Do you have an assault marine with a hunker down ability of some sort? Send him in on turn 1 to stall the carnifex while everyone else dumps ranged attacks on him. If you have a devastator with the ability to carry over AP - use that ability so that you can unleash an 8AP attack the following turn. Activate your auspex on the turn that the Dev unleashes and any ability that guarantees 100% accuracy. Have a stun grenade handy. Basically, for big heavies, I always have at least one melee guy with damage mitigation go in an be a damage sponge while everyone else deals damage, or stores AP for a supercharged attack next turn. Works very well. My Lone Wolf with a Fenrisian Axe and charge does monstrous amounts of damage in that scenario and the Devs can then finish things off with an overcharge. All you need to do is time the encounter so that the Carni moves to a kill area of your choosing.
Woohoo! Finally got a Wolf Guard, now for the Lone Wolf On Act 6 Heroic so I think i'll try finish Heroic then level him in a new party. He looks awesome!
On normal (and Vet IMHO) to deal with the first Carnifex in 4.4 you can equip the best plasmas you have on all your marines, then take it down before it even has a turn! I would suggest equipping any crit chance and hit chance boosting equipment as well During this play through my T1 Dev with a +2AP/-20%heLth, 2 auspexes, a couple of squad skills that boost accuracy and using a T2 Mastercrafted Plasma 1 shotted the beast after another marine triggered it's appearance.
Do you happen to have one of the AP-stealing grenades? Almost as good as a grav gun, since you likely won't be facing the Big C for long. One way or the other. I was pleased to beat him last time on normal using no plasmas other than the rifle you start with. But the marines were relatively experienced, and it was still a squeaker. Current party: Normal - Last party featured two T3 Assaults, so this one is a T3 Dev with a Lascannon, 2 T2 Tacticals, a T1 Tactical and a single lowly T1 Assault. I'm having a lot of fun with the group - The abilities are quite different from the last party's, and I'm using only wargear found after missions, so the missions play out very differently. Although the T1 Assault has a Powerfist and often steals the show.
I actually want to get this loop I've only got 4 T4 marines after going through normal, veteran at least twice between re-running missions for fun and grinding, and Heroic as far as Act 6.
This is a rock solid TBS game Just that on the iPhone 5, it stutters a bit, score text is cut off a bit and the loading times are loooooong. If you ignore these glitches, its a 5 star game.
This is our current loot table https://docs.google.com/spreadsheets/d/115vT2_ShFUwynHvDl8BnaL3OU6tp_IKFp7SRkH324M8/edit?usp=docslist_api
Hi Has anyone figured out if the crit chance applies to the whole attack or to each individual shot in a volley? E.g. If I have a weapon with 8 volleys and 50% crit I could be pretty sure that the crit increases half the hits? Even on my IPad Air I just can't read the damage numbers during a fight... Also, how high do you guys go with acc before increasing crit? If the crit chance applied to a single shot in a volley, then for high volley weapons one should probably start increasing crit even with only 70% combined accuracy... Total mean damage = BaseDmg * Acc * (1 + CritChance*CritDmgMod) Of course if crit only applies to the whole attack then this is high risk.
You are correct. Every volley can crit or not individually. So you are making X rolls instead of one on the RNG tables. Hence why (bar big baddies that need plasma) many people prefer high volley weapons. You are much more likely to hit at least some crits if you throw out 8 volleys. So weapons even with very high crit and crit chance that don't kill a basic guy without critting are less preferable than something that does less damage overall, but with those "guaranteed crits" will always throw out more minimum damage. (obviously on average stats even out and volleys become unimportant, but tell that to the marine that simply has to kill that guy this turn, because he has zero HP).
For accuracy I went as high as I needed for the lowest acc weapon in that class. So 30/35% for example weapon accuracy. You're right in wondering if crit needs upping before 100% accuracy and being on Normal, Vet or Heroic makes a huge difference. It's personal pref but there's no reason not to get to total 90% then do some crit for example, but I wouldn't do too many in crit before having 100 with at least your preferred weapon - further you go the more you need more of both Having been through all the game I'd just do accuracy then crit - the xp needs get really high so 'get to 100 accuracy with weapon' is nothing really. Either way it's 5.5mill xp was it guys? And a miss gives 0 crit
Hi all, I rarely post but I think I need to leave some impressions here; I've been playing mobile games since the early nokia days and I cannot believe how far we have come... A game with good graphics does not make it a good game, and appstore is full of games like that. But it is not the situation here, Deathwatch is a rare gem! Just like the big budget AAA console games, Great graphics, atmosphere, gameplay and sound design... So I can easily say that, this is the best mobile game I've ever played and it is one of the best games I've ever played... But there are some problematic stuff I hope that will be fixed; Grind : Abilities cost too much XP. I think it should be like normal RPG games; Where you gain the ability by reaching the target level or Gain ability points by levelling up and save them to get ability you want. The current system feels like "Get the ability or Level Up Your Marine" which I don't like... Bugs : Please fix the stuck in enemy turn bug. I lost countless XP to that bug... and pinching the screen does not help at all using iphone5s Other than these 2 points there are no negatives for me. And the future : Please expand on the 40k lore; I want to see Chaos marines, ORCS, Terminators, Dreadnoughts etc... I'll be buying the expansions/new 40k games from Rodeo day 1 for sure. Now back to opening packs, hoping for a Lone Wolf
If you get stuck in the enemy turn can you send me your saved game? I can get you past it while you wait for the new patch. As far as I know, there is 1 instance with the impaler cannon which causes it to get stuck, the rest should have been fixed in 1.1.