards mission otherwise its just bloom spawn bloom spawn bloom spawn, with plague marines zombies and guards.

Yes, you’re still early and fighting the early game enemy set.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
If your first campaign is a failure, that’s okay. The game is not blisteringly difficult or anything, but even in XCOM 2 an abortive first run isn’t unusual for first timers.

It is very possible to fail to learn and adapt fast enough and consequently not grow your strength fast enough.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Alchenar posted:

The craftworld mission is a hint of things to come and one of the pacing issues I have with the game, because it's the length of any regular mission you have done up to that point... and then you have to do an endurance boss fight with infinite waves of enemies coming at you from all directions. Oh and the boss has a mechanic that makes it basically impossible to burn him down.

The boss is absolutely trivial to burn down in one turn what on earth are you talking about?

Disruption shuts off all of his abilities and then he gets beaten to death instantly by an Interceptor. I have never seen him actually do anything in my games or those of friends.

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Captain Oblivious
Oct 12, 2007

I'm not like other posters
Disruptor Servoskulls are fantastic because they cost no AP to use.

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