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It´s normal these days that someone trolls the forums like this. Try to stay over people and looking down to them because you are the ONE that play on legendary and everyone else that don´t do it is just NOTHING.... false ego and a bad charakter....
This is absolutly true.
Thanks for this post, it has totally changed the way I play the game. Somehow you managed to inspire me to act more like a Grey Knight and just push forward without fear, and it works much better as a tactic. The folks who designed this game seem to really have captured the Grey Knight mythos with the gameplay and I am loving it more than ever. Cheers again.
Are you playing a different game?!?
Im Turn 5 and destroyed the first generator, because in EVERY room is a patrol! Surprise Surprise... they are respawning. And not even that... chaos spawn. Yay... one hitting enemies without resetting AP.
I beelined to the next room, have to kill a pod there and i just see that in every generator room there is a pod right next to the entrance. There is no gimmick. It is just pain.
did you watch the video to see how I destroyed 2 generators by turn 3? every possible deathguard ship map has roughly the exact same begining setup. one of the maps has a larger starting room with a patrol in it, but that map also has the last 2 generators right next to each other, but every map has 2 rooms with a generator in it and a patrol inside that you can completely avoid
This mission is not possible unless high doses of lactose cheeses.
Apparently you dont get it how broken the mission is.
Here my playthrough:
Spawnroom -> all 4 to the next room. A pod was activated there. Eliminated those. Turns remaining 8, AP None. 1 turn for moving to the next room, 1 turn for eliminating daemon priest, nurglings and 1 swordy daemon.
Saved the game: checked the left room, pod right next to the entrance, reload, checked the right room also pod next to the entrance. Reloaded again and checked the middle room, also a pod, but next to the generator. No chance to go to any generator at all without tirggering a pod.
Took the right one: Triggered heavy chaos space marine, chaos space marine and swordy daemon. Needed 2 turns to clear. 1 for moving my squad and do dmg, 1 for finishing of. 6 Turns remaining. Reinforcement spawned in the middle room. 2 pods wondering there now.
Destroyed the Generator. 5 Turns remaining, moved to the middle room. 4 Turns remaining, due to the long walk. pod triggered. took 2 turns to eliminate, because of the gap. Reinforcements spawns next to me and where added to the fight. 1 Turn required. 2 Turns remaining.
Destroyed Generator. 1 Turn remaining. The Generator next to it was out of reach due a chaos spawn triggered, also patrolling in this room.
So... tell me... How to play a mission with 2,5 turns per Generator, where minimum 1,5 turns is needed to kill the pod which stucks next to the Generator? 1 turn for moving and dishing 20dmg to is near impossible for the average player without cheesing it.
This boy is 13 at most, i can feel it
did you not watch how I avoided them? the video is right there. you can see how I scouted and avoided the pods. one of the pods should be moving out of sight on turn 2 if not then they will move out of sight on turn 3. i've done many of these missions. avoiding them is consistant.
Tell me... HOW TO AVOID A POD STUCKING TO THE ENTRANCE/GENERATOR? Can't you read?
THEY MOVE. Can't you read or watch? every other turn they move. when they move behind the generator you can walk in and break the generator without activating the pod. watch the video
Yes... FROM ENTRANCE TO GENERATOR AND BACK. 100% Triggering GUARANTEED. Are you kinda retarded?
EDIT: And you ♥♥♥♥♥♥♥ cheesing the mission does this mission not less impossible for regular players. So stop ♥♥♥♥♥♥♥ defending this stupid game design ffs. Go somewhere else with your grind autism.
thats literally how the pod system and vision works. thats the whole point of having them patrol. thats the intended design otherwise it literally makes no sense. just because you refuse to use basic game mechanics, not even meta gaming nonsense or overpowered team comps or gear, but BASIC mechanics covered in the tutorial doesn't make how they used them bad design. if the pods were bigger, the patrols random, and the maps larger I would agree with you.