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if a skitarii, techpriest, technician or heretek were caught and penalized they would probably just be eliminated, recycled, perhaps servitor'd, not sent to prison ship. a playable servitor tech character could present good unique armament/gadget options, although it would probably lack personality in voice lines, be difficult to integrate interactions with the current voicelines, etc. furthermore, all the cutscenes would have to be changed or removed for a servitor character because no characters would be speaking to a servitor like a person, or placing it under suspicion of treachery, or etc.
the characters speak of ratling snipers, but a lot of the scenarios thus far in the game are fairly closed-in, not long range, their sniping prowess would not be used to top potential, and they would struggle in melee (imagine having to jump constantly to try to hit the head weakspots, for example, and how would a little guy like that shove a mob of enemies back? theyre not tough and strong like dwarves) maybe this could have been remedied with the stealth and backstab mechanics, but zealot and vet are already doing that.
squat mercenaries are not unheard of in the imperium but they are very rare, even rarer than psykers, it would be very strange for them to be captured in large numbers on the prison barge at the start of the story
deathworlders such as catachans are just extra muscley humans, not much different than what the zealot and vet already offer.
other abhuman types loyal to the imperium are sometimes described, usually some kind of beastmen, but they are also too rare and probably not have much unique skills, so not much call for them.
Did we get confirmation from Fatshark on this? The "Trees" eliminated the possibility of sub classes for each of the existing something akin to V2. I'd have to imagine the opposite is true that we will only get new classes moving forward that will likely be Paid DLC.
I don't think we will be getting any new classes either. The game seems to be designed ground up to work from these templates, including all the dialogue and all promotional art.
Considering how little distinct each class acts in terms of functionality (the "everyone does everything" mentality) I don't think it's a great loss either.
Yes. when they first announced Skills 2.0 they said it was replacing the previously announced additional classes they were going to release every quarter. They've never once said we were getting more archetypes, so there was never reason to expect that beyond the 5 character slots.
Archetype = Veteran/Ogryn/Zealot/Psyker
Class = Sharpshooter/Skullbreaker/Preacher/Psykinetic
One of the Psyker Personalities is an Enforcer as their background.
And the issue with Ratlings is that they are cripplingly cowardly. So cowardly in fact that the only use the Imperium has found for them is as Snipers and Scouts, far away from the enemy.
Having Ratling operatives makes no sense in the context of the game. They'd be to frightened to move, and if they move then in the opposite direction than the fighting.
Really don't get why people want Hobbits so bad.
I think people are getting their heads wrapped around the wheel with language class vs archetype. I dont see them not releasing at least one more "Archetype" but as you mentioned skills 2.0 killed classes or "subclasses"
This, and they would be horrifically awful to play since every enemy and friendly player will act like an Ogryn in blocking shots. They would have to be given unique weapons with insane cleave values similar to the plasma gun or the enemy sniper and or would need some jank climbing mechanic that would allow them to perch for shots. Unfortunately they would not fit in the game.
Some Mechanicus Archetype could work well. The necromancer from v2 laid the groundwork for a class that can use servitors.