Warhammer 40,000: Mechanicus

Warhammer 40,000: Mechanicus

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空.明 Nov 23, 2018 @ 7:26pm
Weapons Balance Suggestion
After 3 amazing playthroughs, I cant help but notice that after mid game, it becomes very clear only one class of weapon shines above all others; the energy weapons. Physical melee weapons just don't kill enough per turn to worth moving in so much, taking so much risk for just 1 hit. Burning weapons with DOT damage just isn't worth the trouble cos by mid game, you can pretty much 1 shot multiple targets with a single energy weapon.

So far, 2 classes of energy weapons stand out as the best overall, the phosphor weapons and the death ray weapons. It becomes pretty pointless using anything else.

As such, here's my humble suggestions:

1. Higher class melee weapons should be able to hit in a arc a full circle or even a limited 2 squares cone in front of the user taking into consideration it being longer and bigger.

2. Melee weapons should also be allowed to have damage higher than equal grade energy weapons to make up for their in ability to wipe out half a screen full of enemies.

3. Burning weapons should not only DOT the enemies that are hit but leave behind burning spots for that same duration of time thus becoming something of an area denial weapon like how they work in other WH40K games. As such, even though they may not be as damaging, they have utilitarian purposes.

Amazing amazing game! I played every single WH40K game in the market so far and this is the only one which I am on my 4th playthrough and still super enjoying it and still yet to fully explore all the of possiblities. Very well done!!!
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Showing 1-15 of 32 comments
Sidonus Nov 23, 2018 @ 8:53pm 
I agree in general about melee weapons, the lackthereof, etc...but a tech priest paired wtih this kind of melee weapon AND an energy weapon or two....plus the infinite cog atm...lol...
But, in the context of overall balance, and SERIOUS ranged weapon nerfs...I agree.
jep Nov 23, 2018 @ 8:56pm 
I think part of the issue with ranged weapons (which I just mentioned in another post) is that they are guaranteed to hit. As long as you have LoS, you're going to hit. The only factor you have after that is how much armor the unit has and where in the damage spread you're going to land.

This isn't a suggestion that they completely change that system and make it RNG % to hit or anything. It's just an observation that it's an unintended effect.
Sidonus Nov 23, 2018 @ 8:58pm 
yep, theres just SUCH a lack of checks and balances on really...ANY tech priest and ANY tech skill tree or even random combo of them. I wanna continue playing SO bad....but I just hafta wait for the balance patches...cuz this one is worth the wait, a nice glass of wine, and real time spent =D
:darkangel:
Daedalus Cain Nov 23, 2018 @ 9:42pm 
Suggestion - try playing with only T1 weapons. If a weapon takes up more than 1 Aug slot, you can't use it. See how much this changes your tactics. It's a drastic shift, and shows that you really don't need those super OP weapons, in fact they're absurdly excessive.
Parmancer Nov 23, 2018 @ 10:25pm 
I think higher level enemies just need more health and armor, to scale with the weapon damage. If you doubled the health higher tier enemies and bosses have it would go a long way.

Also melee weapons have additional utility in that you can leave a ranged enemy alive and put a tech priest next to them, knowing the opportunity attack will kill them.
Sidonus Nov 23, 2018 @ 11:29pm 
Originally posted by Daedalus Cain:
Suggestion - try playing with only T1 weapons. If a weapon takes up more than 1 Aug slot, you can't use it. See how much this changes your tactics. It's a drastic shift, and shows that you really don't need those super OP weapons, in fact they're absurdly excessive.
but that takes a HUGE fun factor out of the game...so no. Thanks for the thought tho lol
Sotnik Nov 24, 2018 @ 8:18am 
Flamers are OP because they benefit from physical damage bonuses.
Melee weapons are good because they can hit twice in a round and have fast Machine Spirit charging.
Instead of buffing anything, I hope the devs will nerf AoE weapons asap.
Vultan Nov 24, 2018 @ 8:55am 
Got the heavy phosohor gun thingy. clear every fight map in 1-2 turns. depending on how how much movement i have lol. Even final map, 2 rounds..
空.明 Nov 24, 2018 @ 10:08am 
Originally posted by jep:
I think part of the issue with ranged weapons (which I just mentioned in another post) is that they are guaranteed to hit. As long as you have LoS, you're going to hit. The only factor you have after that is how much armor the unit has and where in the damage spread you're going to land.

This isn't a suggestion that they completely change that system and make it RNG % to hit or anything. It's just an observation that it's an unintended effect.

err.... sorry, no RNG pls. There are better ways to balance it. This is not XCOM.
空.明 Nov 24, 2018 @ 10:09am 
Originally posted by Daedalus Cain:
Suggestion - try playing with only T1 weapons. If a weapon takes up more than 1 Aug slot, you can't use it. See how much this changes your tactics. It's a drastic shift, and shows that you really don't need those super OP weapons, in fact they're absurdly excessive.

deliberately gimping oneself really isn't in the spirit of playing a game fully.
空.明 Nov 24, 2018 @ 10:10am 
Originally posted by crp763:
I think higher level enemies just need more health and armor, to scale with the weapon damage. If you doubled the health higher tier enemies and bosses have it would go a long way.

Also melee weapons have additional utility in that you can leave a ranged enemy alive and put a tech priest next to them, knowing the opportunity attack will kill them.

I would currently rather have that melee tech priest be armed with another heavy phosphor blaster and killing half the map rather than be a seed for opportunity attacks... thats how weak melee is currently.
空.明 Nov 24, 2018 @ 10:11am 
Originally posted by Deus Vultan:
Got the heavy phosohor gun thingy. clear every fight map in 1-2 turns. depending on how how much movement i have lol. Even final map, 2 rounds..

Indeed! After getting that weapon, I consider any fight lasting more than 1 round to be a failure! LOL!
jep Nov 24, 2018 @ 11:56am 
Originally posted by Pr8Dator:
Originally posted by jep:
I think part of the issue with ranged weapons (which I just mentioned in another post) is that they are guaranteed to hit. As long as you have LoS, you're going to hit. The only factor you have after that is how much armor the unit has and where in the damage spread you're going to land.

This isn't a suggestion that they completely change that system and make it RNG % to hit or anything. It's just an observation that it's an unintended effect.

err.... sorry, no RNG pls. There are better ways to balance it. This is not XCOM.

Please actually read a post before you respond to it "correcting" it. I specifically said it wasn't a suggestion that they change it, but an observation of the effects of how it was designed.
Kinzuko Nov 24, 2018 @ 5:26pm 
Originally posted by Daedalus Cain:
Suggestion - try playing with only T1 weapons. If a weapon takes up more than 1 Aug slot, you can't use it. See how much this changes your tactics. It's a drastic shift, and shows that you really don't need those super OP weapons, in fact they're absurdly excessive.
i enjoy deleting a hallway of flayed ones with a heavy arc rifle
Sidonus Nov 24, 2018 @ 6:10pm 
Originally posted by Sotnik:
Flamers are OP because they benefit from physical damage bonuses.
Melee weapons are good because they can hit twice in a round and have fast Machine Spirit charging.
Instead of buffing anything, I hope the devs will nerf AoE weapons asap.
nerf aoe weapons PLS GOD yes lol.
but erm...how can I use a melee weapon twice in a round? 0,0
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Date Posted: Nov 23, 2018 @ 7:26pm
Posts: 32