Warhammer 40,000: Mechanicus
This game might be way too easy ... (some constructive criticism)
I have literally not encountered one situation so far (EDIT: now through the whole game) where I had even the slightest problem or feeling of being in any danger whatsoever. My team just waltzes through every mission like its a stroll in the park.

Just finished the drop where I had to kill Agrolekh - it literally took me 1 turn and only 2 Magi to finish him off, the whole mission was maybe 2 minutes.

by drop 8 or 9 or so you are at a point where you basically never run out of CP anymore and have weapons and buffs that allow you to kill everything in 1 or 2 shots tops.

I think you need to drastically up the difficulty level (or introduce a difficulty setting) or you need to tweak the stats of either the weapons or NPCs.

Another thing might be to rebalance the mission map layouts to make every "dungeon" longer/have more rooms - with more actual encounters (ofc you would have to rebalance the awakening timer)

EDIT: After playing for a while now I am pretty sure that the amount of CP you can gain in abundance is so high that it actually breaks the game (in so far as you NEVER run out of CP to use which makes the game stupidly easy). Heavy weapons builds are pretty much broken at this point and turn the whole game into a constant roflstomp (I am literally curbstomping every encounter and basically killed some of the named characters in 1 turn, mission difficulty: "hard")

So to the developer I would say: try to rebalance all the CP related skills, in particular move ENHANCED ANALYTICS and COGNITION FREEDOM further down the tree (would try T3 but probably T5 is where its at)

I would restructure the trees a little to make it harder to get some of the CP gains.

TECH-AUXILIUM tree should now look like this:
T1 - Defensive Protocol: Servo Skull
T2 - Armor
T3 - Bless
T4 - Armor
T5 - Enhanced Enhancers (moved over from Dominus tree)
T6 - Armor
T7 - Master Refractor
T8 - Armor
T9 - Overzealous

LEXMECHANIC
T1 - Extraction Protocol: Servo Skull
T2 - Armor
T3 - Dead Analytics
T4 - Armor
T5 - Sacred Scanners
T6 - Armor
T7 - Enhanced Analytics
T8 - Armor
T9 - Overcharged Cognition

DOMINUS tree should look like this:
T1 - Enhanced Weapons
T2 - Armor
T3 - Attack Protocol: Servo Skull
T4 - Armor
T5 - Angered Spirit
T6 - Armor
T7 - Cognition Freedom (moved from Tech-Auxilium tree)
T8 - Armor
T9 - Rites of Range

The goal with the changes here would be to move the flat out gains (free use of weapon and 1 steady CP every turn) deeper down the trees and put situational skills or those that require some work (CP on kill or using Servo skulls with a CD) further up.

Also make it so one cannot take 3 Canticles of the same name into a mission . running all 3 "Blessings of the Omnissiah" gives you 18! Free CP.

Also maybe a cap for Overcharged Cognition (maybe at 4 or 5 CP, with a cooldown reduction to 4 turns) might be in order.

If this doesnt help I would maybe go so far as to nerf some of the weapon DMG (by 1 or 2 points maybe)

EDIT 2: (74% final mission unlocked) After some more gaming I would add a few more proposed changes to the list.

Combined with the overabundance of CP there is another major problem: Movement. You (the player) are much too maneuverable.

For example in the Ubjao fight (in combination with 3 Canticles that give you 18 free CP) - I just waltz up the whole tower in one move and shoot him to pieces in basically one turn using one Magos.

In other encounters where you need to scan data - you just make one big swoop with one of your guys to get all the data at once and then proceed to killing the Necrons that hang around - usually your movement makes it a thing of 2 turns tops.

Either movement in general needs a cap or you need to have a diminishing returns mechanic for using CP to move (first move 1CP, second move 2CP third move 4 CP etc)
แก้ไขล่าสุดโดย Partisan; 16 พ.ย. 2018 @ 8: 21pm
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กำลังแสดง 46-60 จาก 82 ความเห็น
A difficulty system would satisfy all I believe. I did notice that the game started out really hard and got easier as you progressed.
โพสต์ดั้งเดิมโดย Syzygy:
The first tier lexmechanic perk that gives you 1 free CP at the start of your turn is wayyyyyyyyy too powerful to be a tier 1 perk.
ye that and the one that fills your cp is really op
SPOILER SPOILER SPOILER

Just a quick thing that isnt really part of this particular thread: If you play the last Story mission (Szaregon) the game ends. everything you havent been able to do up until then you cant do - the mission blends over into an end screens and leads you back to the main menu.

So if you want to complete sidemissions - make a savegame before killing Szaregon.
แก้ไขล่าสุดโดย Partisan; 16 พ.ย. 2018 @ 9: 02am
โพสต์ดั้งเดิมโดย Partisan:
SPOILER SPOILER SPOILER

Just a quick thing that isnt really part of this particular thread: If you play the last Story mission (Szaregon) the game ends. everything you havent been able to do up until then you cant do - the mission blends over into an end screens and leads you back to the main menu.

So if you want to complete sidemissions - make a savegame before killing Szaregon.

Also make a save before every choice, or you may get royally debuffed by the Angry necron before you reach him. Sometimes all choices are negative, you just need to choose the least harrowing one.
I agree about this issue. I think moving the free CP weapon shot, and the +1CP/turn later in their tree would be the simplest and most efficient solution.
You could still break the game later one, but it is not as bad as making everyone OP by level 4 or so.

Another solution would be to make heavier weapons only available later in the campaign.
แก้ไขล่าสุดโดย Galdred; 16 พ.ย. 2018 @ 9: 33am
What i consider broken is Tutelage of Momentum canticle. Basicly what's hapening delay actions until you get Tech-Auxilium, use Overzealous and canticle to get +30 movement. Now you basicaly completes any mission in one turn, I like the game, but i consider it also too easy, i am at 73% after 22 missions without losing single priest. Hardest part was probably tutorial boss :/
Indeed, there should be some movement restriction too. I like the idea of doubling the CP cost for each subsequent CP powered move. Also add a way to bolster (or shoot again) with pistols using CP (and maybe Axe, because melee is weak ATM).
โพสต์ดั้งเดิมโดย galdred:
Indeed, there should be some movement restriction too. I like the idea of doubling the CP cost for each subsequent CP powered move. Also add a way to bolster (or shoot again) with pistols using CP (and maybe Axe, because melee is weak ATM).

i dont know about melee being weak...i have a melee dedicated toon and he wrecks everything...and my melee axe is only the t2 one (plus i have two of the knock back arms that do 4dam but they are buggy and dont always work on things like consoles or destroyers)...i just run him with 2xthe damage/move/crit orbs double buff him and he hits fairly hard
แก้ไขล่าสุดโดย Gogopher; 16 พ.ย. 2018 @ 10: 02am
Mixing rpg with tactical almost always seems to leave a hole for OPness. Ultimately it's a choice and if you want a harder difficulty you could always not choose that build?
OP, using same builds, game feels way too easy. Im using Phospor blasters isntead of volite, thats even more AOE(!) damage, esepcially since the blast cone scales with additional range from dominus T1 skill.
Welp, finished after 10 hours. Made a save before Szergon. It's fun, but way too easy. I finished the last mission without taking a single point of damage.

Walk up to boss with full Cognition
Activate cognition free Plasma Culverin
Activate 2x the +4 Energy Damage items
Shoot boss twice with Plasma Culverins
Pick up loads of Cognition with Skull.

Max out Cognition with Canticle.
Walk up with "melee" guy.
Activate 2x the +4 Physical Damage items
Shoot boss twice with Super Flamers

End of the game.

Bit disappointed at how easy it was (he even had two buddies I had to kill first. One had 15 of each armour, that I simply ignored using a Canticle)
แก้ไขล่าสุดโดย Art; 16 พ.ย. 2018 @ 2: 58pm
Instead of people complaining about it being too easy with these builds, why not try it with builds that are less OP?

or Does that make too much sense?
โพสต์ดั้งเดิมโดย valefor_sdad:
Instead of people complaining about it being too easy with these builds, why not try it with builds that are less OP?

or Does that make too much sense?

People want to theorycraft, make the best build available but still have a fun and balanced experience. Making bad builds on purpose just isn't fun in a game with character progression.

This isn't constructive feedback. The game is good, but has areas to polish and the devs need real feedback, not blind fanboys.
โพสต์ดั้งเดิมโดย valefor_sdad:
Instead of people complaining about it being too easy with these builds, why not try it with builds that are less OP?

or Does that make too much sense?
Which ones?
i would need to actively gimp myself using skills which i cant get benefit from like buffing melee damage and troop buffs on team which doesnt use troops with mostly ranged...

Hell even then i could probably make some decent if i picked right equipment.
You just need to not do ridiculously stupid decisions and youll be fine.
แก้ไขล่าสุดโดย Voodoo; 16 พ.ย. 2018 @ 4: 14pm
Kinda with OP on this one. I will continue on this cheese path though. I believe I will play the game a few times through regardless.

Putting some of the best skills at the base of the tree kinda made my mind do a double take. Plus you can chose from any tree any time. My latest guy ALMOST wound up taking the first skill from three different trees but I voluntarily decided not to over cheese it LOL.

There are times I look at the map and am all OMG but wind up crushing it. I am only at 18% with 3 Tech Priests rank 6, 5 & 4.

Love the game though (so far) and am not complaining.
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กำลังแสดง 46-60 จาก 82 ความเห็น
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วันที่โพสต์: 15 พ.ย. 2018 @ 9: 42pm
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