Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

Wounds take WAY to long to heal
Seriously these are space marines, i got dinged for 6 damage (on the second volley against him being fresh) on one mission (from what looked like a small bolter of sorts) and it will take 34 days to heal that?! Really?
Also, mind you that damage was done to my warrior while he was wearing terminator armor...
Sorry, but this is super immersion breaking.
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4660/72 megjegyzés mutatása
seems like people just enjoy complaining

go read the novels if you want lore accuracy
Scriboergosum eredeti hozzászólása:
Daliena eredeti hozzászólása:
Consider that 1: Your marines can still fight while injured, they just get a -3 penalty to max HP

And 2: Healing takes a long time because, well. Everything takes a long time in this game. Travel from mission to mission, actually having a fresh set pop up after you clear the current ones.. Days and weeks pass by pretty easily. It's nowhere near the same as if you got dinged with a 34 days to heal in Xcom 2 for example.

The point he, and a fair few others in various threads, is making is that it feels silly given 40K lore. If you don't know much about that, fair enough, but that's a big part of the issue. Some of the most elite Space Marines need more than a month of healing to get completely over taking a few round from a random stubber while wearing Terminator armour...

Imagine a game where Superman gets the air knocked out of him by a random street thug punching him in the gut. It might make sense in terms of game mechanics, but can still seem absolutely laughable in terms of lore.
Inb4 a bunch of Orks run up to a squad of terminators and hack them to death with some pointy bits of metal from a scrapyard.
Sounds like everyone just wants easy mode. From my point of view I think they game makes a better job than most of the actual lore in representing grey knights. Like all astartes, their fighting prowess doesn't really come from their science fantasy gadgets or magic armor but rather from their centuries of experience and ingenuity. But that would entail that the player plays them as tactically smart as they actually are.

Depicting space marine armour as near indestrucible is just dumb lazy writing.
From what I been hearing on some streamers and some people who work for the devs, they are fixing it and balancing it. More than likely, they will either dumb down the time it takes to heal, or remove the temp wound thing after a soldier recovers from a criticial wound and they no longer have a negative HP deduction. All in all, they are slowly listening to the fanbase and they are fixing the balance issues. Also hearing the bloom/warp is being nerfed a tad too cause they heard the fanbase is upset with that as well. There are balance issues with this game that is being addressed. More than likely we will see them in the first update.
Given their explicit goal was to make Astartes feel like Astartes compared to other XCom games, they kinda missed the mark.
The fundamental idea of Astartes is to shrug off basic wounds that would kill regular humans and heal insanely fast.
They are supposed to be incredibly strong yet a Thunder Hammer - a dedicated anti-armor weapon that hits like a train - may not even kill a regular cultist.
Yea...
Everybody that is complaining about the "lore" in regards to marines not getting scratched by peaschooters are just mad that they're getting ♥♥♥♥♥♥. They want a power fantasy trip rather then an actual fun and challenging game. Just imagining this game if anything below the chaos space marines wasn't able to put a dent in you gives me shudders of how bad it would make this game.

Similar to how some people are complaining that not all terminator armor comes with a teleporter....like do you get how easy it would makes this game if they did that? The interceptor is already cleaning house and you possibly want 4 units that can teleport around like crazy?

I am actually glad that they didn't go down the road so many complainers want it to be cause it would've made this game yet another easy and boring warhammer game. Like god forbid a game actually being engaging and not a bloody cakewalk.
Power armour is pretty tough in 40K, but by no means is it invincible, there's gaps in the thick armour so the wearer can move. For example, just under the chest, around the neck, in the arms and the back of the legs, hell the helmet's lens are a weakspot. You shoot that suit of armour with a gun enough times and something 'will' eventually get through.

Tactical dreadnought armour (terminator plate) is the bigger bulkier version of that with way less weakpoints, but at the same time, Genestealer claws can rip though that armour with no issue whatsoever. Once again the armour is tough, but not invincible by any means, it can and will fail like regular armour will.

If we're talkin lore stuff here, Boltguns are also a super effective weapon against space marines, because if a round 'does' get in past the armour and then explodes inside it can cause some series damage, and while marines are super human in 40k they die just as fast as a regular human when it comes to stronger weapons.
FieserMoep eredeti hozzászólása:
Given their explicit goal was to make Astartes feel like Astartes compared to other XCom games, they kinda missed the mark.
The fundamental idea of Astartes is to shrug off basic wounds that would kill regular humans and heal insanely fast.
They are supposed to be incredibly strong yet a Thunder Hammer - a dedicated anti-armor weapon that hits like a train - may not even kill a regular cultist.
Yea...
genuinely curious, what would your alternatives be? as i see it the only way you could be 'lore' accurate is if you flooded the screen with cultists and the grey knights cleaved through them and were possibly eventually drowned in bodies and weight of fire. imagine all the complaining about the knights having 100AP and infinite ammo and each turn being a massive click fest as your marine has to slowly cleave his way through an army in turn based combat.

or you re-design the whole game from the beginning to make the basic enemies plague marines and design whole new units for the late game.

maybe we just need to accept that space marine turn based games don't suit having enemies that are lower power than they are. which means either foregoing this game. or suspending our lore fervour whilst playing.
Legutóbb szerkesztette: Stu -1; 2022. máj. 7., 4:58
Fallensoul eredeti hozzászólása:
Everybody that is complaining about the "lore" in regards to marines not getting scratched by peaschooters are just mad that they're getting ♥♥♥♥♥♥. They want a power fantasy trip rather then an actual fun and challenging game. Just imagining this game if anything below the chaos space marines wasn't able to put a dent in you gives me shudders of how bad it would make this game.

Similar to how some people are complaining that not all terminator armor comes with a teleporter....like do you get how easy it would makes this game if they did that? The interceptor is already cleaning house and you possibly want 4 units that can teleport around like crazy?

I am actually glad that they didn't go down the road so many complainers want it to be cause it would've made this game yet another easy and boring warhammer game. Like god forbid a game actually being engaging and not a bloody cakewalk.

The problem is, majority of the playerbase is saying the game is out of whack, even 40k fans. They didn't do the mechanics right at all. Many have even said playing on certain difficulties the healing is not balanced. I have even played other games like this on harder difficulties and the healing doesn't change, just the difficulty of the mobs and the missions. Healing should NOT be changed due to difficulty. It should be a global mechanic through any difficulty you choose. It don't really change if you played XCOM, or King Arthur or any of those. Its pretty much the same, only thing that will change is how bad your character gets hurt in said mission.
Merque eredeti hozzászólása:
Sounds like everyone just wants easy mode. From my point of view I think they game makes a better job than most of the actual lore in representing grey knights. Like all astartes, their fighting prowess doesn't really come from their science fantasy gadgets or magic armor but rather from their centuries of experience and ingenuity. But that would entail that the player plays them as tactically smart as they actually are.

Depicting space marine armour as near indestrucible is just dumb lazy writing.

Its not about easy mode vs the sheer mechanics/disrespect to the lore, I want this game but its looks liek X-com skeleton over a 40k game with no respect to in-universe rules. I'm watching playthrough then its just I couldexcept some butchering but not the blantant lazy devs not doing research on the universe rules. The mechanics don't line with in-universe or its just bad immersion.

Assuming your jumping from a major choas immersion to the story of of another w/o being warning by a major omen of someone planting "nurgle's garden in material plane", which would be a major incurision and it wouldn't be one task force of GK. Basically unless a marine's armor is struck in critical spot or enough it might break(take a bunch of humans using anti-tank shells or high grade explosives). Mechanics it frustrating and it glaring obvious that you should see actual weaponry from civilians shouldn't scratch armor vs deathguard or CSM/then daemons.
Dragonwarchief eredeti hozzászólása:
Merque eredeti hozzászólása:
Sounds like everyone just wants easy mode. From my point of view I think they game makes a better job than most of the actual lore in representing grey knights. Like all astartes, their fighting prowess doesn't really come from their science fantasy gadgets or magic armor but rather from their centuries of experience and ingenuity. But that would entail that the player plays them as tactically smart as they actually are.

Depicting space marine armour as near indestrucible is just dumb lazy writing.

Its not about easy mode vs the sheer mechanics/disrespect to the lore, I want this game but its looks liek X-com skeleton over a 40k game with no respect to in-universe rules. I'm watching playthrough then its just I couldexcept some butchering but not the blantant lazy devs not doing research on the universe rules. The mechanics don't line with in-universe or its just bad immersion.

Assuming your jumping from a major choas immersion to the story of of another w/o being warning by a major omen of someone planting "nurgle's garden in material plane", which would be a major incurision and it wouldn't be one task force of GK. Basically unless a marine's armor is struck in critical spot or enough it might break(take a bunch of humans using anti-tank shells or high grade explosives). Mechanics it frustrating and it glaring obvious that you should see actual weaponry from civilians shouldn't scratch armor vs deathguard or CSM/then daemons.

I don't think they are doing lore at all and I think many 40k fans know that now, but they are also not doing it XCOM mechanics either. The healing and wounds are atrociously out of whack.
Stu -1 eredeti hozzászólása:
FieserMoep eredeti hozzászólása:
Given their explicit goal was to make Astartes feel like Astartes compared to other XCom games, they kinda missed the mark.
The fundamental idea of Astartes is to shrug off basic wounds that would kill regular humans and heal insanely fast.
They are supposed to be incredibly strong yet a Thunder Hammer - a dedicated anti-armor weapon that hits like a train - may not even kill a regular cultist.
Yea...
genuinely curious, what would your alternatives be? as i see it the only way you could be 'lore' accurate is if you flooded the screen with cultists and the grey knights cleaved through them and were possibly eventually drowned in bodies and weight of fire. imagine all the complaining about the knights having 100AP and infinite ammo and each turn being a massive click fest as your marine has to slowly cleave his way through an army in turn based combat.

or you re-design the whole game from the beginning to make the basic enemies plague marines and design whole new units for the late game.

maybe we just need to accept that space marine turn based games don't suit having enemies that are lower power than they are. which means either foregoing this game. or suspending our lore fervour whilst playing.
I think how I would've done it is that they grey knights all start with a set armour value, and make it so basic crappy minions with small basic guns could only do damage to HP (but couldn't get past armour points), but when guys with bigger guns start showing up that 'can' do damage to armour that these smaller guys would actually become a threat at that point.

Like, they could've done some interesting stuff with this system tbh.
Leveling up your characters correctly is key, exploiting terrain, and using cover, overwatch and abilities are paramount to do this game. Just don't forget to use your Aegis ability and even regular power armor will be "fine" for the most part. But if you use your Librarian as a Tank that gets 10-12 Armor automatically at the end of each turns, well... you will never have much worry about a group ending up in the Infrimary to heal up, that said... Having -3 to max hp isnt the worst debuff, just be sure to change between your A and B teams on missons with blooming stuff, seed hunting can be done with wounded party members if you have too.

Also: Legendary + Grandmaster beaten, insanly hard at the end, but not impossible.

For Holy Terra!
Legutóbb szerkesztette: Lucius Kern; 2022. máj. 7., 5:13
Blackguard eredeti hozzászólása:
Stu -1 eredeti hozzászólása:
genuinely curious, what would your alternatives be? as i see it the only way you could be 'lore' accurate is if you flooded the screen with cultists and the grey knights cleaved through them and were possibly eventually drowned in bodies and weight of fire. imagine all the complaining about the knights having 100AP and infinite ammo and each turn being a massive click fest as your marine has to slowly cleave his way through an army in turn based combat.

or you re-design the whole game from the beginning to make the basic enemies plague marines and design whole new units for the late game.

maybe we just need to accept that space marine turn based games don't suit having enemies that are lower power than they are. which means either foregoing this game. or suspending our lore fervour whilst playing.
I think how I would've done it is that they grey knights all start with a set armour value, and make it so basic crappy minions with small basic guns could only do damage to HP (but couldn't get past armour points), but when guys with bigger guns start showing up that 'can' do damage to armour that these smaller guys would actually become a threat at that point.

Like, they could've done some interesting stuff with this system tbh.

The problem is any mob is damaging the squad even with armor and ripping through armor and then wounding them. Be it lore friendly or not, if your character has like full on plate armor or super heavy armor, nothing but a big weapon should get through it. Cultists should be dinging off of terminator armor and they aren't.
I think we can argue all we want, but I see it improved / balanced in the next patches for sure.

Most of playerbase is xcom / turn based fans, which at different levels of skill, more or less all complain about this.

Theres always that special snowflake that when complaining about balance (or even optimization) says everything is fine for him and thinks the rest of majoritary feedback doesnt count, hehe
Legutóbb szerkesztette: MeGa; 2022. máj. 7., 5:20
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Közzétéve: 2022. máj. 5., 18:34
Hozzászólások: 72