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I feel like opening the rubrics up to more chances for parries would go a long way towards making them more satisfying to fight, as well as allowing for more chances to get parry gun strikes on things like the hellbrute ( this goes for the tyrant too, one of his attack chains literally doesn't allow you to punish him even if you hit it perfectly on the parries ) Everything has to be perfect dodged for chaos marines and it makes certain classes feel like they've been hamstrung.
The lack of attack reactions in general across the board needs adjustment to be honest. Nothing responds to anything that isn't an explosive, heavy attack ( although they ignore these OFTEN too both tyranids and chaos ), or single shot high damage weapon. It's kinda lame when you can hit 12 consistent headshots with a mid damage weapon and still have the enemy dodging around acting like you're shooting harsh language at him.
EDIT: To be clear here, I actually think the reduction on the number of enemies was 100% the wrong way to go about nerfing them. It's kinda lame, however we needed more offensive options against them to open them up to our attacks. The AI can already break out of stunlocks whenever they please, and Tyranid's dodge makes them 100% immune to damage through the ENTIRE animation not just the instant they start it like ours.
The combat system needs to be evened out so that we both suffer and benefit from the same systems. If we get stunned, they should too, if we can't break out of stuns, they shouldn't be able to either. Chaos are the worst proponents of this. I'm 100% down with getting the old numbers back and making the fight against them more skill based and less about just dumping damage on them in a race to see who taps out first. That ♥♥♥♥'s for the birds anyways.
Spawns are crazy for my group. We've just been mobbed by four different groups of Zangors with 9 mixed Rubric Marines shooting us from the edges and a score of cultists sniping at us.
Playing against them as Bulwark certainly isn't fun.
This. the maps are a joke if you have a competent team. More often than not I would walk through an empty hallway, focus a patrol, then walk around for another actionless minute.
OP, I am tempted to say "skill issue" or "git gud", but instead I want to give you a tip that I notice folks tend to forget, which results in reinforcements.
Did you know dodge attacks are very useful? They are super clutch in stunning anything majoris, and helps to cover distance. I rely on those heavily as assault, and it really helps to take out single rubric marines, not to mention warriors on the nids level.
I am sure there's something in your gameplay style that's screwing you up. I'd be more than happy to hop in a squad and give some advice.
More like people wont ever be happy, cause they are given a sword/hammer... to go around like a headless chicken while running after enemies which teleport when you finally get to them and keep shooting at you from across the screen.
Never bring a sword to a gun fight, a pity if that is about what you have lols.
I heard the game is easier now actually. I haven't tried it yet, but the numbers left me not too motivated to go back.
Pretty much.
Devs seem to have forgotten they designed melee classes when they put stages where you become the duck in the middle of a peanut gallery surrounded by enemies you need to keep running around after lols.
Oh no, you can keep that. I'll stick to Diff 6 bug diving!
Two slashes *teleports* clomp over to new position, two slashes *teleports* and so on and so on...such a chore.
This is possibly the most frustrating thing about the game. Not nearly enough reaction or feedback from anything and the enemies do not have to follow the basic rules of the combat mechanics like the player has to.