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
What exactly is "hard" about this game, for you?
The only ranged class that is worth it's money is the Purgator with a Psylencer build. Get Astral Aim first, so you can disarm enemies and then rush cover penetration and range (top left), so you don't lose damage anymore.
Purgators synergize well with Interceptors since they can protect the melees from harm (disarm not focused enemies) and they can trigger Support Fire naturally for a lot of additional damage. Sadly their own Support Fire sucks, but it's free damage if you have another ranged attacker to trigger it.
The worst thing you can do is play this game as save as X-Com, time is your enemy, you'll get more and more debuffs and additional enemies if you dawdle. So get your team stuck in, kill quick and heal up in between patrols. Your Knights have earned their reputation as badasses for a reason, they can take a hit, so don't be afraid of damage. But make sure you recruit a couple more Knights early to manage the wounds.
This game has some crazy difficulty-spikes, but on the whole I think it's actually pretty easy to "break" on standard-difficulty.
Here's the quick guide to the mentality of breaking the combat:
AP is your main resource to get damage, and there are a bunch of skills that allow you to cheat AP. The game even helps you by refreshing your AP on an execution, the start of combat and the end of combat. Abusing this is how you win.
Massive AP-cheats:
- Mass Teleports of Librarian/Gate of Infinity-strategem. Teleporting on top of the enemy pod can let you just skip fights, and it is easily the strongest ability in the game. Just about any squad benefits from these. The standard teleport by itself is also amazing, letting you save 1-2 AP, usually on the character that will then farm up the AP from executions.
- Stun-weapons/grenades. An upgraded Stun-hammer has unlimited uses, and having access to a 1-2-hit stunner basically turns Plague Marines into Vending Machines for AP. Stun-grenade with the right armor is quirky, but has limited uses.
- AP Support-skills. Justiciar's "For the Chapter" is the second strongest ability in the game, behind Teleports. Chaplain also gets a skill that gives you an Extra AP on each execution, which is situationally better.
- Lastly, you can cheat 1-2 AP on a character just by remembering to run them forwards towards the edge of the next pod (without triggering them) just before you kill the last enemy of the previous pod. It's tedious, but it's how you can start the next combat without raising the Warp-Surge.
If you have your AP-cheats in order, you can clear missions easily, which means you can start snowballing more and more resources to deal with anything that can't be dealt with these, like some heavily armoured bosses etc.
I have finished the game on normal difficulty and it doesn't feel that way to me at all. There's at least a few different ways to deal with anything in the game and you always have some choice about how you want to do things. I don't know if that holds on the toughest difficulty, but normal gives you a few viable choices to deal with most things. The game is challenging but not so challenging that there is only one path that to success, at least not on normal.
My dude, you should go try X-Com.
This game has about half the nonsense that those games do.
Any injury? Can't deploy.
Manual reloading after every skirmish.
Instant permadeath for units if you screw up once.
Saving every turn because your units WILL miss 99% chance to hit shots, but you can reload and try again.
I also saw similar things for Civilization games. I have no clue why people do that, but they made it so that if you have a 25% chance to win a fight based on stats, you will win way more than 25%. That code I never saw though.
Yeah, me about 10-15 years ago would have loved that type of game. But, just don't have the time for it anymore. I'd rather have longer/larger battles and skip the inbetween stuff for the most part.