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So Teminator armour is really useful mainly for the extra protection in a space hulk, and able to carry heavy weapons that a standard suit can't use.
If they did away with the one-hit-kill, it would not be the first 40k game to be a bit loose on the lore for better gameplay.
I think balancing is fine if a termi could take at least 2 hits, maybe more with perks. In SH:A there were GS that could take an extra hit. There is no reason why almost 2 tons of badass can't take at least 2 or maybe even 3.
Keep in mind that in Tabletop, Termis now have 2 wounds, they used to only have 1.
https://www.reddit.com/r/AskScienceFiction/comments/1lnwp1/warhammer_40k_why_is_terminator_armour_so/
it would make sense that a SM would be facing more then one GS. so who knows?
Still, its still a bit annoying that termies still go down fast regardless.
1) Genestealers have to reach Terminators before they are able to attack them, which means running the gauntlet, more often than not resulting in Genestealers dying in the attempt.
2) At least in Space Hulk: Ascension (and, from what I have seen, also in Space Hulk: Tactics) a result of melee combat isn't a foregone conclusion - so there is still some chance for Terminator to be able to kill the Genestealer engaging him directly (or die trying).
If you put these two together, and the fact that now it's also possible for players to play as Genestealers against Space Marines (which was possible in the boardgame version of Space Hulk that I have seen), the reason why Terminators can't take more than a single direct hit from Genestealers should be understandable.
To add to this: in the boardgame I have seen an hourglass used to measure how much Space Marine player has to make his moves. After the time was up he wasn't allowed to do anything, which could lead to making quick decisions, potential mistakes and simple forgetfulness.
Lore-wise it was explained that "in Space Hulk it's very claustrophobic and Genestealers act at a speed that challenges even the Space Marines", but in terms of gameplay it was there to give Genestealers an edge over Space Marines because if there was no time limit at all then the Space Marine players could play perfectly.
What I found annoying, personally, was that melee weapons were inherently riskier than their ranged counterparts, which - in turn - led to me ditching melee weapons as a result in favor of anything that can be fired.
And just a thought, I would maybe like to space marines in power armor added with more options for both ranged and melee. If terminators are one shotted anyways, why not add more agile units that could have completely different tactics. I doubt that will ever happen, but I would love to see it.
Bottom line for me, I won't be buying this unless there are more wounds added.
The genestealers are so screwed in ranged it's not even funny but as you overwatch and they get closer and closer, the tension goes through the roof. Without it the entire game is pretty dull.
I have 63 hours in SHA. It is not about enjoying it, It's is about something I find to be a major problem in the game.
I am thinking cards will help here (not with OHK as such, but with melee chances as a whole). It's either that or giving melee "classes" some sort of inherent abilities. For example, in Space Hulk: Deathwing Assault Terminators have access to damage reduction (shield on self).
No need to rant forever nor cry a river about it : those are very old set in granite rules.