Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
for the libarian, he is the most lacking sm hero in the game. "forego" ? it looks like you dont derived that info from the videos you seen (and you tak shows you dont own the game) but each hero of the same type cost double the resources than the one before (counting the active and under production heros of one kind for that)
your first question already shows you have no idea what sm captains third passive skill does: it gives you influence based on the skills level per exp the captain gained. that skill alone at lvl 3 can generate more influence per turn than the the complete sm city if the captain is at the frontlines seeing enemys die.
funny thing that you dont ask for the chaplain, because that is a must have hero together with the captain. he will help with loyality and buffs allies around him when using his chants.
sm can handle loyalty very easy, one loyalty building per worker barack and they are good, the chaplans third passive skill just makes it much easyer.
Bro, chill. You're responding to the guy like he is making a critique of the game. He is asking advice, not claiming to be 1337.
To gunner here are some answers for your questions:
Loyalty influences the output of your city buildings. So higher loyalty means higher output, lower loyalty means lower outputs. If you highlight the stat it will give you a break down of what is influencing it such as but not limited to: amount of units, unit abilities, loyalty building, or multiple cities if the race you play allows (SM don't have multiple)
for SM there are 2 primary ways to influence it: Researching then building loyalty generating building. And 1 of the chaplains passive abilities.
As for Influence you get these from influence building, try to put these on tiles with +influence if available. And you get these by an ability the captain has as stardust explained above.
As for hero choices the captain is a popular pick because the guy is near unkillable as well as an influence generator. The Librarian is more uitility and imo his abilities are lack luster. The chaplain increase loyalty and is a good support hero to the captain/squads.
As for general tips, SM have some high armor infantry with low model counts. While their vehicles are ok, they tend to be used in more of supporting roles than front lines, at least early tiers.
I hope this helps and best of luck to you.
For the experienced players, are Librarians really that Bad? Would it be okay to build just 1 when you are just starting out? Does the Librarian need buffs from future patches?
libararian is a support hero at best, weakest dmg of the 3, and his skills are not as helpful for the troops as the chaplains chants (where the chaplain does decent dmg and is tanky as hell thnx to wearing terminator armor on top of his ae buffs) . funny thing is the libarian get as example a skill that let him levitate each turn at lvl 3. such abilitys are mostly used when you want to reach enemys in blocky terrrain.
but like already mentationed, his direct combat abilitys are more meh, so this skill can mostly help in floating out of harms way. and each herotype after the first (captain for sm) must be researched.
what means you waste research time on a subpar hero instead of more helpful things.
quests and playing this game as a war game are countering each other. you win by quest or by normal victory, problem here is that the quests totaly lead you in another direction than what you need to win over the other factions. the scripted armys and some timerquests prevent you from fighting the normal enemys, because the queststuff needs your full focus if you want to do the questline.
First things first, attempt to deploy your city while maximizing construction plots. Marines are slow to build and expensive in your early game. As tough as they are, they're also suited for close range thanks to the buff their bolters get when firing at adjacent enemies. Assault marines are nice, but I often find their strong melee outweighed by the riskiness of needing to close to range one as opposed to it being an option. I don't use scout bikes. Like at all. Devastators are an absolute necessity once you find hardened wildlife or enemies with high armor/ buildings.
Unlike most other factions they need no food, nor ore allowing them to instead focus just on requisition.
The most important thing to remember is that your towers secure the resource percentage buff of any landmark it sits next to, and that they can be deployed anywhere you have sight. Use this. Capture resources you're weak in, use those towers to capture multiple fields or resources and a relic whenever possible. Secure resources in safe territories over the forward line unless you absolutely need rapid lascannon deployment to the zone.
This is how you build a solid base. You also need to keep your influence above board, in ever increasing amounts in order to drop towers as often as possible. There are three ways to contribute to this. Building dedicated influence buildings (on terrain boosting influence whenever possible), capturing the bonus from jokaero outposts with towers, or loyalty buffs.
Loyalty might be the space marine's strongest feature in mid to late game. Loyalty provides a percentage buff to all building's outputs and can cause you to effectively double your resource gain at some point. Unfortunately everything takes population, and population drains loyalty. Supplement your loyalty by getting chaplains whose ability "dogma astartes" adds loyalty to your city, capturing loyalty buffing resource fields (last i recall it was recaf fields), and by building dedicated loyalty buildings. Some production buildings give a little loyalty too, but as with all production buildings this should be considered icing on the cake rather than the cake itself.
In short, expensive units, simplified economy, ranged colonization, and fealty to the god emperor are the marine's salvation.
Oh, and terminators. Dozens of terminators. Have fun!