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
Dual spud wrench wielding Escher with no heavy is already FOTM!
Dive into the campaign:
Or you will NEVER unlock the ability to style your leader's hair!
Movement is crucial:
Unless you are the AI who holds loud obvious ambush parties and squats in a corner
ignoring objectives.
Sabotage & Tinker:
If you want to burn pointless action points instead of killing things.
Use the Underhive to your advantage:
Escher curb-stomp can be done anywhere!
Secure the high ground:
Not to win per se but because someone said it in a movie once and now we have live thru
everyone thinking its important because it is the one thing they know about tactics and sadly
have built two ability sets and a weapon group around it.
Overwatch and Ambush:
Possibly even facing the enemy if cameras and collision detection allow!
Special weapon skills:
Bartender, another round of ap-locking stun monkey dual-weilding poisonous spud-jacks for
me and the rest of the girls!
Love the game. Hope it isn't done yet. Has great potential.
Would AP stun lock again.
(You can buy upgrades in the skill tree for their vertical ability to start making it a buff or a get out of jail free from melee but nothing on the class level baseline.)
I'm a heavy. I'm a brawler. My class ability depends on me being at higher elevation. If I am not then I really don't per se have a class ability so much.
"Are you *SURE* there are some stairs around here somewhere Kletus?"
"There was 4 shifts ago, Dirty Dan."
"Cool. I can base my life and profession on that in good conscience."
I love the franchise, the mother IP, and all yall for making this but seriously with all the source and iterations of Necromunda and all the design meetings all you can come up with is abilities that only work from elevation when ZERO positional melee styles, or XCOMmish flanking bonuses or even dear old Uncle Fester, "SHOOT HIM IN THE BACK! SHOOT HIM IN THE BACK!" doesn't work at all?
Are you sure it is soup yet?
Follow the fun, dude, follow the fun.
Sure I have been playing for 16 hours but man Necromunda is pretty much a once per generation title. It could be/coulda been a franchise, dude.
Then many things happened and it was dang good on release and got even better over time.
Hopefully Necromunda can keep existing team of SME's together and pull off a save.
This whole IP is wicked and the guts of everything from IG to AA and the entire gamut of 40K IP.
NO WHAMMY'S!!! (Please?)
Only the deadeye class can "freely" go to higher floors (not counting stairs), without using ziplines, everyone else can only jump down, meaning it's harder to get up after them.
Deadeye and heavy can take advantage of it, deadeye can have a passive that give them a bonus to critical hit damage if "being more elevated than target" (Height Advantage), chain that together with an autogun and Double Tap (gives the ganger +25AP, if, at least, one of the hits is a critical) and the deadeye can kill almost anything in one turn.
Heavy have a Signature Skill (Heavy Barrage) that overwatch in an area, but requires the heavy to be in an elevated position, it stays on untill the heavys weapon jams or the heavy is engaged in melee, (a trick is to support the heavy with Field Repair, if the weapon jams, an other ganger can use Field Repair on the heavy, this "repairs and reloads the weapon", and the Heavy Barrage only ends on the heavys next turn, so it dosen't "end on weapon jam", but more on "start of next turn".
(I once took out 4/5 of an gang in the first round, by having the heavy use Heavy Barrage right in front of the enemys deployment zone, 1 went down first (2 salvos), then I used Field Repair, then 1 more went down and 1 got hurt badly, Field Repair again, 1 more went down and the other avoided the Heavy Barrage (didn't move, so it didn't trigger), the one who got hurt got taken out by one of my other gangers, 4 out of action in the first round.
"IT'S OVER, I HAVE THE HIGH GROUND" - The grand master of the high ground.