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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?
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.
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.
- 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.
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.
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.)