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
I personally really enjoy the technophage missions once you have the dread and the starskiff is an extremely challenging mission with a crazy good reward.
People claim that the pacing gets destroyed by it, but when you stop and think about it, not much if anything really changes. The main point of contention is that technophage missions start popping up before you are even close to unlocking the dreadnaught. These missions are designed to be tackled with 4 knights and a dread. It’s possible to win with just 4 knights, but it requires very meta play or extremely turtling play to accomplish. As a result most if not all players avoid those missions entirely until they either have a dread or an extremely meta setup. That all sounds terrible, but in reality it doesn’t change very much when they start showing up. In base game 3 missions will pop and for the most part you will only be able to reach 1 or 2 of them at any given time. With the dlc 1 of the 3 missions will be technophage. Since most players ignore them, myself included, that means that 1 of the 3 missions you would have gone to is no longer an option, but you could only reach 1-2 missions anyway.
As far as when to access IIRC(it’s been a while) you gain 1 introductory dreadnaught mission before the craftworld mission. 1 mission after the craftworld where you actually obtain the dread. then like 2-3 missions where lunette is in your group. And that all culminates in probably the single hardest mission in the game that unlocks the starskiff which is an absolutely crazy mission that takes a very long time and will require you to bring your A team. Took me like 3 hours to beat it the first time, but I was overly meticulous I think. I personally recommend the dlc but do note that on the whole it will make the game harder in general. But you can always just start a campaign with it off if you really don’t want to deal with it.
Also, and I believe this is true but I haven’t done it myself, you can uninstall just the dlc. Start a campaign. Play up to the craftworld mission. Then install the dlc and it should add all the dlc into your current run as the dlc didn’t require a new playthrough to activate. That might curb the early game a bit considering even in base game the early game was the hardest part by far.
If that is the case and it’s based on saves, you could always go to the save location in appdata local low and move it somewhere else and then start a new campaign. Idk if that would work but it might be worth a shot if you are one of those people who would rather not deal with the technophage missions early.
The dread can be fun but the servitor requirement to repair him limits that. Repairing the dread is the last thing I would use servitors on. Ive said in another thread that the devs should change this, have the dread repair automatically over time so long as you have a fully healed techmarine in your roster. Still keep the servitor repair too but have that as an instant repair option. This one change would be a huge improvement to the DLC imo.
I think the new bloom assault missions are the worst thing in the game, they make the technophage missions without a dread seem reasonable.
The Dreadnought itself starts out fairly weak (its only marginally tougher than a basic Paladin), its weapons suck and it needs to be protected every mission to be useful. Once you get armour and weapon upgrades (pick up multi-melta ASAP, it makes it a lot more useful), it starts to be more of a wrecking ball. The big downsides are that it still can't be teleported, it cannot be buffed by any squad abilities except Tech-Marine, and there is no way to increase its attacks. It also starts to suffer in the late game especially on harder difficulties, because enemy damage starts to outpace armour stacking on it (this is why I don't bother with Paladins as well, they're too easily negated by the insane burst damage some late-game enemies do). On a side note, the best change they did was allow the Dreadnought on the final assault mission, as a static gun turret he's fantastic at mowing down incoming waves of Plague Marines.
The Tech-Marine is pure utility and support, he's not a damage dealer. You basically don't take him unless you're deploying the Dreadnought. The servitors range from good utility (plasma cannon knockback AOE, multi-melta support fire) to useless (heavy bolter Overwatch does nothing, CC servitors just die usually). Once I level the Tech-Marine to have extra servitors and all of his heal/increase armour/increase damage on Dreadnought abilities, I stop levelling him as a priority.
The other main benefit to the Gladius is you can use it to level up less important squaddies by grinding out easy mission on auto-resolve with it. Late game it's handy for deleting a mission from the map with easy auto-wins from your levelled up roster.
You’ll have to want to play Technophage missions to use the Dreadnought, but sometimes the rewards of other missions will be better.
Also you can bring him in the final battle of the campaign since a patch earlier this year.
about 2 in 5 missions on average
Do i lose all my progress from the base game or does it carry over?
Thanks heaps!