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ZeusJupitar posted:That's awesome and I wish I hadn't moused over it. 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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# ¿ May 8, 2022 22:00 |
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# ¿ May 14, 2024 16:57 |
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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. 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.
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# ¿ May 9, 2022 04:42 |
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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.
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# ¿ May 9, 2022 18:27 |
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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. 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.
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# ¿ May 9, 2022 18:36 |
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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. 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.
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# ¿ May 9, 2022 18:51 |
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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.
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# ¿ May 9, 2022 21:08 |
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Zore posted:Ultramarines are more interesting than the Grey Knights by a mile and a half. 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.
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# ¿ May 10, 2022 01:49 |
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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. 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)
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# ¿ May 10, 2022 09:44 |
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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. 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.
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# ¿ May 10, 2022 20:15 |
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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
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# ¿ May 10, 2022 23:16 |
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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.
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# ¿ May 11, 2022 07:12 |
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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.
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# ¿ May 11, 2022 07:30 |
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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... 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.
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# ¿ May 11, 2022 08:34 |
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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.
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# ¿ May 12, 2022 03:37 |
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Angry Lobster posted:There patch also introduced some stealth nerfs, there are the ones I've noticed: The neural mine (the stun grenade) now no longer has Mk II and Mk III versions and got an area nerf too.
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# ¿ May 14, 2022 01:07 |
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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. 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.
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# ¿ May 23, 2022 00:43 |
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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? 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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# ¿ Jul 27, 2023 06:57 |
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# ¿ May 14, 2024 16:57 |
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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. 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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# ¿ Aug 7, 2023 00:38 |