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From what you've written, it sounds like you triggered two groups of enemies at once, possibly while maneuvering to fight the initial 4 CSM. This is much like XCOM where you have to be very careful where you move to not trigger additional enemies. Unlike XCOM, this game gives you lots of hints about where enemies are and even gives an indication of where patrols will move, making it fairly easy to dodge them.
Pay attention to what is going on. Positioning is important in the early game but gets less important as time goes on and your medical servoskull ammo, armor, and HP all go up.
One thing to keep in mind is that your GKs are faster than the various enemies you face. If you run away, they cannot catch you unless you've been hobbled or something. A decent tactic that I've found is to just run away at an angle so that one group of enemies engages you first on the next turn but without being able to do much damage. You handle that group, then prep for the next one that is still catching up to you. Even though this makes you face more warp surges, those are typically far less deadly than getting pincered by multiple groups of enemies.
For poxwalkers in particular, running away and setting up an overwatch trap works wonders.
Oh and of course theres one of those huge plants with 20+ hp that just plagues and damages everyone.
Horrendous balancing. Unenjoyable.
If your squad is not garbage compose, you should be able to kill all marines or two marines and all poxwalkers.
Normal is not hard at all.
It sounds like you're new to XCOM-style games. Use grenades and AoE abilities to take out trash like poxwalkers. If you need to, run away out of range of the plant so it stops hitting you. Deal with plague with purge abilities or medical skulls. There are many options available to you, you just need to stop complaining and use them.
When the warp portal was created, the screen told you about it. Pay attention and plan accordingly. Setting up an overwatch trap on a warp portal is fairly standard tactics. Positioning your team so you avoid a flank is also standard.
This game gets easier once you have some decent III equipment and high level knights but in early-mid game its really bad. Especially on first playthrough when the game doesnt explain anything basically.
Finished the game yesterday and I agree with you. Been playing squad base tactic games for ever, from the shining force series to xcom, and the balance is poor to non existant. You'll need to front load you campaign (ship speed + prognosticars so you can always farm 2/3 missions) and min max your team use the same guys at first regardless of how hurt they are, Stall,take your time with vakyr's research (you can spend unlimited time farming XP, Requisition, T2 and T3 gear before unlocking the Morbus) straight up ignore technophage missions (it had no consequence for me). deactivate DLC till you have 2 squads of full xp knights. Start working in some broken combo wombo involving Teleportation, mass teleportation AP injection and AP refunding. Max out your nades and psilencer on your purgator (AOE boi) Max out the crit / crit damage on your Interceptor so he can 1 shot everything with force strike and refund WP and AP on crit (use crit option destabilize on foetid bloat drones, armor pierce on marines armor break on terminator marines to OS them ) move speed on armor and area of effect /immobilise immunity is very strong / god tier on him. May seem overpowered and it is sometimes, one mission you'll breeze through it like it's nothing (not fun feels like cheesing) the next you'll bearly make it out (fun but you realise all the combo wombo is necesary). there are classes and weapons I'll never use. I don't think they can fix it because if they balance the fignts the librarian / paladin/ chaplain (buff bois) + Justicar (AP bois) + Interceptor (one punch boi) + Purgator (AOE boi) will just melt everything. so they'd need to balance the classes synergies too. But the small enduring community likes it as it is, I am not one to want to spoil their fun :) especially as I have no intention of running the game again.
This sounds like a horrible experience. I will pass. Maybe one day they will balance the game. Then I will give it another go.
I've found purgators playable, but I usually pair em and add a librarian too.
Anyways, the thing is that barring the early game, encounters are going to become both a DPS check and a reachability check (cause in this game you need to be able to reach).
With the standard 3 ap / 5 tiles movement, its hard to properly engage. Hence why the meta would be teleport or the others already mentioned.
The surge meter adds another new element and reinforcements can get out of control if you're not killing most enemies in a turn.
On my 3rd game attempt I have got to the Craftworld mission on Ruthless with zero injuries with 2x Purgators and 2x Justicars. It's not a meta build at all. The same 4 Knights the whole game.
1st ever game on Legendary ended with all Knights killed.
2nd on Ruthless no real issues with combat but i screwed up the Galactic Strategy layer.
It is a hard game but you can learn.
Things that devs end up nerfing too hard, cause those very vocal few players make them think the game difficulty is trivial because "everybody" uses (abuses) those cheesy, meta exploitish tactics. Like the provocation which now has 0 range, cause of course, combined with X, Y and X, you could trivialize many challenges.
Usually in a game I wanna make use of most of classes and weapons for variety and fun, its a videogame, not a life or death scenario where I must find the most effective tactic and disregard everything else.