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:)
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Avgur
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unfortunately a competitor has drop on the steam store
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am2816
74
Does Anyone Know How to Make Maps and Megawads on Classic Doom Video Games?
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Krypto
0
Camera problem
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Dantebose
2
I love Neil and Ben. pls don't mess it up <3
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Soul Banana
Forumda "Off Topic"
27
Ideas for an academic project
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angel777
15
I can't enjoy this game anymore
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No emaN
11
Stuck on locking in party composition?
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Vathek1
İlk olarak Morgian tarafından gönderildi:
Argenta not becoming an arch-militant is a heresy of the first order that punishes itself. She becomes a walking artillery platform that can obliterate encounters. Most of my fights take 1-2 rounds, and that is due to her, supported by officer and operative. I give her the bolter/flamer combo, since she is kinda made for it. Don't forget to give her the AM talent to be able to use guns in melee range. Kick is also valuable, as she can help other characters to get away from melee threats.
Argenta can also be quite decent as a Bounty Hunter or a Master Tactician if you're using regular bolters. Arch-Militant is the way to go if you want to use heavy bolters, though.

A Pyromancer Executioner build could end your fights in 1 round, by the way, though that may get a bit boring.

İlk olarak Morgian tarafından gönderildi:
If you have DLC 1, pick up Kibellah. She is the only melee I ever use and she is great, especially using two onehanded blades. Be careful with xeno weapons for her, since some of them don't count as swords. I was giving her Yremeriss blade and she could not use bladedancer abilities with it, although it is labeled as sword. I stuck to human weaponry after that. Make sure you take the ability that lets her replay her moves in reverse and try it out to see how that works mechanically (she repeats her moves in reverse, attacking again, if the targets still live). Also test out her heroic act when it doesn't really matter to see how that works. It is nice on large bosses, btw.
I thought you just said you didn't use melee characters? (I'm just being pedantic, heh, since I know you meant that you don't use melee characters much). Kibellah is a melee character. And Yremyress' sword does count as a sword--it might just be a bug on your end since I've never seen that issue with the blade you loot off Marazhai's sister. Blade Dancer abilities require a at least one] sword to be equipped, so having a Drukhari venom sword (those are definitely swords) and a Hekatarii Blade (now classified as exotic knives since a few patches ago) equipped will still let you use Death From Above and Blade Dance. You just will do your Blade Dance like you have a single 1h sword equipped. Now, if you're having issues with Yremyress' blade in one hand and a Hekatarii blade in the other, that's a different story... but I've never tried that setup. I always just gave Kibellah a Drukharii Venom Blade

İlk olarak Morgian tarafından gönderildi:
I personally don't use melee characters as ranged weapons are superior. You don't need much movement to reach your targets, and they don't get to damage you in melee.
I strongly disagree on ranged weapons being superior overall. Ranged weapon attacks can miss, hit enemy cover, be dodged, blocked (by enemies with shields), and have a max hit probability capped at 95%. So even with 150+ Ballistic Skill, you can still miss your shots if you're unlucky enough to roll a 96 or higher. Melee attacks never miss, but can be potentially dodged, blocked (by enemies with shields) or parried. With high enough WS and enough dodge and parry reduction, or against targets not armed with melee weapons, your melee attacks will always hit.

Ranged weapons need to be reloaded, which costs AP (though talents like Rapid Reload and Spare Magazine, and accessories like the Portative Manipulator help with this). Melee weapons need no reloading. Enemies with high deflection are sort of a hard counter to burst-fire ranged weapons, which typically inflict a lot of lower damage hits that add up fast. Melee weapons typically inflict one big hit,

There's no ranged weapon equivalent to the heavy rock saw wielded by an Executioner in terms of sheer damage output. There's no ranged equivalent to setting yourself on fire as a Pyromancer with Orchestrate Flames and inflicting additional burn damage with every melee attack.

The Inertia Boots added with the Lex Imperialis DLC completely obviate the mobility limitation on melee, as do the Void Veteran Boots in Chapter 4. On a lesser note, Aeldari Chainswords don't use up your MP on a standard, single-target attack either, and Blade Dancers have absolutely no mobility limitations in between Blood Oath and Death from Above.

Granted, offensive Psychic and Navigator powers are superior to both melee and ranged alike, since they never miss, ignore cover, and cannot be dodged, parried, or blocked.
42
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Update 2.3 - Changelog
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H0usii
8
Hitman: Absolution is coming to iOS and Android!
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