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Literally me a few matches ago, lvl 3 diff and me and the squadmates were all lvl +17. Tactical, Bulwark, and a Heavy
We got destroyed by Neuranthrope (floating psyker tyranid) mini boss in the first operation mission because we were forced to fight in a tight area and the mini boss decided to spam all aoe attacks.
Health/armor shredding mega mind attack (the one you get for being too close)
Electric green pools that quadruple stacked on top of each other due to catwalks so they melt health and stunlock.
Ranged mini/elite + melee tyranids chipping away whatever health we had left
Couldn't do ♥♥♥♥ because we got stun locked by aoe, ranged, and melee attacks and we couldn't run away because mobs were everywhere.
Can't get armor from gun strikes because we get shredded when doing so and there is no Invincibility for some reason
Can't heal bc the game is stingy as hell with meds at 3-4 diff and they are less effective.
Cant't combo a 'Nid bc you get knocked back from being ganged on.
Should have taken a screenshot of it looked like but I was struggling not to die (and we all know what happened anyways)
IMO the difficulties are way over tuned and the recommended lvls that they show when swapping are a straight up lie.
Bad positioning is punished, hard.
Before performing a gunstrike you should parry to make space in swarms if you really want armor.
For horde you can dash through enemies that area I believe you speak of also has explosives to stagger and reposition to a better spot.
I was the last one to die, I was able to spam roll past to the more open area but the green goo spraying Nids chipped away whatever heath I had left.
It is what it is, I hope the devs are able to tune the diffs a bit more in a future update
the problem is that the heavy attacks dont stagger. bad RNG is when you start the stomp, enemy immediately does heavy attack, and you take the hit and take full damage. you cant dodge out of a heavy attack. you can parry but that doesnt help against majoris heavy.
also you end up taking a ♥♥♥♥ ton of ranged fire. which is fantastic.
As a general rule of thumb you shouldn't stomp when majoris are in heavy range or when whip tyranid warriors are nearby as they are the only ones with a long range heavy.
I'll probably work on maxing out a couple more character but if they don't release a harder difficulty I'll be forced to just help level noobs. That's the only other fun thing to do is watch them flail around.
Difficulty is tuned for my squad, give it time get more perks and item levels.
heavy attacks do not stagger majoris enemies out of special attacks or heavy attacks. you cant parry cancel into a dodge because there is a delay between the parry and the dodge.
i'm not sure what you mean by long range heavy attack, but every majoris has a "long" range heavy attack at least one that if you mistime the roll you can still get hit.
ranged classes are the ez mode for this game. melee is what everyone is complaining about. there is a reason the meta is roll around with melta and skip everything.
Try fencing weapons, seriously it's a complete new world.
Not really, Tyranid warriors, regular, only have a close range jump, they'll never lunge at you with a heavy. Snipers don't have a heavy, barbed don't have one either. Leaving only whips with left to right then hand strike then right to left 180 as their heavy, light, light combo.
Getting hit from misstiming rolls ain't a heavy.
tyranid warriors jump + sword is the length of your roll backwards. you will still get hit if you dodge backwards. if you dodge to the side its a crap shoot cuz they can turn 90 degrees in air to track which seemingly every enemy can do.
the heavy of the tyranid warrior is about .75s. the parry cancel into dodge is about .5s. to make things worse, the heavy attack warning isn't in complete sync with the animation of the heavy attack. it starts small and faint, grows, and then pings. its about .25s to get the full size and ping. so really you only have .5s from the warning to react which is amazingly the length of the parry cancel dodge. ur much better off doing the kick to stagger out of normal as it has a faster recovery time overall and seems to be meta.
this can be enough time depending on when you notice the heavy but in chaotic moments where ♥♥♥♥ fills the screen it can be very hard to see.
ur right that the ranged majoris dont have heavies. i should have been more accurate and specified melee majoris.
Agreed on using kick/punch/shoulder bash for stagger, stomp in general is only useful on minoris heavy waves where heavies are too far back to do heavies.
We have class perks that literally allow you to regen from 0 to full with an execution and an ult. They are more than enough. But let's go to specifics:
- Heavy bolt rifle on green level 2 shots trash and 10 shots any Majoris save for whips.
- Yellow bolt pistol 2 shots trash and 16 shots Majoris enemies.
- Intercessor carbine needs 4 bursts to kill Majoris as a green, 3 if you want to use it as a vanguard.
- Plasma exists and even as a white takes 3 charged shots to down any majoris.
Majories enemies go thorugh heavy attacks if already attacking, parry warning and parry window are not the same unless you are using a fencing weapon, which is good because it means you require a basic animation recognition memory.
Dodge iframes are irrelevant of distance traveled. If you are surrounded it's also a big issue on your part unless you are a vanguard, in which case just dive harder on the majoris.