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How is this a milestone can someone tell me? Because Necrons get some new toys? This time they did not afford even short commentary about the state of the balance nor numbers how the situation looks like not to mention some information about those new ships. I would rather call it a lousy and disappointing update, not an important milestone.
Now the ”balance”. I can't comprehend what directs them making those points adjustments. Adeptus Mechanicus, the weakest and the most boring fleet in the game have now ships cheaper by about 5/6 points. What on Mars does it change to the fleet that has only one player in the top 100 and on 64 place on top of that, can anybody tell me?? Even IN has bigger points cuts... This shows once again that developers didn't and still don't have a conception for this fleet and they show no will to change anything about it. I think that all they care now are toying with a new campaign and new stuff and they approach to the balance is the same as in case of the first game.
As for the rest I agree with you.
- The Launch Bay mechanics have been changed: If you launch one set of fighters the cooldown does not start until the fighters return or have been destroyed.
- Deployment area has been altered: You cannot place ships too close to the edges of the map during the deployment phase. The minimap the deployment zone is correct and on the battlefield the deployment zone is incorrect.
- Amount of torpedoes has been altered (if I remember correctly): At least the Retribution battleship has now 4 salvos of normal torpedoes, 3 salvos of melta torpedoes. Overlord has 3 salvos each.
- Amount of shots on the Eye of the Omnissiah has been altered: Before patch it was 1, now it is 3 shots, like the normal Nova cannon.
Would be sweet if you listed all of the changes, and not just some. The Launch Bay mechanics is a big change, unless it is a bug.
I like the ship cost changes, not so much the massive unwritten carrier nerf.
Yup, can't play when I need to be re-invited after every battle and can't find solutions online either. Only thing I saw mentioned was an issue with EAC, but the discussion in which that was mentioned didn't provide further information or answers, you (the developer answering it) didn't answer after the author said he was doing none of the things that can trigger it.
The first has to do with necrons. Since their introduction I felt the star pulse generator was really cheesy, despite necrons being my favorite fleet. The reason being that they have unlimited uses. My suggestion is to make every ship with a star pulse generator have only 3 uses, and to account for this change every ship with a star pulse generator should have it's cost reduced. This will allow for players to field larger fleets in both campaign and multiplayer.
My other suggestion has to do with fleet captains in the campaign. I think that it's kinda lame that you can't choose the abilities on the fleet captain. I think that this should be changed so that when you recruit a fleet captain, they'll have zero abilities, neither on the flagship nor on line ships, and when you level up the first time you choose one ability for the flagship and one ability for the line ships from the entire pool of abilities you see in the multiplayer battle screen and the same thing when you level up for the second time. I feel this would make leveling up your fleets far more rewarding and allow your fleets to be a lot more intentionally specialized, as opposed to hoping the RNG pool blesses you with the exact abilities you want.
I just cannot understand how the most obvious and frustrating problem with the COOP system post release (kicking the guest out on nearly every mission) didn't make it into this release...
What is going on lol?
I dont think any testing was dont tbh..... almost 3 months and were still at square 1 the devs should be ashamed of themselves and should never touch another warhammer product