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(I compared your achievements with mine and it showed me the hidden ones)
I've found that with a good stun team it's frequently possible to finish an entire mission in 1-2 'enemy' turns, so with warpscorn I often experience zero warp surges.
I will note- upgrading servitor production supersedes even engine speed. It's great to hit two missions, but once you've got servitor production up, the ability to prioritize missions that give the gear and knights you care about (halberd lv2, hammer lv2, falchion/sword lv2/3, bolter lv2, passive wargear lv2/3, crozius arcanum lv3, stun grenade, power armor lv2/3, chaplain any level) is worth even more since you can ignore the base mission reward entirely.
My upgrade line after initial repairs is generally servitors, engine, prognosticar 1, reactor, servitors, engine, prognosticar 2-3, reactor, engine, prognosticar 4-5, guns 1-3. Everything else is second to these; if I have a gap and can squeeze the infirmary upgrade before hitting the craftworld I'll do it since I usually have 2-3 guys get wounded at the end of the fight there, but it's not a high enough priority to exceed the other stuff.
Probably the biggest piece of advice I can give to new players for QOL is rush the craftworld. You can get a guaranteed lv1 librarian after it, so the lower level your team is, the easier he is to level up and get his spammable gate of infinity, and the fewer missions you have to run with no spammable gate of infinity. Once you have a lv3-4 librarian, you can just pop each enemy group and have the librarian mass teleport everyone repeatedly; by mid levels the chaplain can do this for 3 wp (his auto, chaplain invocation of focus) and you can top him up with the willpower 1 strategem as needed.
Players frequently view the justicar 'honor the chapter' ability as "OP" which I think drives a lot of the player belief that the game is too hard. HtC costs 1AP+3WP to give 3AP+1WP, so it net yields 2AP for 2WP for the team. Rather than viewing it as OP, it should be viewed as a standard to match with autos and abilities. For example, Litany of Hate nets 2AP for 1WP; invocation of focus nets 3 WP for 1AP. Chaplains can enter combat with IoF up, then switch to LoH after everyone uses their auto from IoF. In doing so, they effectively create 2WP and 1AP for free (which in turn can be used to generate more).
Mass teleport trades 5WP for ~8AP (plus saving time and enabling complete use of pre-battle AP on buffing activities). Fully upgraded Apothecary Iron Arm biomancy (triggering on self and using 0AP) at worst will enable 1 execution, which means it costs 3WP to net 4AP. Frequently it's far better than this, being worth a further 3WP and 1AP if it triggers on the apothecary.
The WP:AP math is what players need to be doing to identify what skills are actually 'worth it' and which ones are not (most damage abilities are not worth it, except force strike, psybolt, and flames of purity)
Thanks for the heads up, i'm not sure i will revisit this game again so fast for now, maybe wait for a new dlc or content patch then i'll try again.
As for the other tips, i agree too. There are many ways to make your run smoother and unfortunately this game have the "cheese" way or the harder way. And i hope the dev will see to buff the other abilities to make them also viable so that players who play defensively can enjoy the game more. This game if played like xcom with slow and taking cover and taking pot shots is a sure fire way to take damage and lose knights.