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Overall, from 'The sheer volume of the shooting barrage burns through 4 bars faster than the low-damage weapons can force an execution.' I have a feeling that you're trying to just trade ranged damage without even trying to strafe (bolts fly slow enough to sidestep at least some of them), which will kill you even on tyranid ops. And gunstriking inside the horde is bad idea no matter who you play against.
biggest issue imho. Not necessarily required for balance reason or anything, but it just should be more usuable in overwhelming situations because it's supposed to be armor regeneration when you face hordes of small enemies, yet it's exactly the moment when you *can't* use that mechanic.
Heavy should be fine although it will probably depend on the team - Sniper with recharge will allow them to score headshots that get the shield up in no time. Tactical seems to have it worse when they choose to play with bolters.
As for trading - there are segments of the game where trading is an unavoidable must. Like the Helldrake chamber. Like the Deamonhost points. Like the battery charging. Weapons don't deal enough damage to delete Rubrics fast enough, and that's before we account for all the minor hordes that ill come to get your ass on open segments of the map (with side objectives other than "shoot the living hell out of the enemy").
Paper armor and executions system is the main culprit why heretic missions arent fun and why arent they played.
Chaos missions actually suck because of the flamethrower enemies in all honesty; used to hate the shield goons, but they aren't that bad to me anymore compared to being swarmed with flamethrower Runic's.
Don't know about that. Game is easy enough already, imagine enemies never breaking your armor. It's okay to take HP damage, lots of classes have perks that kinda even make you want to lose health.
They should make the damage more avoidable, them hitting you with range attacks while in melee is the problem. Especially since you need to dodge/roll range attacks to not get hit by them and these inputs don't cancel attack animations.
At least that way, it's still related to your input and not just a flat -% dmg taken resistance buff.
You ever played on the hardest diff?
Sniper is a very strong pick against chaos for obvious reasons.
Tactical is a very strong pick against chaos for obvious reasons.
Vanguard is only viable due to the melta rifle.
Bulwark is not effective in comparison due to crippling melee against chaos, thankfully it's a bulwark so teams like them and it has a plasma pistol which is very strong.
Assault is pretty ♥♥♥♥♥♥ in general against chaos. My opinion would change if assault had a plasma pistol or something as well.
Surrounded "parry" most enemies around you at wave are pushed back -> gun strike, you cccant ? dont do it wait the moment, eventually you go to get some stoopid mob jumping to bring you a free armor back, cc at wave and the free chance to push some others to the floor and do a second armor back by gun strike, gun strike dont need iframes is op af ussed correctly...
Not issues for me with GS in any situation or dif, EVEN MORE the only issue i have with GS is the rule to auto shot when you want shoot to another mob and some at your vision have the mark of GS up for this a simple solution is: extra button to perform GS instead auto trigger at fire button
I'd argue that it has little to do with armor or anything related to difficulty. Fighting the dust boys just isn't as fun (wouldn't matter if they just made them easier, they would have to redesign them to be more fun instead).
I think this can be solved by ranged fire not leaving enemies downed for execution. Only melee should do that. This will make kill faster, save you ammo...
That and the shielded demons. They soak up so much (unless someone has a melta). Why can basic enemies block a thunder hammer??? If you can get rid of the demon swarm, dodging ranged fire isn't that big of a problem anymore.
The Hellbrute attack can be parried and gun-striked, same as everything else. People die to the Scarab warrior too, cuz they don't know how to parry his combo. It's not a hard fight, people just don't know how to coordinate. Gotta kill the adds first, because you can't duel the boss if you're getting destroyed by flamethrowers.
Fall of Atreus is also just way too long of a mission, with several wide open areas where avoiding ranged fire is impossible.