Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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Ire Dec 25, 2022 @ 10:42pm
The Litany of Hate - A (poor quality) review of a game I actually enjoy but have a lot of criticism of.
This is a fun game with some problems.
Preface:
I actually like this game more than initial impressions led me to think I would. I do rank it as a "middling" xcom game - I would personally rank this about 7/10, and it could easily have been higher but for the many shortcomings the game has. This is my opinion on an incomplete first playthrough (normal difficulty, not having a hard time, no permadeaths outside of pally quest.) at 72 hours in.
because despite a lot of what the game throws at you, the damage is attritional and your marines have multiple "Lives", the game is actually pretty forgiving.
But then when I made a list of my criticisms for the game for some friends, the list kept growing.
I'm sure many/most of these have been talked about in other threads, and I'm not going to really worry much about defending my opinions here (I made this list for friends), but thought a list of criticism from somebody who's been playing tactics games since before xcom (original) - over 30 years of tactics games - could be interesting. (Earliest one I can remember is laser squad, and yes I played the old chaosgate)
Where I call for buffs/nerfs, I would expect the difficulty to be maintained - add more enemies to the pods, or something.

Overall, my recommendation for this game is a "maybe" - If you can forgive these shortcomings you can have a pretty good time with the game. There are several other games I would recommend over this one first though.

Now for my opinionated opinions:

Good:
some fun classes, reasonably deep build potential
tight 4 man squad gameplay
glorious deeds - fun extra objective
closest game to xcom 2
decent (ish) plot/lots of dialogue (even as a grey knight hater)
critical wounds/lives/augments - good system
attritional damage instead of getting one shot
Can respec, always a plus.


Bad:
- single autosave slot that autosaves instantly on a loaded game making it dangerous, lost 2 hours due to that.
- skill trees - too many perks to buy that I don't care about to get to the good ones.
- dreadnought/ others weapons locked behind other weapon perks, making me take useless skills
-armor value descrepency - why does my power armor do nothing but their power armor give 3?
(I feel like this is a huge lore problem that drives away many players. Give us 3/5 base armors and increase all spawn pools for balance and your space marines would feel less like guardsmen.)
- amount of armor piercing in the early/midgame - melta/krak spam, and if you disable a meltagun they just krak you
(this makes what little armor you get feel kinda useless, and the only armor you really have is aegis)
(mabye armor break should wear off after a few turns or repairable or you get a point back each time you aegis)
- weapon descrepency - why does my multimelta do 2 dmg? and this other one I have do 10? change servitor weapons to meltagun/plasma rifle (overcharged) so it makes sense compaired to dread/enemy weapons.
- prognosticator placement before map expansion/cant move or delete prognosticators. let me remove/replace them (at cost?)
- RNG for loot availability - imbalance of wargear availability (I've gotten 8? staves but 0 hammers)
- frigate autoresolve - why not let us choose to fight this, menu option?
frigate return trip not on map, doesn't autopause when its back
frigate range? "too far" - so what is my range?
frigate no armory rewards
- ship travel time? How many days to get somewhere is only deduceable when travelling to a mission
- unskippable travel / teleport cinematic. Come on.
- lots of "time waste" stuff on enemy turns. I dont need to wait 60 seconds for a dozen plaguebearers self buffing one at a time. Stop wasting my time mod/option pls
- events locking you out of recruitment/loot (armory) for 60 days. This is just bad. Change to increased cost.
- overwatch range / descrepancy. Why does every enemy overwatch outrange mine?
- overwatch pulling you out of cover. This is annoying and not explained well.
- RNG availability of adv classes. Should be a reliable way to get each one.
- technophage/dreadnought only deployment
- technophage occuring many times before dreadnought
- dreadnought needing servitors to heal - servitors are too valuable.
- healing dread then taking too long
- too much cover being destroyed too easily. things well outside of blast range getting destroyed regularly.
(maybe highlight what terrain will get destroyed?)
- warp surges screwing over interceptors - cant use class ability for 5 turns? maybe reduce teleport distance by 1/2 instead.
- unclear what weapon batteries/void shields are for until youve used them
- archeotech becoming a useless resource - maybe sell for servitors? or use to repair dread.
- servitors/dreadnought not being immune to some hazards/debuffs
- overall many campaign mechanics not explained properly
(What does this/that do? If I kill a reaper do I lose access to those seeds? I didnt know you could tell what armory rewards would be available until around day 450.)
- spacebar when sector map is both pause/unpause and set destination, ive gone the wrong way too many times because of this
- game pausing and not loading while alt-tabbed. Its a turn based game, this is completely unneeded.
- techmarine servitor complaints -
Need to be made immune to hazards because of terribad pathing.
Need to default to adjacent position so techmarine doesnt have to step out of cover to heal
or allow diagnal/ranged healing
Grenade magnets, and often just get nuked down by aoe.
- provoke nerf. Overnerfed (I never got to use the old good version. maybe rng5? 0rng = sounds useless)
- paladin quest death (should just be a crit wound)

No counterplay (aside from killing enemy) to
- grinder drone unstoppable charge
- aoe dmg/silence that ignores cover
- weapon disable doesnt disable krak grenades
- weapon disable doesnt disable meltagun on drone
- cant silence enemy psykers (immune to psychic abilities)
- warp charge dropping bloomspawn on top of you
- No way to disable enemy grenades (and so disabling their weapons is sometimes worse for you)

General Bad gameplay:
- Old xcom 2012 pod problem, best to kite back rather than risk trig 2nd pod. "fallback marines"
(not sure what best solution is, but this has always been a problem with "pod" systems)
- turn limit missions. Not hard but never pleasant.
- warp surge effects not tooltipabble in upper left notification window
- disrupt melee attacks on basic marines - early game "locking" them into melee should be a more viable tactic
- early game difficulty, inverse difficulty curve (the game just gets easier and easier)
- early game hordes misrepresentative of later gameplay - lead me to make suboptimal builds and respeccing.
(I think the best solution here is maybe have mid/lategame pods have a better mix of elites/trash, so your aoe psycannon build has something to do. Maybe make some of the elites a little less bullet spongy as well, but you need to deal with more trash?)
- rng seed types. I couldnt progress main story for something like 120 days for lack of a single red.
- enemies immune to your psy abilities - Not being able to use my abilitys is not fun. Change to reduce effect?
- enemies silencing you - Not being able to use my abilitys is not fun. Change to reduced ability range?
- enemies draining you - Not being able to use my abilitys is not fun. Change do "use ability take dmg"?

Edit:
Additions:

- Pod markers should be revealed at about 30% more distance, so I can full move without worrying about trigging a pod I had no idea existed. This just makes me creep around 1-2 movement points at a time, which is just a time waster.

- Allow the map to be rotated by 45 degrees (so you have 8 angles) (stolen from another thread). Ive had things happen like ressurection emblems existing in a place where there was no possible camera angle to see that it existed.


the multimelta servitor (and maybe some others) needs some particular looking at:

- It tends to kill things it shouldnt (I cant find any reason why enemies just die after getting hit even though they had a couple hp left)
- It shouldnt undelploy itself when my techmarine moves
- It doesnt seem to give the techmarine XP the way other class's supporting fire does
- The flail/shield champion marines seem to be immune to the multimelta servitor and all other forms of assisted fire. I dont see any ability/buff they have that would explain this. tested on multiple missions with multiple chars.
- servitor deaths count against critical injuries for purposes of glorious deeds. (someone check, do hailer skulls count too?). They (imo) shouldnt.
Last edited by Ire; Dec 26, 2022 @ 10:07pm
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Showing 1-9 of 9 comments
Knight Siegfried Dec 26, 2022 @ 12:17am 
Yeah, have to agree with a lot of this stuff. Just put in a few hours playing the game today on the legendary difficulty but good lord this game.

I come from XCOM 2 and I play a lot of difficulty increasing mods on the hardest difficulty for that game but regardless of all that, it always felt fair.

This game is giving me the bird and telling me to go ♥♥♥♥ myself because it can. The numerous pods constantly and often randomly/silently spawning throughout the missions is personally a terrible design choice. Extracting seeds makes you want to rip your hair out with having 3+ large tanky pods instantly spawn literally in front of you.

Some things I noticed that seemed to be issues or personal gripes

Why do the cultists have better range than us? it seems like they can shoot us 1.5x-2.5x the distance we could.

♥♥♥♥ bloated Poxwalkers, their ability to revive every dead enemy in a large radius is just insane. They are already tanky and punishes you if you kill them, plaguing your units AND buffing any nearby enemies. Not even XCOM had units who could revive dead bodies.

Too little soldiers given at the start for difficulties above merciful. This is just retarded as a design intentionally made to screw the player. If you squad wipe at all in the long early part of the game before you can reliably requisition soldiers from missions, you might as well give up.
You've got maybe 2-3 soldiers left and that's not nearly enough. You by default and regardless of the difficulty, should be able to have two full teams of knights with a few single soldiers extra. Team A goes first and gets wounded and tired then Team B gets to go next. This team switching keeps your gameplay smooth and gives each time plenty of time to heal. XCOM games does this well giving you plenty of soldiers to use for teams. They know soldiers are going to die, especially at their rookie rank. And why lore wise, would a gray knight ship have barely any soldiers?

Enemies need some insane reworking, especially the cultists. They act and perform more like trained commandos and are a huge threat to your soldiers. More so than the plague soldiers, why? Why do the cultists deal so much damage and yet decently tanky with their large pods? Why are the plague marines a joke? They're slow, deal little damage and don't seem to do much. Sure, they have hp/armor and heal per turn but that's not a problem.

Also have to agree with a ton of the games mechanics being completely unexeplained. Especially extracting seeds, why is it that such an important quest for missions is done so poorly? So I'm supposed to crit hit the cultist and choose the specific option for my attack with the seed with melee weapons. But getting a crit on the attack is completely random so I'll end up accidently killing the dude and failing to get the seed. WTF?!
Why this not a specific ability given to your soldiers when he's a tile close or a tool one of the knights bring to extract the seed? Why doesn't the Apothecary easily do this task with no chance of failure?
kongol36 Dec 26, 2022 @ 2:04am 
yep same here but give it a bit and the white knighters and git gud guys who all claim to play legendary and never lose anything will pile on claiming your wrong
Bubs Dec 26, 2022 @ 3:10am 
Originally posted by Knight Siegfried:
Why doesn't the Apothecary easily do this task with no chance of failure?
It is one of his abilities in the bottom right somewhere, with the melee skills. I doubt anyone takes it. Use Astral Aim or Hammerhand to get seeds.


Originally posted by kongol36:
yep same here but give it a bit and the white knighters and git gud guys who all claim to play legendary and never lose anything will pile on claiming your wrong
no u
Ire Dec 26, 2022 @ 9:41am 
Originally posted by Bubs:
Originally posted by Knight Siegfried:
Why doesn't the Apothecary easily do this task with no chance of failure?
It is one of his abilities in the bottom right somewhere, with the melee skills. I doubt anyone takes it. Use Astral Aim or Hammerhand to get seeds.


Originally posted by kongol36:
yep same here but give it a bit and the white knighters and git gud guys who all claim to play legendary and never lose anything will pile on claiming your wrong
no u

I got extractor servo skull. With an apocathary with the +skull skill (and another with the skill and +skull armor) I never go on any mission without 7-12 free range 15 extract all seeds skull uses.

Yeah, the git gud crowd needs to realize something: its not about difficulty, its about a good experience. You can be hard and fun. this game is hard at first but then gets easier as you go, but most of my list is about how a lot of these mechanics are *not* fun, difficulty irrelevant. Getting locked out of the armory and not being able to get any new gear or knights for 60d isnt good gameplay, period.

Like I said, Im not having a hard time with the game, these are just the problems that keep the game from really shining. Fix the list, and imo this game would go from a 7/10 to a 9/10

I thought of one more to add:
Pod markers should be revealed at about +30% more range - I should be able to do a full move without triggering an unrevealed pod marker. Having to creep around 1-2 movement at a time does nothing for the gameplay except waste my time.
Galdred Dec 26, 2022 @ 11:12am 
And que we should have an UI warning for pod reveal. Guessing when you reveal or not is not super interesting.
We should also be able to plot several moves with the edict to see whether we can reach two missions.

The game also needs more missions.
Ire Dec 26, 2022 @ 6:53pm 
the multimelta servitor needs some looking at.

- It tends to kill things it shouldnt (I cant find any reason why enemies just die after getting hit even though they had a couple hp left)
- It shouldnt undelploy itself when my techmarine moves
- It doesnt seem to give the techmarine XP the way other class's supporting fire does
- The flail/shield champion marines seem to be immune to the multimelta servitor and all other forms of assisted fire. I dont see any ability/buff they have that would explain this. tested on multiple missions with multiple chars.
EnemigoDeLaMafia Dec 26, 2022 @ 7:00pm 
I like the game but it does have a few problems. However I think there are a few key areas:

The game suffers from the classic: "elite soldiers outclassed, outgunned and outnumbered by everyone" trope. I've gotten over it but it got on my nerves the first hours of gameplay.

I also feel that this game takes some of the most negative elements of Xcom, cranks them up to 11, then calls it good because its HARDCORE™ or something.

There doesn't seem to be much balance in the classes. Interceptors are completely broken. They outclass everyone. Supporting fire adds 10 damage per interceptor per round. It's insane considering baseline is 4 damage per action. Not only that, it doesn't even cost willpower, and is not affected by cover or other effects. So an interceptor is basically giving you another 2 actions simply by being there.

No other class can do this without spending willpower or being buffed.

The actual ranged specialist can bring a puny 2 damage by supporting fire. What's the reason for the actual ranged specialist sucking so bad at its job than an interceptor actually does 5 times as more?

I like justicars but because taunt was essentially ♥♥♥♥♥♥ as a skill, justicars now have to pay the price. They're basically an AP bot now. Can't crit as well as an interceptor. Can't get in range, wants to have multiple jobs but can't do none well.

The purgators seem fine but they could use some adjustment to fit what should be the their speciality.

The apothecary doesn't have it that good either.



In general I find there's little care for balance really. The whole action economy is kind of screwed. Combat starts at a range of 15 squares, turns out you gotta spend your 3 actions per character just to close the gap. This eventually leads to scenarios where you simply get to shoot once, and maybe advance 5 squares, probably aegis.

And that simply screws the balance because a lot of classes get outclassed simply can't get in range before the battle is over.

This is further amplified by the game requiring you to neutralize some enemies on turn 1, or pay a hefty price for it. So the meta becomes teleports and AP stacking.

Stunning doesn't really work because how many actions you gotta spend just to get an execution? They die before being stunned. Unless you're intentially hitting poor shots to drop the counter. At that point You've probably spend mote AP than what you'll get back.

Also in another dumb balancing move, most enemies count with granades and cover destroying skills. You already have a meta that is HEAVILY stacked towards alpha striking and 1-turn K.Os and you further encourage that meta by giving everyone the ability to destroy cover. Completely throwing aside a more thoughtful tactical side of combat.

You can't counterplay granades. You can't silence a granade skill, you can't crit any granade enemies from plague marines forward (as to stop them from throwing them), and you can't even melee lock the ♥♥♥♥♥♥♥ enemies because even that doesn't stop the granades.

Once again pushing the gameplay to what is "the meta" and rendering other stuff mostly obsolete.


(And mind you, I like to play with purgators and have a more drawn out combat phase)


The implementation of reinforcements is the most asinine one I've ever seen on a tactics game. And I've been playing these from SNES tactics ogre and PSX Brigandine. All the way to xcom, battle tech, battle brothers, and a whole ton.
The way reinforcements work in this game is asinine. It pushes the player to the border of exploiting everything they can, because there's few ways to deal with it.

Game could use more mission variety.

I think the pod mechanic is fine.

Mind you, I like the game. But balance is important. And this is where this game gets it wrong. Balance is what makes the difference from: "I'm going to play xcom a third time to play a pistolero build" to: I've already explored all that Chaos gate has to offer, because nothing else is viable nor fun.
Last edited by EnemigoDeLaMafia; Dec 26, 2022 @ 7:00pm
Tragopan Dec 26, 2022 @ 7:13pm 
Great review and very representative of the game's issues. Hopefully adjustments are made.
Ire Dec 28, 2022 @ 4:32pm 
So I thought of some suggestions as well

Paladins:
- Add a skill (either class or perk) for 50% wound recovery time. With how much stuff ignores armor in this game, he's gonna take HP damage if you do his job (I have a pally running around with 20 armor when buffed, but he still takes HP dmg and gets lightly wounded every deployment)
- Ad a skill/perk for guardian mode to be an auto skill. A pally that is activating his class skill is down a skill point every turn. Add in if you also want to aegis up (I got a 100% stave to do this for me, but that meant most turns was 1mp walk, 1 point attack, 1 point guardian mode, kinda meh.)

Purifier
- Add skill for +1 move. I didnt think much of the class until I got some + move armor, it makes such a huge diffrence for them.

Purgator
So this might be more opinion than anything. My first purgator, I used a psycannon and felt it very weak. My second guy went psilencer and I loved it. I would suggest giving psycannons a bit more range?

Techmarines
In addition to all the listed complaints above needing fix, heres some other suggestions:
- Allow for reviving servitors. They get popped too easily. maybe make it an item with limited uses?
- Allow for ranged mechanical heal - your servitors default movement is diagonal to you, so you always have to move 1 square to heal then waste an ap to move back. Mabye a techmarine servo skull?
- Allow a free 1/turn servitor move (no weapon activation) just so you can spread out and get them in cover better (and be less of a grenade magnet)
- Techmarine/servitor damage doesnt seem to scale well into endgame. Maybe some buffs to some of the teir 3 varients? Particularly the plasma servitor, he starts out as good as a frag grenade but ends up doing half that endgame (teir 1-3 direct comparison, 3v3 dmg vs 3v7)

Terminator armor
IDK how loreful this is, but how about some terminator "heavy" weapons, like the cyclone missile launcher (Downscaled version of the dreadnought's weapon), heavy flamer, assault cannon (or up/downscaled psycannon), etc? Make them class specific if need be. or allow 2 handed ranged weapons to be used in one hand (is it already like that? I actually havent perked anyone into psycannons and tried.)
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Date Posted: Dec 25, 2022 @ 10:42pm
Posts: 9