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翻訳の問題を報告
@Mercutian, To further illustrate your point, i grinded a sergeant from lv 7 to 10 in one mission, parking him in front of the last blast door I had to close to end the mission. I think he was in upward of 500 kills. I should have screenshotted that. I'm rather certain you cannot die in a frontal assault with LC equipped.
The removal of draws to make melee "deterministic" is definitely the case, though, and is mentioned and explained in one of the developer diaries (the 1st iirc).
But now, with Ascencion, Melee Marine with Claws is like a psiblock: Doesn't let anything through - one round at a time. With the added bonus of killing hordes of genestealers. NOW I appreciate melee again :D
I'd have to add that I'm playing on normal though, which makes survival quite a bit easier.
Not fun against the computer.
We decided at that point to remove guard, but to give draws to the Terminator. Heavily increasing melee weapons as something cool to use. But always with the risk of certain death.
A few days before launch we decided that LC's should count as 2 weapons and gain 2 attacks in melee. They were a bit underwhelming before. Now they seem a bit overpowered :-D
This discussion leads to us tracing through the melee calculation once more. It sounds as if there is a bug there exposed by the LC having 2 attacks.
The melee system is supposed to work as follows:
A hit is defined as a successful weapon hit roll. Its a % CtH roll based on the weapon attack rating + unit weapon skill attribute * 10 - target toughness * 5 + bonus/malus.
Defend values are a malus and subtracts the CtH in the above formula. So if a unit ends up with 24% hit chance and is up against someone with high toughness and a 20% defense value, then its more or less guaranteed no-hit.
The attacker rolls all his hits, the defender rolls all his hits - as melee is simultanious.
Then we compare the number of hits. If attacker hits 4 times and defender hits 2 times, the attacker won and does 2 wounds on the defender. Those 2 are then subtracted from the hitpoints (primarily broodlord and armored biomorph relevant)
Draw situations where both attacker and defender have same number of hits count in favour of the Terminator.
What we think is the error with the LC is, that it seems to count double in the defense calculations - times two. So that it gets twice as many defense hits as intended.
We will try to dig through things next week, and possibly remove that double roll as well as look at the SS defense value itself and possibly buff it a bit.
Also the stormshield should give a much higher def tbh
Lets see how it plays out, and if its suddenly totally whacky, then we take another look. Your feedback is essential there
@ silverleech, I definitely agree with you removing draws. Conclusive encounters keep the gameplay exciting and fresh. From what you indicated, the manner in which it was removed in addition to the way combat resolves seems to have pushed melee heavily toward the LC marines favor more so than was apparent to me at the time of the original posting. I'm glad you and the team were willing to have this discussion with us and explain the mechanics of battle.
The removal of guard however, is something I'm torn on. Since guard in my experience was what made thunder hammer storm shield viable in melee in the first place. Since the mechanic of guard allowed for you reroll your dice, and the storm shield removed an enemy roll from a standard genestealer reducing them to two and you to one, guard is what allowed the marine to stand a competitive chance, effectively giving them 2D6+2 rolls vs the genestealer's 2D6.
If the thunderhammer still needs a competitive boost, my recommendation would be to re-implement guard as a storm shield exclusive action (or global one). It would force a tactical choice, move less far, but stand here and guard in the event nids spawn, and double as the overwatch-esque action for melee only since it is also 2 AP. Thats one of the things I noticed as a whole with melee right now, they don't have to make tactical AP choices like ranged units do. They can book as fast as possible to a corridor and block it, without having to consider stopping early to perform an action like overwatch or guard.
*EDIT* Sorry in advance for all the references to the BG, I recognize that ascension was your team's attempt to do something new and unlike the boardgame. Something I think was a great success, I've already played this game more than triple the previous space hulk release, but speaking in terms of the boardgame keeps the discussion at a mutually understandable level, I hope you guys don't mind that too much. */EDIT*
Again, thanks for considering feedback and responding. I'll definitely be testing out the new mechanics.
Does this (i'm very sad its being nerfed because i want to add more melee badassery to my space puppies) bug not apply to space wolf claws then?