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MJ12
Apr 8, 2009

ZeusJupitar posted:

That's awesome and I wish I hadn't moused over it.

Really enjoying this so far, although there's some janky edges. In particular I somehow keep melee attacking when I mean to shoot. The plant enemies are frustratingly tough as well.

Has anyone found a use for the flamethrower? Seems like the heavy machine fun (psilencer?) gives you the same crowd control without robbing you of long ranger coverage.

There's a specialist class you unlock later in the game, the Purifier, who can add +3 range, +1 damage, and +15 cone width to the flamethrower - which handily makes up for its range problems. The Purifier, like the Purgator, also has the capacity to carry a fuckton of mega-buffed grenades. I have one who gets 4 uses of grenades and an extra grenade slot, which means that I basically take him and a pair of grenade Purgators into no-WP challenge missions and solve the mission with explosions.

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MJ12
Apr 8, 2009

Pierson posted:

I appreciate that spotting an enemy pod automatically refills all AP to full because accidentally uncovering one with your last dude in XCOM1 and being forced to sit there and seethe as they set up was infuriating.

Also when I realised every single ability use raised the surge gauge I stopped using Aegis every single round and suddenly it stopped filling up so fast! Who'd have thought!

It does mean that you want to activate new pods with your last, not first dude, which creates a different sort of movement mechanic. It does emergency reward stacking up on a door and having one dude kick it down though which is badass as hell.

My only problem with the door animations is that even cultists break doors, they should be required to just sit there and seethe imo.

MJ12
Apr 8, 2009

Sylphosaurus posted:

Out of curiosity, can you upgrade your first squad members into the more advanced classes?

There's a random event that can pop that respecs one of your guys into a Paladin after a month, I'm not sure if there's similar random events for the other advanced classes.

MJ12
Apr 8, 2009

grobbo posted:

They also have a lot of people on Steam complaining that as per the lore, all the low-level enemies should just be bouncing harmlessly off your Knights to no effect, which is useful feedback I'm sure the devs are really enjoying.

I'm having a good time with it! I'm mostly running a pair of teleporting Interceptor twins who provide most of the game's fun and do most of the hard work while the Apothecary and Justicar jog awkwardly after them.

Complaints are mostly related to the UI rather than the gameplay (doing anything related to loadout is seriously awkward, auto-pause in windowed mode helps nobody).

There are some obvious opportunities to build out on the limited mission variety and enemy roster without too much scope creep (rescue a charmed diplomat from Slaanesh's influence, escape an 'easy' mission that turns out to be a Tzeentch trap, keep some Imperial Guard alive to prevent them becoming a sacrifice to Khorne) - hopefully they get a chance to do that.

My feeling is that the cover damage reduction should have been cut down (full cover giving -67% and partial giving 33%?) and Power/Terminator armor should give 2/4 pips of armor each, so you can take a single autogun dude's hits out of cover at medium range without health injury at medium range (or in cover) with power armor. But that's just my thought that cover in a game like this should be relatively weaker so to make taking cover a possible tradeoff. Maybe reduce the health of some of the base cultists by 1pt or so so they're instant killable in a wider variety of situations too.

To be fair, the game already encourages not taking cover a lot more than XCOM, what with melee attackers being very powerful and cover often being positioned in inconvenient ways that block off your AoE attacks (which you need to make use of to wipe swarms), but I still think that making cover less important (and making your knights just a tad tankier). The difficulty curve is kinda off IME - I beat XCOM2 Ironman Legendary (having beaten it on Commander blind) and Standard was stressful enough that I restarted on Merciful, which feels significantly more like the difficulty level which should be 'normal.'

Although it does seem like the game might have a case of the Inverse Difficulty Curve so maybe the real issue is that the early game missions need to be toned down a tad.

MJ12
Apr 8, 2009

Psycho Landlord posted:

I never got this event but I did get one that just gave me a choice of one member from each class, so it seems like there's a few ways.

But generally no, there's no swapping of classes, and the advanced classes supplement but do not supplant the base classes. You still want Justicars for honor the chapter, interceptors for teleport strike, etc.

The choice of one advanced class guy is guaranteed, the Paladin event appears to be a random one that leaves one of your high-level Grey Knights on mission for a month and gets you a shiny Paladin back.

MJ12
Apr 8, 2009

Gaussian posted:

When do the advanced classes show up? I've got a save that's at like 250 days and I haven't seen any mention of them. Is it bugged? I've done the first major plot battle too.

You should get a choice of one free advanced class soon, and once you get that first one they start showing up as possible mission rewards.

MJ12
Apr 8, 2009

Zore posted:

Ultramarines are more interesting than the Grey Knights by a mile and a half.

Grey Knights is the faction for people who think poo poo like this is good

They're the edgelord HARD MEN MAKING HARD CHOICES of the Spess Mahrines.

To be fair, even the chuds thought that was way too extra and people generally quietly pretend that bit of lore doesn't exist

I wonder if the reason they went with Grey Knights is because Games Workshop is ludicrously extra about the 'purity of its IP' and I wouldn't be surprised if they said that if you went with Ultramarines you'd have to make it so that only your high ranked officer characters can be customized, everyone else is a generic mook who gets a bolter and power armor and that's it, or something wack like that. On the other hand, Grey Knights are such a small, super-elite force that 'every character can be customized' a la XCOM might have been easier for Games Workshop to swallow.

MJ12
Apr 8, 2009

BadLlama posted:

Mark me down as a nerd that raised an eye brow when the first cultist with an auto gun pumped my grey knight full of lead.

Also this game is hard as gently caress if you don't skill out your guys properly to have a bunch of synergy with each other.

The game has a very bad case of inverse difficulty curve, to the point where Merciful is legitimately challenging to veterans of higher XCOM1 and XCOM2 difficulties, but once you start getting the advanced classes and unlocking some of the real bullshit tools the game gets way, way easier. There are some completely bullshit things on offer, like the grenades that add a fuckton to an enemy's stun counter, or the grenades that not only do damage but also Frenzy every single enemy they hit so they helpfully kill themselves off next turn for you. And unlike XCOM2, you can end up with an absolute assload of grenades.

Purifiers (and I believe Purgators) can spawn with a +1 grenade ammo special trait, which means if you grenade spec them they can end up carrying 8 grenades into the fray - and they can get AP back if you get a multikill with an ammo-using weapon (like grenades). At some point it basically becomes 'when in doubt, frag it out' - and I imagine if I get tier 3 frag grenades or similar things will get even more nonsense.

(I really, really want to try an all grenades all the time mission where I just take 4 Purgators with 6 or 8 grenades each and bomb every single pod back to the stone age)

MJ12
Apr 8, 2009

vaginite posted:

I’ll bring one along for the reasons you mentioned but outside of a couple situations where I absolutely need one they seem mediocre. Even having to break an over watch or other auto I can just teleport in and chop and it’s almost as good, and usually the same ap cost (2) as having to position and shoot. Extra bonus too that an interceptor can himself teleport out of his own suppression or overwatch to break it.

Main issue I have with them is feels like I spend a ton of ap just positioning them - move to los, shoot, then leave an AP to get somewhere safe or pop a shield if the other guys can’t clean it up, while the interceptors and justicars are getting a chop per AP.

Maybe it’d be too busted but I think theyd be better if they could move and shoot on an AP like the stabby guys can move and stab. Maybe an ability like 1 wp to get an extra movement without using AP would make put them on par.

Maybe I’ll try and build up a grenade focused one.

Grenades are absurdly good in a Purgator's hands because they're balanced to be useful even when you only get one of them in a mission and the Purgator can get 3 with a +1 Area buff before you factor in armor. I found a Tier II power armor that gives like, +2 grenade damage, +2 grenade range, and +1 grenade ammo, and there's a talent which lets you get +1 grenade, so it's entirely possible that you could end up with a Purgator carrying 10 super-buffed grenades. In that case, your ranged weapon is just a backup tool, because you can easily spend 2 grenades a pod and come out with surplus grenades at the end.

Purifiers are even better with grenades though because they also add +2 damage to all grenades.

MJ12
Apr 8, 2009

Bardeh posted:

lol @ the Steam reviews for this game, which are full of pissbaby neckbeards screeching that their space marines don't instantly crush every single enemy they encounter

I do think they should have buffed baseline Knight durability/armor and made cover worse but honestly Knights aren't that fragile and you can operate in the open fine, it's not XCOM

MJ12
Apr 8, 2009

Zore posted:

There does appear to be an achievement for maxing out a character's skill tree so is there a late game resource sink to do so? Otherwise I'm confused by that.

My understanding of the True Mastery achievement is that it requires a Knight to have every single skill but the upgrade nodes don't count as skills.

MJ12
Apr 8, 2009

Kanos posted:

Buffing baseline knight durability and making cover worse would also have necessitated buffing every enemy that can use cover in the game to reach the same level of balance, because the majority of the time cover benefits your enemies far more than it benefits you. It's very rarely in your interests to hunker behind cover and plink away so you generally are constantly pushing into exposed positions, while the AI can sit behind cover all day and doesn't care about injuries/losses.

Most of the basic cover-using enemies are early game stuff, so I don't think this is a big deal, especially because the difficulty curve needs some real work - the early game is probably too hard, because I'm pretty sure that guys who beat XCOM2 Ironman Legendary shouldn't be having trouble with Normal (and yet, that's actually a pretty common refrain I've heard). A moderate increase in starting durability and some buffs to CSMs/Chaos Terminators wouldn't be bad IMO - +2 extra armor and worse cover (or just +2 extra armor, period if you think cover is more of an advantage for enemies) wouldn't be as big of a deal in the late game where you can easily end up with like, +8 armor on your units, but would help make the early game difficulty curve less harsh.

My assumption here is that someone beating XCOM2 Ironman Legendary should be capable of doing decently first time on Ruthless if they aren't actively refusing to learn Chaos Gate's idiosyncracies, which might not be everyone else's, though.

MJ12
Apr 8, 2009

Collapsing Farts posted:

I'm about 120ish days into the campaign and I basically just field a full team of Justicars. Not sure why I'd want any other class...

They are tanky as hell with all that armor and can give eachother constant AP so they deal tons of damage

Basically all the classes are good, although the Apothecary is kinda ehhh because it's a support unit in a game which rewards unrelenting aggression.

And soon you're going to unlock advanced classes, which are more specialized, but significantly more powerful. The Paladin is even tankier than the Justicar (he can replace his ranged weapon with a Storm Shield, which gives him melee overwatch and even more armor), the Librarian I haven't gotten to play with yet but is apparently ludicrously stupid - as I understand it he gets the ability to teleport your entire team at once, can directly reduce warp surge, and an unlimited use 3/5 stun AoE attack, Willpower permitting. The Chaplain has the ability to make executions give more AP, which is as stupid as it sounds. The Purifier makes flamers good, but also can make grenades even better, since they have all the Purgator grenade buffs but also give grenades +2 damage.

MJ12
Apr 8, 2009

Perestroika posted:

Lmao, the game just offered me a heroic deed for getting two seeds in one mission, I figured "sure I can do that", and promptly failed it even though I made of point of getting them. Looks like simply recovering seeds is something different than extracting then, which is a mechanic that the game hasn't even yet properly introduced.

Nah that's just the objective bugging out, because I've done that a bunch and I've always completed it by stabbing the seeds out of Nurgle pinatas.

MJ12
Apr 8, 2009

Angry Lobster posted:

There patch also introduced some stealth nerfs, there are the ones I've noticed:

Justicar

Honour the Chapter. The base skill now costs 2 WP, and the upgrade for +1 AP also costs +1 WP, warp charge remains the same. Total cost for a full Honour the Chapter with warp change: 5 WP.

Librarian.

Schriek is now single target only.

Gate of Infinity. The basic skill now costs 2 WP. Warp charge cost +3 WP, for a total of 5 WP. Range has been buffed though, now base range is 15, and the upgrade adds +5, for a total of 20 (previously it was 14 range).

Not totally unexpected nerfs but they are still massive changes.

Maybe we have to learn to actually play the game now, or just use the paladin and chaplain's abilities to transfer WPs and treat them as batteries.

E: The apothecary iron arm biomancy ability used to cost 3 WP or this has been changed as well?

The neural mine (the stun grenade) now no longer has Mk II and Mk III versions and got an area nerf too.

MJ12
Apr 8, 2009

limp_cheese posted:

This game can really surprise me. I was rolling through things on Normal, trying out the new Paladin I got from the ranged Interceptor I bought (lol) after equipping a stun halberd on him thinking things were pretty much solved. I lost him to a random event later but it wasn't like it was hard before him. Fought my second boss and because the game doesn't really show you what's going to happen I lost 2 dudes instantly. My Purgator was the MVP with his +8 Psycannon but it still kinda shocked me.

Progressed from there and started a mission with the challenge of "No Critical Hits" and I cannot fathom how to do that.

The missions can get samey but I learned early on to have a couple of each class in case of bullshit. Even then I've only had 1 Librarian, 1 Paladin only recently, and I think 1 Chaplain I didn't buy from a mission reward. I have Crowe but I feel I shouldn't judge Purifiers based on him. I feel advanced classes are too rare or at the very least should be purchasable in the barracks.

Note the wording on that challenge. It doesn't say "win the mission without inflicting critical hits," it says "you will not inflict critical hits." It sets your critical chance to 0, even for guaranteed crit abilities (making them kinda useless in that sort of mission). You can't fail it without failing the mission.

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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MJ12
Apr 8, 2009

Kobal2 posted:

Yeah, they're all like that. And all of their CDs tick up on kills (including kills on the 1HP little shits that some plague units revive when they have nothing better to do). Other assassin factoids : they don't trigger overwatch or suppression at all ; and they don't count as Knights so you can't use For the Chapter or the teleport stratagem on them. They do still get 1AP on executions however.

So far, what I've seen/used :

Vindicare can precision target on a 3T cooldown, bleeds on crits, ignores half cover, has a "y'all can't shoot me !" ability on a 2T cooldown that doesn't cost AP and last but not least can simply erase any organic target on a 15T cooldown, no questions asked..

Eversor is a melee beast that uses HP instead of cooldowns, and heals on kills for a fraction of the victim's HP. They also explode on death but since all assassins only have the one life, it's not a very useful power. Other than that they can give themselves 1AP, teleport around inflicting large amounts of Bleed, immediately trigger a guy's bleed in melee and disable a guy in melee for one turn.

Callidus is kind of meh - they can transform into an enemy for 1AP which makes them untargettable (also won't trigger pods) but they don't reveal FoW in this mode. They also have a PBAE confusion and decent-ish melee damage.

Cullexus is the strangest : they work with WP but don't generate any, instead they'll suck up your guy's WP when they use some. They can close reinforcement gates in melee, and gain as much armor as they have WP at the end of a turn. They can also silence psykers, which, eh. Other than that they don't seem to do a lot of damage. Seems gimmicky as gently caress, maybe the later powers have more oomph.


As for gear, they regrettably use the same system as the Dreadnought and don't really generate more, so keeping multiple assassins on par with gear is a challenge (esp. since the dread should probably get priority)

The Culexus trick is that the warp charge for their ranged attack adds damage equal to their current willpower, which means they can, with the right mods and enough willpower gain, effectively annihilate even very beefy enemies for a net -1 WP (-1 AP -2 WP for the attack, +1 AP for spending WP, +1 WP for getting a kill), which also reduces the Warp Surge meter. They're very weird but can be shockingly powerful if you charge 'em up enough by spending WP a lot.

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