Warhammer 40,000: Mechanicus

Warhammer 40,000: Mechanicus

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Caridor Nov 18, 2018 @ 6:42am
Omnissiah, give us clarity!
There are a bunch of things that need a bit more clarity in this game.

First off, flamers. They can be fired while in melee, but clearly aren't melee weapons. How does the game treat them in regards to the max level dominus and explorator talents?

Secondly, the penultimate Dominus talent. I thought this was an upgrade for a piece of equipment, similar to the one which upgrades scanners and only picked it up because it was on the way to the final talent. After picking it up, I realised that an "Energia Accelerator" or whatever it is, actually means "guns".

Thirdly, scanners. Took me a while to work out that "target" meant necron artifacts, not necrons themselves, repairing or otherwise.

Fourth, a lot of weapons have near identical icons, so finding the one you want if you want to try a new load out is a matter of hovering over each one individually until you find the one you want. When you have 5 weapons, not a problem. When you have 15, you can be there for a minute, just finding the right gun.

Fifth, rearrange the support items. Have the refractor fields together, in ascending tier order. Have the curatio claws together in ascending tier order.

There's probably a whole lot of other stuff that I've forgotten but these are the ones bugging me right now.
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Doesn't it literally tell you to work things out for yourself in the tutorial, much like the Techpriests themselves would?

I'm going to assume any obscurity is intended for you to figure out yourself, whether that be how rules work (try it out yourself) or the way things are worded.

What would a Techpriest do?
Kotli Nov 18, 2018 @ 7:11am 
1. What slot does it allow you to equipt flamers in? Theres melee and range weapon slots.

2. An 'Energia Enhancer' is a random bonus reward equiptment/gear that boosts weapons damage (the one I collected gives +2 energy damage for 1 cognition point).
Last edited by Kotli; Nov 18, 2018 @ 7:27am
Caridor Nov 18, 2018 @ 7:18am 
Originally posted by chris:
6th - can't see weapon range on cohort screen, therefore can't see it before mission actually starts.

And that reminds me.

7) Let us select the icon for each tech priest, so we don't have the same icon for multiple tech priests.

Originally posted by Disembowell:
Doesn't it literally tell you to work things out for yourself in the tutorial, much like the Techpriests themselves would?

I'm going to assume any obscurity is intended for you to figure out yourself, whether that be how rules work (try it out yourself) or the way things are worded.

What would a Techpriest do?

Design an incredibly poor game by that logic. We can be thankful this wasn't designed by a techpriest if they'd take that approach.

Originally posted by Kotli:
1. What slot does it allow you to equipt flamers in? Theres melee and range weapon slots.

2. An Energia Accelerator is a peice of equiptment/gear that boosts weapons energy damage at lest the one I collected does.

The flamers are equipped in ranged slots, but ranged weapons are disabled in melee and flamers are not. You see the confusion?

And if that's true, then why do all my guns cost 1 less to fire on that one tech priest? Maybe there's a typo here? Was once Engeriea whatevers, but now it's guns?
Kotli Nov 18, 2018 @ 7:33am 
Ok the Energia Accelerator is ethier a bug or tooltip not being updated, my guess is it the 2nd since the item I found has the exact name as used in the skill.

As for flamers no idea. I guess it the same reason I can shoot dead necrons and objects point blank, though I shouldnt be able to.
Last edited by Kotli; Nov 18, 2018 @ 7:34am
Vacca Nov 18, 2018 @ 7:48am 
Also you should be able to fire pistols in melee, based on 40k rules.
Cell Nov 18, 2018 @ 8:13am 
Sounds like quality of life improvements to me. I like it. As for the whole figure it out line in the tutorial there is plenty to figure out elsewise. lets not be a pain in the ass for the sake of lazyness.

And I do not think standing next to an inanimate object ("dead necrons") counts as melee :) Maybe I am misundersdtanding the observation.
WhyNotZoidberg Nov 18, 2018 @ 9:53am 
All flamers are usable in melee. Given the fact that they have no warmup time like gatling guns, short engagement range and literally have no need to be aimed carefully, I think it makes perfect sense you can use them in melee.
Sweet Nov 18, 2018 @ 12:57pm 
Flamers do work with the traveller talent.
Burden of Brine Nov 18, 2018 @ 1:29pm 
On that note, the damaging mechandrite tentacles that pushes the enemy back can be freely used with the Dominus ultimate perk, so even your ranged expert can have a backup solution to clingy Flayed Ones trying to hug them.
Heliomanes Nov 18, 2018 @ 2:03pm 
Using a power field generator to buff your flamer is hilarious.
Caridor Nov 18, 2018 @ 2:09pm 
Originally posted by Malach:
Using a power field generator to buff your flamer is hilarious.

Or the canticles. "Yeah, so I'm just going to scorch everything for 15 damage. No problem".
King In Yellow Nov 18, 2018 @ 3:02pm 
This is super true - very well written. Heck, I wouldnt mind if these became upgrades in game that "enhanced the noospheres' cogitators"!
WhyNotZoidberg Nov 18, 2018 @ 3:04pm 
Originally posted by Caridor:
Originally posted by Malach:
Using a power field generator to buff your flamer is hilarious.

Or the canticles. "Yeah, so I'm just going to scorch everything for 15 damage. No problem".

And the fact that canticles stack. "next 6 attacks ignore armour" + "+15 dmg (red) on next attack" + Heavy Phosphorus Gatling = Instant map clear.
Shrinkshooter Nov 18, 2018 @ 3:38pm 
I'm surprised you didn't mention being able to view Techpriest stats. I can't make fully informed decisions about what to do with Techpriest 1 if I can't tell, for example, how many moves Techpriest 2 has, or which of his weapons are MS charged, or which of his modules are on cooldown, or which of his abilities are available or what they cost. You can't see ANY of that unless it's TP2's turn, and the best and only option for that currently is to simply delay TP1's turn to see if TP2 is of a status you do or don't like.

Originally posted by Caridor:
Thirdly, scanners. Took me a while to work out that "target" meant necron artifacts, not necrons themselves, repairing or otherwise.

Uh, scanners can extract CP from any source with a CP icon on it. That DOES include downed Necrons. They're ranged, and thus they have a range limit, so you can't do it from anywhere on the map, but you can definitely scan repairing Necrons with a scanner. Not much point in doing that though since killing them will net you that point anyway, so you might as well just fire a free, weak blaster at them.
Caridor Nov 18, 2018 @ 5:00pm 
Originally posted by Shrinkshooter:
I'm surprised you didn't mention being able to view Techpriest stats. I can't make fully informed decisions about what to do with Techpriest 1 if I can't tell, for example, how many moves Techpriest 2 has, or which of his weapons are MS charged, or which of his modules are on cooldown, or which of his abilities are available or what they cost. You can't see ANY of that unless it's TP2's turn, and the best and only option for that currently is to simply delay TP1's turn to see if TP2 is of a status you do or don't like.

That actually is in the game. If you go to cohort, click a tech priest and then hit logs, it gives you a lot of stats, both current and throughout it's service.

And yes, you're right about the scanners. I've since discovered you can use them on repapring necrons. It's was just that I'd already extracted the CP by killing them with a melee dude.
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Date Posted: Nov 18, 2018 @ 6:42am
Posts: 16