Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Another wannabe expert that has no idea what they are talking about.
Even at the hardest difficulty, space marines are overtuned in this game.
A Tyranid warrior is already dangerous for a marine. 2/3 at the same time will very likely kill him. Let alone soloing a Carnifex.
- antennas: bolt rifle with grenade launcher, staying on the move after dealing with each antenna and trying to keep AI near objective (they can deal with them then)
- generators: flamethrower for rippers and plasma pistol for those flying a-holes
- reactor core second wave: 2 krak grenades picked up where those flyin a-holes are coming from, one grenade each, second wave done in 20 seconds (plasma rifle for first wave)
Rest of the campaign is perfectly fine.
Operations is where the difficulties show their true colors, playing difficulty 3 and up is borderline unfun. Not to beat a dead horse because a lot of these points were already made in this thread but something has to change in the way they approach "difficulty" in operations otherwise I see a lot of the player base outright quitting the game due to not being able to unlock any purple/gold armory data since it requires a good amount of luck with your spawns to get through a level. Don't even get me started on lvl 3-4 difficulty levels with chaos. Something has to change otherwise I don't see this game surviving to seasons 3 if everything stays the way it is.
Lmao please give it a rest. Your trolling sucks. Come back when you have better material and you have solved your small-penis complex.
Also why Vanguard is baller while Bulwark feels bad.
I don't know who though the contested health was a good idea, but it wasn't. SM1 had a great system going on... don't try to reinvent the weel.
Want to increase difficulty? Give us more bosses, pair the warriors with a tyrant every few "waves" of enemies, give elites and bosses several patters with AoEs, unblockable attacks, etc.
And PLEASE, revamp the "warning" system. The blue and red "circles" distract more than help, because the timing of each attack is way different from one enemy to another. Either you pop the circle the instant before you are suppoused to parry/dodge or don't use those visual clues at all... again, trying to reinvent the weel went south...