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So I understand what you're saying, but when you know how to do it its just as hard as other missions. I think the idea of the enemy having a timer that they are required to win by, (maybe 8 turns?), would still be long, but at least not as tedious.
Giving control of the guardsmen could fix it too.... maybe?
1) We're not told that AP no longer regenerates when the enemy patrols are revealed.
2) The enemies come to us rather than us to them, so we can't concentrate forces.
3) Allied positions are so far apart a huge amount of AP must be spent on moving, and the enemy reinforcement portals do not come from one location but rather a constantly changing one that is extremely far apart.
4) Constantly shifting portal locations renders establishment of a consistent defense line impossible; despite this being a defense mission, overwatch is still not helpful!
5) The missions are balanced around our allies being helpful but they are not helpful even against the most basic enemy units.
6) The defense mission goal is "kill every invading unit" and not "survive to extraction."
What would make them fun:
1) Warn the player that this mission operates in 'chaos gate mode' with the warp gates preventing AP refresh.
2) Concentrate the servitor bases into layers in a single area and envelop them, providing the enemy waves just one path into the base for the knights to defend together--and turn this on its head at the end of the fight with a last wave coming into the back of the fortress.
3) Double the enemy wave size and initial force count. Despite the greater quantity, having them all come at the same place means you're not wasting AP on movement.
4) Increase the damage of imperial guardsmen to be equivalent to Cultist Heavy Stubbers. Use their AI. This is a 4x increase in the individual guardsmen damage capability.
5) Use the 'turns to extraction/failure' turn counter from seed missions, boarding missions, and bloomspawn missions--literally half the missions have timers, there's absolutely no reason for this one not to.
Otherwise, I basically agree.
At this point, I doubt the devs are going to bother sinking more coding hours into changing this, but it's a crying shame and I feel it deserves to be mentioned in case they intend to make a sequel.
I decided to split my squad in 2-2 and just deal with it.
It felt overwhelming but only 1 of the 3 servitors died (I just thought 1 will be ♥♥♥♥♥♥ cause I can only go to 2 places with 4 units squad)
only 1 of my squad got wounded (critical he went on his knees) but I did it, while I had the thought I would probably die seeing all the enemies coming at me.
but I think split the squad in 2 was the right strategy.
(I play normal ironman)
edit: for if you want to know what setup
I split up my team with 1 justicar with bolter and dual swords + 1 purgator with bolter and sword
the other team was 1 justicar with bolter and sword and a techmarine (I just got him and wanted to try him out lol)
Split an AoE squad (Psycannon purgator + Purifier + AoE melee Justicar + 1) in two directions, or use a stun squad with a mass teleport librarian who will rush each new portal with all the stacked bonus AP from executions.
Because you never refresh AP and new portals are always a long distance away, it takes such a long time.
Callidus assassins are also great at camping portals- with a seeker skull, they can use immobilizing agony to lock an entire spawn in place and wipe it out on their own. And because AP don't refresh here, they actually can benefit from shattering mask.
I think in the later game it's not at all hard to camp all portal locations with one knight and solo them, but the real challenge is doing these in the early game. Since these add only 1 corruption and completion reduces 0, my advice early on remains "just skip it"