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Simon Riley
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WDYT of the new free drift truck?
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ieatlegos
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I have no idea what Im doing
The tutorial is a very simple "How to" in the game that only covers the very basics of the game - in-battle commands, and basic building. I will assume you have some basic understanding of that based off what you said above.


Conquest is the game's "campaign" mode where you play through a empire you manage. There are various settings you can customize, but as a beginner I would set the difficulty on easy to learn the basics of "Conquest". Supply you can disable if you wish, and diplomacy can be ignored - you won't suffer any consequences if you don't use it (Declaring war doesn't cost reputation if you have no treaties), and gives you the option to learn diplomacy if you do wish to use it.

There is only one resource, money. You can build addons to your city through the world map on your cities or towns to increase the amount of income you make a turn/tick.
Your ships, landships, and even defensive buildings cost money to build, and cost money to keep (Indicated by maintenance cost). Taking over towns or cities increase your income, and obviously losing towns and cities reduce your income. Try not to lose your cities and towns.

Your goal is to either take over all cities (Cities are places where you can build ships at in the start of a game), or accomplish a few other victory conditions... but just go for conquest for now, it is the most straightforward way to win.


Now since the game requires you to build stuff, most of the game is spent designing airships/landships/defensive buildings. The game's designs are... sub-optimal at best, a waste of money at worse. This is where trial and error is going to come in, and the game's vast sandbox of armors, weapons, and even ship design influence everything. Not to mention the fact that weapons, armors, and modules all have required "techs" that must be researched during the "Conquest" before being able to be used.

With this in mind, Tier 1 tech is usually the standard start. I advise making a simple airship with a few cannons (The 2x1 size) and wooden armor - preferably under $1000. I can't say anything as you could likely build anything, but your airships will need a way to float, a way to move, and a way to shoot.


With a simple ship, you should try to learn your opponents and see what you can do. It is all dependent on your enemies; if you can beat your opponent militarily, then go to war and take some territory. If you can't beat your opponent, stay passive until you find a chance to take territory or win.

As you wait for that time, you can keep building ships. You can also do research, which will allow you to get to higher tier tech for more modules. You will need to look at what they give you in modules for your ship designs, or what benefits they give overall; but generally going down the "Metallurgy" line will never not be a bad choice. See what techs your ships need and choose from there.

Once you have taken some territory, you probably have a decent fleet. By now you should have a basic hold of the game. Keep innovating and experimenting with the higher tier modules and weapons.
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Update 1.14.2 Released
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포럼내 "Steam Discussions"
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what's the dumbest reason you were banned from a community hib
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SMIFFY
13
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How is it possible that BF1 looks better than this half baked product?
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かぐや
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Let me pay you for a Halo Mod
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1337Dude
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Come Back RELIC all is forgiven
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Herald536
Have this on PS5. And have a looong history with the original. Literally wrote the book on how to play Exterminatus Mode solo (Guide in the Steam SM1 Community pages). So with that out the way, I would like to say that SM2 has a bunch of problems compared to SM1. Don't get me wrong, it does a few things right over 1, though mainly with the Online functionality, which it does very well compared to 1. But introduces a whole bunch of nonsense and very poorly designed mechanics. And it would be more than fair to say that SM2 is a graphically beautiful game with absolutely terrible gameplay. The worst of these that pretty much ruins every encounter, is how poorly Health and Armour works. The need for Health Kits and the reworked "kill heal" which is just bad. Often feels like there are far too many opportunities to lose health and not enough to get it back.

I really don't like how Saber have pretty much reworked ever single mechanic from the Original and made it not as good or unintuitive and unfunctional. Even copying the plot from the first game and rewriting it terribly.

Enemies are absolute bullet sponges it's ridiculous. The Assault Pack in Operations is a joke of functional design, making one class beyond useless to use.

Avoiding blows and the Combat Roll (a highly functional mechanic in the original), now rendered virtually useless as everything seems to be able to out gun you, out pace you and everything stops the roll function in its tracks. So getting away from anything is barely possible. Except when you recieve one totally unavoidable, unblockable attack after another from Boss units.

And the whole, you can block this, but can't block that, but you can block this anyway without all the stupid red ring, blue ring nonsense... Again, bad, bad BAD, design (thats before you get to the constant QTE with associated 10 second cut scene drivel, breaking all player agency and gameplay). And then of course (back to Health), the whole take one hit and your entire Armour and half your Health bar vanishes with little to no opportunity to recover... ?

The rewards for completion of missions being absolutely miserly, not to mention that you can fail in the closing seconds of an Operation and recieve nothing other than an even miserly amount of XP. A complete disrespect of the time taken to play their game.

Prestige Ranks are an absolute joke. When you have just spent hours and hours levelling up your Marine in order to take on the harder stuff (not that it is really worth the agro, seeing as the rewards are just as pitiful). So of course it makes perfect sense to retrograde back to Level 1 for a mere percentage of improvement. What the heck is this design ? Why have these decisions been made ? What breed of so called "professional" game designer thought that this would even be a good idea ?

How did Saber look at the great design that SM1 offered. And throw it all out the window for the mess that they have made of this sequel ? It beggars belief the lack of logic.

I really don't understand given the nature of the terrible mechanics, why people are rating this so high (gameplay is literally fending off near invulnerable bullet sponges that can only be taken down if you parry / block and enter into unending QTE events that leave you watching the same 5 - 10 second cutscene... FOR EVERY SINGLE KILL above the small fry. It is utterly sickening game design). SM1 did a great job of representing the functions and hardness of a Space Marine but managed to balance the difficulty with mechanics that worked. SM2 is supposed to represent Space Marine+ but makes you feel like your Armour is paper thin. Insulting players time and skill in favour of cheap difficulty gimmicks. That would've been unnecessary if designed as the original from the start.

I really hope RELIC manage to get this title back in the future. If this is the quality Saber think is acceptable I certainly will not be investing in SM3.
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Давайте вместе по фантазируем. Вот бы для некотырых сингловых игр была возможность Мастерской
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Bossa Nova
294,421,170개 중 31~40개 표시 중