Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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Rincewind Aug 2, 2023 @ 4:40pm
2
Death Guard Ship
I love the game but just 10 rounds is a f.... joke to destroy the 4 generators....
Double the rounds or this is near impossible to do....
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Showing 16-30 of 39 comments
Rincewind Aug 3, 2023 @ 3:52am 
Originally posted by Return To Monke:
He gets frustrated on easy difficulty.... why have I been torturing myself with legendary difficulty? There may be something wrong with my choices

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....
Rincewind Aug 3, 2023 @ 3:54am 
Originally posted by Gamefever:
In XCOM

Agents that are critically wounded are a total drawback and can in modded games come back with negative traits. They get weaker

40K
Marines that are critically wounded come back with positive traits if you have the right facility. They become more powerful. Every single time a brother goes critical he comes back later with an additional bonus positive trait. A space marine can hit 0 hit points on the field of battle upwards of 6 or 7 times through his career before he dies from his injuries.

Agents in Xcom that hit zero hit points, are just dead and now your stuck having to level up a fresh rookie in most cases. Heck in some games you have to retrieve the dead body or your home base is at risk.

In Choas Gate, you rarely get rookies as the game progresses you end up getting like level 7 recruits. A dead marine can also be consumed by a living marine which can mean 1 to 3 bonus levels of experience that does not count against the hard level cap of 9. In fact this is the only way to achieve level 12 with your marines, you are intended to do this. It requires a building.

Choas Gate, your soldiers at least your marines are way tougher than in other games and you are not actually encouraged to protect them quite like you would in other games of this type but to be rough on them and even sacrifice some of them for the sake of getting things done in as fast a manner as possible.
You end up being rewarded the entire time while you are causing them injuries and death.

The timers are there to not actually frustrate you but to encourage you to not slow poke around.
Yes your marines will go critical,
Some may even die.
But the game has mechanics in place that actually reward you for being so callous towards them.

This game, effectively turns everything you learned on how to play turn based tactical strategy on its head.
You have to unlearn that stuff from XCOM,
And learn to not be invested in a specific set of Marines,
They are tools of the god-emperor and should be treated as such because even in death they still serve their brothers as XP batteries. Which means your surviving battle brothers become MORE POWERFUL.

This is absolutly true.
Will Aug 4, 2023 @ 12:59pm 
Originally posted by Gamefever:
In XCOM

Agents that are critically wounded are a total drawback and can in modded games come back with negative traits. They get weaker

40K
Marines that are critically wounded come back with positive traits if you have the right facility. They become more powerful. Every single time a brother goes critical he comes back later with an additional bonus positive trait. A space marine can hit 0 hit points on the field of battle upwards of 6 or 7 times through his career before he dies from his injuries.

Agents in Xcom that hit zero hit points, are just dead and now your stuck having to level up a fresh rookie in most cases. Heck in some games you have to retrieve the dead body or your home base is at risk.

In Choas Gate, you rarely get rookies as the game progresses you end up getting like level 7 recruits. A dead marine can also be consumed by a living marine which can mean 1 to 3 bonus levels of experience that does not count against the hard level cap of 9. In fact this is the only way to achieve level 12 with your marines, you are intended to do this. It requires a building.

Choas Gate, your soldiers at least your marines are way tougher than in other games and you are not actually encouraged to protect them quite like you would in other games of this type but to be rough on them and even sacrifice some of them for the sake of getting things done in as fast a manner as possible.
You end up being rewarded the entire time while you are causing them injuries and death.

The timers are there to not actually frustrate you but to encourage you to not slow poke around.
Yes your marines will go critical,
Some may even die.
But the game has mechanics in place that actually reward you for being so callous towards them.

This game, effectively turns everything you learned on how to play turn based tactical strategy on its head.
You have to unlearn that stuff from XCOM,
And learn to not be invested in a specific set of Marines,
They are tools of the god-emperor and should be treated as such because even in death they still serve their brothers as XP batteries. Which means your surviving battle brothers become MORE POWERFUL.

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.
Gorwe Aug 4, 2023 @ 1:32pm 
Just don't do that mission until they actually fix the outcome to something positive. Because, right now, it RNG picks one of choices except the "BOARDING MISSION". You can get a game over because of this!
JPLRocket Aug 4, 2023 @ 1:46pm 
It's kind of funny how this actually made the death guard cruisers harder. Prior to this update, you could simply send a squad to take some wounds in most cruiser interactions prior to getting guns upgrades.
Sleya Aug 5, 2023 @ 5:29am 
Originally posted by ZexxCrine:

2 of the rooms have patroling guards that can be completely avoided. you should be destroying a generator on turn 1 or 3 depending on the map you get. then you should be destroying the second one on the following turn. the third one you might have to fight a pod or 2 for, and the last one you should blitz down without fighting anything.

turn 7 should be like the latest time doing that should take and that is without having a librarian to mass teleport you. with a librarian it should be turn 5

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.
Last edited by Sleya; Aug 5, 2023 @ 5:30am
ZexxCrine Aug 5, 2023 @ 7:24am 
Originally posted by Sleya:
Originally posted by ZexxCrine:

2 of the rooms have patroling guards that can be completely avoided. you should be destroying a generator on turn 1 or 3 depending on the map you get. then you should be destroying the second one on the following turn. the third one you might have to fight a pod or 2 for, and the last one you should blitz down without fighting anything.

turn 7 should be like the latest time doing that should take and that is without having a librarian to mass teleport you. with a librarian it should be turn 5

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
Last edited by ZexxCrine; Aug 5, 2023 @ 7:26am
Sleya Aug 5, 2023 @ 7:50am 
Tell me how to avoid pods that spawn right next to the Generator or spawning right next to you? I had 3 pods activated BEFORE i even had the chance to get to Generator 2, because they spawned OR just move between entrance A or B and will triggerend eventually. Doest matter WHAT i do. So go troll somewhere else.

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.
Last edited by Sleya; Aug 5, 2023 @ 8:08am
Originally posted by Rincewind:
Originally posted by ZexxCrine:

I have no idea why you are lying. there aren't very many reviews and of the reviews, negative and positive, not any mention them being close to impossible. the only review that even mentions difficulty is a positive one that says they are hard and nothing more about the difficulty.

just because you are having trouble doesn't mean you should start lying like a child

Uuuuh that boy is getting toxic now.... Ok lets talk again if you grew up anytime.

Maybe read the non english reviews (if you can ;-) ....)

This boy is 13 at most, i can feel it
ZexxCrine Aug 5, 2023 @ 9:22am 
Originally posted by Sleya:
Tell me how to avoid pods that spawn right next to the Generator or spawning right next to you? I had 3 pods activated BEFORE i even had the chance to get to Generator 2, because they spawned OR just move between entrance A or B and will triggerend eventually. Doest matter WHAT i do. So go troll somewhere else.

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.

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.
Last edited by ZexxCrine; Aug 5, 2023 @ 9:24am
Sleya Aug 5, 2023 @ 9:52am 
Originally posted by ZexxCrine:
Originally posted by Sleya:
Tell me how to avoid pods that spawn right next to the Generator or spawning right next to you? I had 3 pods activated BEFORE i even had the chance to get to Generator 2, because they spawned OR just move between entrance A or B and will triggerend eventually. Doest matter WHAT i do. So go troll somewhere else.

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.

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.
Okay... now you are getting annoying.

Tell me... HOW TO AVOID A POD STUCKING TO THE ENTRANCE/GENERATOR? Can't you read?
ZexxCrine Aug 5, 2023 @ 10:24am 
Originally posted by Sleya:
Originally posted by ZexxCrine:

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.
Okay... now you are getting annoying.

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
Sleya Aug 5, 2023 @ 11:17am 
Originally posted by ZexxCrine:
Originally posted by Sleya:
Okay... now you are getting annoying.

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.
Last edited by Sleya; Aug 5, 2023 @ 11:19am
ZexxCrine Aug 5, 2023 @ 4:53pm 
Originally posted by Sleya:
Originally posted by ZexxCrine:

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.
Even with the headstrong attitude, these missions are pretty hairy. I failed my first attempt, I think the main problem is the health that the generators have and the fact you can't melee them. So any more melee focused units are forced to use their weaker ranged attacks on them. You end up having to use multiple units to kill a single generator - compare that to the hive germs that can be attacked with melee, and act like lesser bloomspawn in that you can get an instant death on them with a critical. To me they're similar missions, and one is clearly not balanced. The fact you can't use strategems either makes it even more glaring. Frankly I think they're pretty stupid. I was less annoyed by the hive constantly plaguing my units than being unable to quickly get around and kill the high-health generators in less than 10 freaking turns. I'll definitely never do one again. I always got by the fleet events with max battery level, and I'll continue to play like that as long as the missions stay as stupid as they are now - not to mention the devs somehow decided to apply an RNG anyway so you may not get a positive outcome for your efforts in the mission. It is not even remotely worth it except to get more XP, or to try to get more wounded/dead knights for augmetics/convene with.
Last edited by Feddy von Wigglestein; Aug 5, 2023 @ 8:21pm
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Date Posted: Aug 2, 2023 @ 4:40pm
Posts: 39