Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
go read the novels if you want lore accuracy
Depicting space marine armour as near indestrucible is just dumb lazy writing.
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...
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.
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.
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.
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.
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.
Like, they could've done some interesting stuff with this system tbh.
Also: Legendary + Grandmaster beaten, insanly hard at the end, but not impossible.
For Holy Terra!
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.
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