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Ein Übersetzungsproblem melden
1. Brother captain dies at the beginning of the company. Now the player is the captain's brother, but the player does not have his own avatar. The avatar could gain experience, carry weapons, and take part in missions. I'm not talking about his auras at +1 to attack / damage or defense.
2. The ship accommodates:
2.1 at the beginning of the game - shock squad. But according to the code, the shock squad consists of 5 gray knights + support for a unit of equipment (dreadnought or analogues).
2.2 in the Mid Game - Combat Patrol - we have 10+ knights divided into terminators and equipped with power armor + vehicle units.
2.3 At the end of the game we already have a sub-company of gray knights.
But at the same time, there is very little point in expanding the barracks after receiving 12 knights. Everyone is still watching from orbit as the 4 knights fight below. The developers themselves understand this - hence the stupid requests of Master Kai - to take the best 4 from the roster for a while and so on.
3. Heavy equipment and air support:
- in games such as Battle Sector - air support call is implemented - such as Storm talon gunship or Storm raven gunship. Here on the ship, apparently, the previous commander lost all polymers: aviation, ground equipment (Rhinoceros, Cleaver, Land Raiders, Nemesis robot suits).
- Orbital shot is available as a stratagem - very funny. Until the arrival of the inquisitor, no one knew that it turned out to be possible to shoot from orbit. It should be like this:
a) Shelling the area where the templates fall randomly, dealing damage to anyone who enters their radius.
b) The inquisitor helps to aim the weapons and make a series of strikes in a specific small area.
8 types of Grey Knights,
1 Dread
1 Techmarine
3 Assassins
1 TechPriest
1 Inquisitor
An they should rebalance the game around that.
1. Extension of available classes:
1.1 Regular basic gray knight - "shock knight" is effective with melee weapons and bolter + grenades. Can be equipped with power or terminator armor.
Abilities are focused on expanding the amount of equipment used in battle (equipment slots up to 3), slots for grenades.
Bonus to Valden with a bolter, a melee weapon. Abilities for synergy - joint melee attack against a target, fire support.
Special abilities: more access to equipment and grenades, more passive skills related to synergy. Each regular gray knight gives a bonus to the increase in willpower of other classes (not shock knights) +1 unit.
The base class "Strike Knight" can be added to a squad in any number.
1.2 The remaining classes receive restrictions - no more than 1 in the squad.
1.3 But in some missions, as many as 2 squads can be deployed.
What happens when all your assassins are injured or on assignment? You just have to bring a wounded one? Or none at all?
Better to just make it for anyone. There's 9 classes now in the game (not counting the dreadnought), and being forced to pick one out of 4 is too restricting.
You should have the Grey knights and and the ability to deploy the Dread
Or GK squad + some assassins .
not even going into choas cultists are faster more actions and chaos marines have better armor weapons and actiopns over space marines on individual points balance is a joke.. i do not think these guys ever read anything to do with war hammer out side of pictures
Not sure what you mean here. Cultists and marines are more restricted in their actions. They can't melee and move with 1 AP, they can't shoot 3 times in a row, you can stun and crit them...
Yeah, a plague marine has better armor, especially since they don't need to do aegis shield for it, but you can still have the grey knights take out tons of enemies even when they are outnumbered.
And yes, balance would need to be readjusted if there were more grey knights per squad. I don't think many people are saying otherwise.