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games aren't supported forever
Good developers / bad communicators.
We DONT need to know when there's any update (until its ready) but it IS nice to know if the game is even getting future patches/content.
People don't buy games that have a forum full of "is the game dead??" posts.
For reference games like Hell Divers have a discord with a live "known bugs" thread which gives us faith they are at least aware of stuff, even if we dont know precise timings.
Personally I avoid future Frontier games because they get dropped with no notice. Its also hard to get excited about DLC we dont even know is coming until it arrives with like 2 weeks of marketing.
Anyway, assassins are useful. I just find it annoying that some abilities only affect knights. Especially if it's teleportation. The Eversor is nasty but too easy for enemies to kill. Especially since in tabletop he should have a 50% chance of avoiding incoming shots entirely. The Vindicare is amazing for taking out the ranged weapons on more powerful enemies from a mile away. You can remove seeds from enemies with the same ability. You can also build him to take down several enemies a turn using nothing but his pistol.
I haven't tried the other assassins yet.
As for the techmarine... yeah he's not great. Can be useful but definitely feels underpowered. Why the hell is a multi-melta or plasma cannon only doing tiny amounts of damage when mounted on his servitors?
The Dreadnought is great. Taking out entire squads of enemies with an overcharged plasma cannon is a lot of fun.
However, they designed certain maps in annoying ways limiting where the Dreadnought can actually move to. And it feels like the missile launcher cannot shoot locations that it really feels like you should be able to shoot. Something to do with the arc hitting something off screen I assume.
A lot of issues would be solved by letting us have 5 or 6 squad members. Then you wouldn't need to take a techmarine instead of your apothecary, for example. I feel like taking anything instead of the apothecary is a very bad idea.
As for the current state of the game and the DLCs, my thoughts:
I got this at release and I loved it right away. Squad level games with turn based combat and RPG elements are exactly my jam and there just aren't enough good ones to scratch that itch. I started on Standard and got my ass handed to me. I was outraged that 'normal' difficulty was too hard for me in my preferred genre of video game after 45 years of video game playing experience. At the end of the day though, I am not a beat myself up with Nightmare mode kind of guy and if Merciful was what it was going to take for me to have fun and win, so be it. So I restarted on Merciful and learned the ropes then abandoned that game and went back to Standard which I beat pretty handily.
I am not a huge fan of nerfing single player games, but the stun/execution mechanic was so easily abused that something had to be done. I wish they had done a better job balancing the game ahead of release and that is still my biggest issue with the game, the lack of balance among the 8 classes as well as skill trees and skill placement within trees.
Interceptor and Justicar are god tier classes and better overall than any of the advanced classes. I've not tried but I imagine the game is easily beatable just using these two classes. This is not good balance.
Of the advanced classes, Librarian is king and the group port makes him incredibly useful on all mission types and almost must take on Spreader or any of the guard Vakir while she ♥♥♥♥♥ off mission types. As for skills and skill trees, some skills are just so incredibly good there is no reason to ever not take them. Honor the Chapter stands out but pretty much every class except Paladin and Chaplain have must take skills, and Paladin (after Provoke nerf to ♥♥♥♥) and Chaplain are just weak classes overall with no stand out builds except perhaps Litany of Hate if you are dead set on pursuing stuns/executions even after being nerfed to hell.
Without getting too far off message, I find stuns/executions still workable on Legendary in the current state of the game but you really have to select and gear a party around it and I don't think it's worth it, although it is fun if you do have the gear and classes for it. I didn't find Executions very easy on Ruthless either but I imagine Merciful and Standard are very much doable without too much micro managing the party and their gear.
The skill placement within trees is sometimes puzzling, the best example being Astral Aim's placement in the Purifier tree. How did this make it into release and how has it not been fixed almost two years later? The mind reels.
Like I said I finished a campaign on Standard and eventually abandoned a Ruthless campaign that was going well. I am not one to replay games that have an ending though so me quitting was not a sign of me not loving the game, because I did and do love it.
I did not initially get the Duty Eternal DLC since the reviews were terrible and it didn't seem to offer enough for me personally to want to come back and pick my Ruthless campaign back up or start a new game.
I completely missed the Execution Force release. This is my other issue with the game, the marketing has been terrible. I am a massive fan of the game and a great DLC gets released and I don't even hear about it? How is that even possible? Also the name of the game is stupid and way too long. I am 100% certain this has hurt sales. It should have been called WH40K Grey Knights, or something along those lines.
Anyway, I did end up buying the second DLC earlier this year and starting a new Ruthless campaign which I won. Execution Force is a masterwork DLC. Must own for anyone that likes the base game. I love all four assassin classes and the way their gear upgrades work. I personally think Culexus and Callidus are crazy OP and that Eversor is balanced and Vindicare is much too weak, relative to both the new DLC units and the base game. However if you look online you will find a lot of opinions on this so the class balance is probably good here, better than the base game or the first DLC for sure.
I've seen a lot of negative feedback on the two new mission types, Servitor and Hive. I agree with the Servitor criticism in that that mission type is too difficult and long relative to its rewards which are the same as basic bloomspawn missions from the first game. Hive I think is not well understood as it is a very easy mission once you understand the plague mechanic at work by the Hive. Also the DLC gives you a Culexus unit which is immune to the gimmick and a set of Terminator armor that is too.
After beating Ruthless I decided to bite the bullet and buy the first DLC as well as the Crowe DLC. I then started a Legendary campaign.
Crowe sucks and is a complete waste of money. He didn't show up in my game until late (day 300ish) and honestly was not better than my at the time six-eight or so best/favorite GKs and Assassins. His build is all over the place and he can't be developed or geared at all. IMO he has no place in a squad once you can field a maxed out squad and he has no place in a leveling up squad as he will be taking xp from a unit that needs it unless you are microing the ♥♥♥♥ out of fights. Insane how much this DLC costs, don't buy him if you are considering him. He should be free or a $1...and even at $1 he's not worth it unless you just want to support the game (which I do).
As for Duty Eternal and how it fits with the base game and second DLC...well I can see why the reviews are bad.
First the good, the Dread is badass and fun to play. You can take him in multiple directions build and gear wise and everything available has some level of utility (this is super rare, is there another class/unit like this?) where he is always going to be a net positive on the Technophage missions you can use him on. It sucks you can't port him and that he does not get execution APs. Balance I guess but IMO, not a good decision.
The Techmarine on the other hand...no thanks. This class SUCKS compared to the better original classes and I don't really see a spot for him in a mission over any of the original 8 GK classes or 4 Assassins unless you take him on a Technophage primarily for Dread buffing and healing.
I do like the Archeotech addition and the way it is used to upgrade Dread and TM gear. You can see how this influenced the way the second DLC gear was handled.
The biggest issue with this first DLC is the Technophage missions and the fact that you can only use the Dread on about 20% of missions after you finally get him. Technophage is the problem here though. Simply put they should never spawn before you get the opportunity to roster the Dread. Never. This makes the game wildly more difficult than the base game. Also, a Technophage Servitor mission should never spawn at all. It makes that mission so much more difficult and tedious. We are talking 9-10 mandatory pod spawns if you count the cache guards and 50-90 total enemies depending on what types of pods spawn. Exhausting and for what? The rewards simply do not match the time investment or challenge.
His grenades are useful. His bolter is perfectly decent. The highlight is his ability to reduce the warp surge by 50%. I only got him because it was part of a DLC bundle though.
the legacy of this game came from space hulk and bringing that to a xcom style game, the marketing favored putting knights, primach and a Nurgle in but used cinematics that didn't represent the game, launch was choppy with a name character behind a paywall that wasn't worth the price,
DlC used wow factor without integrating to the core of the game. i love playing the Dread i hate the fact he's linked to certain missions.
assassins are fun in their concept and yeh Vindica is amazing at range but so many rules as written are Linked with the "knight" keyword meaning they have less optimisation than starter classes.
The focus on one god with an intro mission of another lead the community to believe in the future we would see the others come in but this was false hope.
The community asked for modding and thats what has lead xcom to live a long shelf life with 3 mini dlcs and a full convention dlc along with mod support. I still play it now and my grey knight kill team (cometic mods) is fighting the tau empire (mods) along with other xenos (3rd party faction) whilst being swarmed by orcs ( fallen).
The game is Ok at best if using a true scale out of 10 its around a 5-7 it does have reply ablity if you want it to be harder or want to limit yourself to classes to choose but it dosnt have staying power - the story is meh and doesn't really count to the game and with only one ending it means choices in the game have no impact aslong as you win the last mission.
If someone is looking for a kill team-style game on pc i would recommend this over the new Space Hulk Tactics but i would recommend this over Xcom or other games of that genre.
looking at the content GW is pushing for there global pc/console presents it is very hit and miss AOS big release was a flump and Rogue trader was a huge hit. Rogue trader was made by a company who took the feed back from there last big sellers and built RT of that making sure it was true enough to lore as well as being fun. AOS was a company banking on the "warhammer" name and its content just wasn't there.
In summary this is a "OK" game with a war hammer stamp.
I mean he is $15 normally. That is insane. That is the price of Duty Eternal and Execution Force! Maybe if you got him right away it would be like an optional trainer as a character that powerful that early would trivialize missions, but you don't get him early and it still would not be worth $15 on any reasonable value scale.
I just expect some communication. We got a 2nd DLC 10 months ago and a console port a month ago. The game is not what I would call finished. Is there going to be another DLC? A sequel? Or maybe it is finished and if so just tell us.