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They've just tried to balance more along RPG style lines rather than how TT (and in universe logic) works which is more balanced by rarity of item and ammunition/ability to maintain. So you end up with those who don't realise the difference going 'hur dur but if you have a plasma gun +5 with maxed out skills and abilities then you *do* have a fair chance of killing someone with a single shot once in a while'.
Can see why they've balanced it as they have - rarity isn't really going to be a long term barrier grinding against the AI - but do agree it can be a bit jarring. Especially at early levels when everything is much of a muchness and can turn into a wet noodle contest from range.
"In February 2019, we organised a round of Closed Playtests, aimed at receiving an honest and fresh assessment from some of our most senior and dedicated community members (to whom we would once again like to say a huge thank you!).
While these sessions confirmed that the game was indeed heading in the right direction, they also made clear to us that we had to make some important changes, in order to realize the project’s full potential, and carry it to the height of its intended creative vision."
The release was pushed by a year to address the "important changes" and while I don't know what they were specifically it's clear from the homogeneity of the gangs, the weapons, the boring skills that when upgraded just reduce AP cost, and everyone having static health pools that they didn't have enough time to flesh out large parts of the game.
I've heard it said that they were working on a version where players would take their turns simultaneously but I don't know if that's just a rumor or it was in fact planned but they couldn't get it to work properly. This could explain the somewhat baffling decision to force the player to have to sit there and watch every AI round in the release version.
In tabletop, a "campaign" can be anything from a couple of hours(a night with some friends) to decently long tour-de-Necromunda(10+). Anyway, losing gangers is not uncommon, nor does it feel that penalizing, because you can quickly start up a new Gang if needed or just make some house rules to keep it fun.
Here, if weapons are too potent, you risk getting your entire gang wiped after having spent 20+ hours on it(if you even get that far). The time invested is the difference, and few people would take that kind of setback with a smile.
Gatling Frenzy is an awesome skill, but if Las/Plasma Cannons were to be "true to table top", that would be 3 dead gangers.
A potential "fix" would be to vastly increase the rarity of such weapons(and increase their power), but that just means that it can still happen and that you will not see much variety of weapons for the majority of the game.
And when you get such weaponry yourself, the game becomes boring, because everything evaporates.
Running on scavenged stub weapons and standard swords/clubs etc makes the tactical side of the game no less, or more, interesting than it is now. But having that ultra-rare weapon turn up paints a huge target on who-ever carries it and at the same time gives them a fighting chance of surviving whatever gets sent after them.
Here you dont have the very team you painted with your own sweat, blood and tears, when battleing against your trusted crew of few in the weekends, while you slam beers and listen to Amon Amarth.
Dont misunderstand me, i do not want diablo or something, but maby rarer versions of the bigguns? Like with added perks? Am i dreaming here loremasters
This game is grind however, i predickt were all gonna have 3*5 squads, each designed for a special kind of mission, something like, melee, pick-ups or tech. And if theres too far between the punchers, the pace could get to slow
There would be little to no reason to use any class that isn't a heavy. Honestly I enjoy the balance as it is because even though these weapons are well below lore friendly power they are perfectly capable of making a dead ganger every round. I just chalk up this inconsistency as the weapons you're using are barely functional junk
A lot of this would be countered if they implemented a decent cover system. I would much rather a lascannon had a 25% chance to deal fatal damage or miss completely than have a 100% to deal 25% damage. On balance it's the same number of shots but having a ganger get hit with a tank destroyer and act as though I threw kettle water at them breaks the game.
The point about just taking heavies is moot because you should just get one. The rest should be a leader, gangers and juves because 'lay mechanics', saboteurs and 'dead eyes' are not types of gangers in Necromunda.
Most of those shots however were knockouts at the very least so in a small gang.. you weigh the potential and make a tactical choice on weapon. Weapon durability was one thing (ignored in TT for the most part), how much ammo the ganger packed was another (That played a major role in deciding the outcome of an engagement).
Weak weapons are a natural consequence of that poor design decision, because anything stronger would break the game.
I think there's a reason why every single turn-based strategy ever made handles movement in a completely different way.
Kinda, I choose believe that's what the pinning mechanic is there for. That it would have hit and vaporised them had they not thrown themselves on the floor. Where as a miss is a proper miss where it's so far off they don't need to consider it.
You are right though that there would always be a chance of failure. There would also always be a chance of success, even a juve with a stub gun would be able to one shot your leader if they rolled enough 6s.
With the way this junk is designed, neither of those scenarios can realistically happen. It's all bland, beige health bars like we had in their, almost as atrocious, Mordheim.