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Сообщить о проблеме с переводом
Ah this, well I just speculated from my 10+ shots plasma experience, mb.
check your spelling mate, okay.
first, MC arch mil is better than Argenta, you can get war hymn if you want, and go for fortress or hive world for better synergy.
Melee isn't underpowered, its just average compared to a burst weapon abusing arch mil. Melee is quite strong. I've had Heinrix built as a melee assassin, he can clear a fight in a single turn now thanks to the amulet that gives +psy rating attacks on the first turn. Dual wields and abuses the break through ability. Pair of boots gives him off hand attack on the dash ability and proccing 2 openings for free is great. He isn't bad for tanking either, since his dodge is around... 180 or so.
Melee arch militant is great as well, especially once you stack the WS some. You can just face tank melee enemies, even bosses due to hitting like, 250-300 WS. Not to mention getting 4 attacks a round.
Snipers are OP vs bosses. Just one shot them. Almost finished with Act 4, Haven't encountered a single thing I can't one shot on hard. And I'm still over killing most. They also make great efficient use of officers extra turn, since 1 ap= 1 kill=1 AP back.
Pasqal sucks, I mean hes great, but you can't run him as an assassin unless you want to do melee, and even with 11 attacks a turn of plasma, plasma is just sad. Flamers/melta is better.
Now that I think of it, those extra attacks can go anywhere. A sniper psyker could get 4 extra attacks with a sniper rifle in turn 1.
sadly, not a lot of use picking up psyker for a sniper.
The solution, in my opinion, would be to tone down stats of some enemies and sprinkle in some more low level enemies. It really wont matter how much damage a heavy bolter burst does if it will never be able to clear out all of the available enemies. Also with reduced stats you would have a reason to have support characters use their attacks more often. It also makes for more interesting combat as stuff dies quickly, but still poses some danger.
Currently I have no reason to have Jae attack, even tho she gets two attacks for the price of one. The reason is that the enemies are so over bloated that its going to be an ineffective attack unless I build her in a way that diminishes her officer abilities. It is better for her to give a buff and a turn to a damage dealer and let their over optimized stats nuke the enemies over bloated stats.
The other option would be to nerf current builds/buff enemies. However that would just double down on the current problem. Not to mention over inflated health pools makes combat feel ineffective.
what makes it so strong is the extra turns. Which you get by making an MC that is a Naval officer Officer Grand Strategist to make sure you always get the first turn with 4 free turns at the start of every combat. Once you have voice of command on her you Don't even need LoS to buff her so she can just run around and kill everything in 1 turn.
My Ranged combat buddy is Pasqal with the extra AP for Plasma and getting anywhere between 8 to 10 shots off on a weakened enemy via assassin abilities.
Pump on any melee people's ability to Parry, don't depend on Armor, and get any counter attack stuff you can get. Abelard has tanked multiple enemies in both Act 3 and Act 4, and even some in Act 5.
Heinrix in bio/fire zooming at everyone beats Argenta builds. Anyday. Hands down. It is just more teddious to build, more tricky and a pain to gather the required stuff in order to make it run for 2 acts (4 to 5)
At this point Heinrix just fire himself and goes zoom zoom with so much move points he can go back to the imperium by himself after each combat. He also have so much dodge he can do the Neo in the matrix (and he knows kung fu as well <_<)
Once you hit chapter 4/5 the team is generally complex enough, and well geared that you can clear most non boss combats within the first round easily. (and even most boss fights don't last longer than 2-4 rounds tops with most bosses dead somewhere in the last part of Round 1?)
I should think the devs balance around Daring (since that's where your and mobs' abilities are even) so they probably don't care as much about Unfair, which is after all supposed to be very difficult and require min-maxing to the gills. But I do think they could do something to make Unfair less funnelled in terms of builds and strats.
thje ♥♥♥♥ are you getting 800 damage plasma shots
I'd spec'd Pasquel into Bounty hunter and was using the ancient plasma rifle that adds +2 X intelligence to damage (*not* intelligence bonus the actual intelligence ability rating, so 100 intelligence = 39-45x100 dmg for the base non over charge shot) this along with every ability and piece of gear I could find that boosted plasma damage or the intelligence score.
It's ridiculously easy to get insane damage with that plasma rifle's over charge when using it against a bounty hunters chosen prey, alongside all the various buffs to damage the bounty hunter class comes with.
You can of course buff this up further with an officers voice of command to increase his INT stat along with any other supporting char bonuses or exploits you can add to your chosen enemy.
Seriously, that gun in the hands of anyone with a high int score will do 390-450 a basic shot without *any* bonuses just from the X int buff alone.
Literally the Ancient Plasma Gun does 2x Int damage. Not 2x Int Modifier. 2 times your entire Intelligence stat. With buffs its effectively a 200-300 base damage gun lmao.
Indeed, with a good bounty hunter build against an enemy other characters have stacked exploits onto you can unleash 1500 or more dmg with an over charge shot crit. In chap 4&5 that weapon can reliably 2 shot just about anything under 2k hps. (Using that gun, if you built the main char into a Arch Militant with plasma rifle skills and focused on int gains during the level ups they could probably take out the final boss inside of 2 rounds with a couple officers around giving them extra turns and the heroic act letting them do a second attack.)