Yup. I keep replaying the Regroup mission in act 2. Swipe two fingers to get 3d view and play it slow to grind tons of XP, gazing at the awesome graphics- the gold motif on the bridge and light glancing off rivets and poles...then at the end just at regroup set my death eater guy into blood rage, which shoots the other marines (but not too bad) with long range bolter pistol (no jams) and take out loads more Xenos for more XP. Also hope they don't fudge graphics down for battery life, loading screen times etc. The graphics are just AMAZING.
@RodeoMatthew: I have a quick question for you. The rightmost marine has the ability that gives him +1AP for every 2 marines adjacent to him at the beginning of the turn. I get the extra AP even if the other two marines are not directly adjacent to him. Is this skill working as intended? If it is so, lining up all 5 marines would grant him +2AP? I thought it only happened if he was in the middle and the other 4 all around him, above, below and on each side.
Lining up doesn't work (just 1 AP). You have to do a cross config for 2 AP (never noticed the game grants the AP if not immediately adjacent). That's my usual configuration with the plasma devastator in the middle to get down the big guys.
Yeah same here. I love when my marines 'emerge' from the fog and you fire with a Bolter, or the glow of the plasma weapons, or the smoke out of the gun after you fired with Melta (I have to say that as much as pixelated fire looks on iPad Air, it's really pretty and '3D' on iPhone 6). As many have already mentioned the marines incredible details, I want to mention the animations. I just recently noticed there is an animation for evading and a special one when (I think) you get hit and your HP go below a threshold that activate a skill. Or the marines looking up, or the weapon, or crouching down for a bit....not to mention xenos that screams, open their arms...the big ones, all unique.... All these things eats memory and use CPU cycles, but it's part of what it makes the experience so great (at least for me). I've spent literally hours zooming in, examining the weapons, the amours (love that the higher the tier, the more black and shiny metal they get) taking screenshots and such.
I'm not RodeoMatthew, but I use this buff a lot. They get the +1AP if a marine is anywhere in the 8 boxes surrounding him, including diagonal boxes. The +1AP for every 2 marines is really .5AP for every marine, rounded up. So if your marine with the leadership bonus has one marine next to him on any of the 8 boxes which surround him, he gets a .5AP bonus, which is rounded up to 1AP. If he has 2 marines anywhere next to him, it's still 1AP. If he has 3 marines next to him, then the bonus is 1.5AP, rounded up to +2AP. If all 4 marines are next to him, it's still only +2AP. So there's no real incentive to have either 2 or 4 marines next to your Leadership ability marine for +AP purposes. My standard formation with 4 marines with the leadership buff is a box formation. Therefore all of them have 3 marines next to them, so they all receive 6AP the next turn. There is something else to remember though. When you move and fire the next turn, the AP is always taken first from your original 4AP. The bonus AP DO NOT carry over into overwatch. So if you have a Leadership buff marine with 6AP, but you use up 4AP during a turn, and then put him on overwatch, you'll see the bonus AP disappear as the enemy turn starts. Took me forever to realize this wasn't a bug.
It seems I can't post the screenshot If it wasn't working, I should get no extra AP. I have a line of three marines, A-B-X, and X is getting the extra AP, but he only has B adjacent to him; the trait should trigger every 2 marines adjacent to X, but it's also counting A, which is adjacent to B, not to X who has that trait.
Ah wait, I didn't know if it works or not, I just never noticed...but as per r:kid awesome post, you should get 0.5 rounded up to 1. I never knew/noticed this but now that I know....
Anyway skills like that one really changed the way I play the game...that's one of the thing I meant saying that Veteran (where you really unlock the skills if you didn't grind on normal) feels really fresh despite replaying same maps (added to different monster spawn and xeno skills of course).
Yeah, I think there are a lot of things which keep the game fresh through the 3 different levels of playthroughs. Leveling up new marines that are higher Tier level so you can use the fancy new attributes/traits takes a lot of time. That's probably the biggest grind aspect of the game, unless you're going for a specific piece of gear, and even then the two can be combined. The escalation in hit points and ability from normal, to veteran, to heroic is not steadily progressive. They're huge jumps. Sometimes the new toys I have to play with more than make up for it...and sometimes I get completely bitch slapped. And those xeno skills are huge. The crit immune Carnifex gets discussed a bunch (a deservedly so!) but the psychic scream and the area of effect blast are startling the first time you encounter them. I had a great overwatch set up, then that blast comes in and ruins the whole thing. Or that first time you click on your marines, and every single one of the option boxes on the left hand side is grayed out. "Uh...wut?" For folks who play the tabletop version this might be old hat, but the only warhammer universe game I've ever played prior to this is Rodeo's previous Warhammer Quest. Just the escalation in hit points alone is terrifying to deal with. When you're in a bad place needing to get rid of bad guys, and that enemy that was easily one shotted back in normal is suddenly a bullet sponge at 400, or even 1500hp, so you can't even get a shot on the big meanie coming behind them with their one hit death impaler cannons, and melee claws/teeth. It feels like the xenos are more strategic in heroic, too. Maybe it's because they have so many more hit points, but the tyrannid warriors are much better at punching out a few shots, then ducking behind cover. On their own that's not bad, but as they keep spawning, and start piling up around the map, it can quickly turn into a sorcerer's apprentice type disaster.
Oh, and I just want to add that the voice acting in this game is first class. It makes it a lot easier when you hear the same conversations over and over. I find the voice acting even soothing in some way, if that makes sense.
Yep, I know the extra APs are lost when you end turn, from a previous discussion with HazeTI that explained how they wanted them to boost your actions, not your overwatch (thanks Haze!) Thanks a lot for the explanation about the leadership trait
Regarding this I've come across a weird thing (I love the chatter too). I'm on veteran now and I do not hear the chatter anymore on Act 9...I can't remember...was it there? I loaded a random other act and I heard it....so I'm not sure. Do you always hear them (couple of times per mission)? I'm pretty sure I didn't heard anything in Act 8-4 too (stuck there for days).
It seems like it's working as r:kidd said, since in my configuration I only have marine B in the surroundings of X, still X is receiving an extra AP
I don't remember, but I'll look for it. I know the voices are there for 8-3. In Act 9, maybe they're shitting in their pants on the Hive Capital ship. Heck, the Watch Commander all but tells them he's sending them on a suicide mission. Oh, I'm just kidding. I honestly don't remember if they talked or not, but that's an interesting observation.
Hey Guys. I'm currently sitting on a few packs of cards. I have held off opening them because of the Tier I loot bug on opening. If I download and install the update, am I at risk of losing the packs? Can anyone advise? Thanks
Lost card packs after purchase I did. Thanks for the reply. I was seeing if anyone had a fix before I troubled Rodeo. Awesome awesome game. Best IAP implementation ever!