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
build a cryo chamber
have a knight die so, that knight will stored in the cryo chamber
have a knight you want to respecc commune with the fallen
still feels overcomplicated imho
in case of ability points - ye higher the rank of the fallen knight the more ability points you can spend on another knight (max. 3 points per fallen knight on lvl. 9)
Alternatively knights as rewards shouldn't have pre-assigned skills. OR they should have pre-assigned skills with optimal builds.
The sad thing is that even a level 3 pre-skilled mission reward Knight may already come as damaged goods. It's obviously worse if you were foolish enough to invest more points in Knight Requisition at the armoury screen, though. But even at level 3, a pre-skilled Knight will have 4 less points to spend on the skills that actually complement your preferred playstyle and tactics.
Four wasted points is enough for an Interceptor to have a near-complete Psilencer tree (which is a waste of an Interceptor!) or for a Librarian to have his Storm Bolter tree filled out--thus preventing you from fully investing in the skills that actually make Interceptors good (teleport, Hammerhand, and melee crit) or with Librarians, extra WP, extra focus, group teleport, and Vortex.
I got some dudes overly specced into armor and defensive skills, managed to make them into a team of tanks that fight cautiously from behind cover and use defensive abilities every turn, these teams take a bit longer to finish missions but they always come back taking zero damage in total, pretty cool.
Had a couple of guys overspecced into melee too and no defenses, nice berserkers, work well well +AP skills.
The ranged dudes are working fine too, AoE ranged skills are very strong, long range psy silencers are also very strong, everything seems to work well enough and it keeps me from making an army of clones that always play in the same way every mission.
I Psilencer Interceptor can Murder a single Pod without even trying hard.