Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Yeah, and it also makes the GKs feel like weaklings who need to resort to tricks and "gaming the system" in order to win, which is exactly what the OP was complaining about.
I have no isses winning battes, you sanctimonius heretic, the FEEL is off. That is my issue. I can sorta understand the short range onthe wrist-mounted storm boler (even if it's too short), but a heavy weapon would have range.
Terminator armor feel weak whena normalautogan blows trough it.
What an amazing game it would be to just walk and attack while being immune to damage and destroying everything in one hit...
At the same time, it's literally a double-barreled bolter. A direct hit should cut a cultist in half, not take off half his health. :P
As for armor... you literally have no armor (and Terminator only has a little bit) unless you use your psychic aegis ability. How's that for realism.
They are nurgle cultists. They already mutated so badly, they would keep up walking even without half of the body.
I can understand that some people are annoyed by amount of mechanics and ability to abuse them (like 9 action interceptor before any AP injections) bur I'll ask why? Late game GK is exactly like you want. Right build terminator justicar will eat dreadnought attacks for breakfast. Purigator will one-shot even hardest enemies less than terminator. Interceptor will cut through dozens of lesser enemies (even without ap injections from justicars).
People have right to dislike product. But this complaint sound like you just never cut it.
So like most other 40k stretegy games the units are more based on the tabletop game rather than the books and novels.
True, there's always been a disconnect between the lore and the tabletop/videogame rules for the sake of "balance". I just wish they'd done it a bit better than putting Grey Knights on the same footing with basic cultists, at least in the beginning.
You can't even enjoy slaughtering them when you level up and get better gear, because they simply don't show up in missions anymore, you just get Nurgle marines and other big monsters instead.
Not true, if you manage corruption well, you will get low level missions. Just slaughtered dozen of cultists and poxwolkers in one pack with interceptor and justicar
/trololo
jokes aside. Such mechanic would be too much, it would cost you entire squad and will definitely burn too many players out.
Make it a different game, change the mechanics a bit instead of copying Xcom where normal operators fight aliens with superior technology, a completely different premise from 40k.
As an example, 13 Sentinels, despite having almost no graphics, made the giant robots feel like giant robots more than this game makes you feel like a Marine with all the flashy graphics.
How? Game is structured like tower defense but you can move the mechs freely along the map(walking mecha walk on roads, flying mecha go where they want) and the enemies come in swarms. The part that makes it feel like a Giant mecha simulator, is that with basic attacks you destroy hundreds of minor enemies, and then once in a while giant enemies as big or bigger than your guys show up, and that's where you have to be a bit more strategic.
Now, 13 Sentinels is easy as ♥♥♥♥ and not nearly as engaging as most TRPG(It's a VN first and foremost), but the design makes sense when you think you're piloting giant robots.
To other people, Plague Marines in lore struggle against normal Marines because it's still an even fight(Lords of Silence for reference), Grey Knights would absolutely wreck Plague Marines 1v1 in most books unless some Chaoswanker writer was writing it.
You want your Xcom clone? Make it Kasrkin or Scions/Storm Troopers vs Genestealer Cults.
Anyway, lore purists always complain, as we can see in games, series, movies and everything else that is adapted from literature. The problem is usually in their mindset, not in the work of others.
The game is fine the way it is and Grey Knights do wreck Plague Marines (and everything else in this game btw).
Ive invented a tactic that is perfect. I call it HONOR THE WACK!
Its bassically using 2 justicars, conseiller and interceptor (in late game you can use 3 justicars). Justicars must have honor the chapter ability to give free AP to interceptor who will steam roll the map. And thats all, you teleport interceptor into the middle of enemies and buff him beyond the logic. Even better if your conseiller have this buffs that incerase stun, medical skulls are also nice for de-debufing. And absolutly best option is when interceptor is using the Wack hammer, which push enemies few tiles back for thorwing off the leage. Other options are double swords for critics (buff it beyond reason) or sword (ornly this which allows you do 100% block). Jusiticars should focus on support roles and fight only when can. I just use them to spam 20 armor on interceptor (which is hardly nessecary). For them is best to use halabards.