Hi guys, just a quick question from a begginer. I have recently completed whole campaign on the 1st difficulty level. I just started playing on the 2nd difficulty level. It seems that my marines, with total accuracy varying from 80 to 95% were almost always hiting their targets on the 1st difficulty. However on my second playtrough, starting from the first missions they have hard time hitting anything, just if they accuracy have dropped to +- 30%. Is it a bug? Apologies for my english (not my native language) and typos (writing from phone).
Do you happen to have changed the equipped weapons meanwhile, maybe with better ones you found? Better weapons provide lower default accuracy, so your marines must have an higher one to be as effective as the previously equipped weapons. If that's not the case, at veteran xenos have higher HP and maybe avoid bullets easier, but you should hit nonetheless. Personally I never noticed something like that.
I'll keep an eye on it, it was the first time i'd tried it. Im used to using whirlwind so when i tap the skill and then the marine all the adjacent targeting boxes turn red i can then tap the marine again and it works. I was expecting something similar with cleave but only the targetting boxes turn red for me, lets put it down to old age and bad eye sight on my part Thanks for the reply.
Hello, thank you for your response. I have the same equipment. The aliens seem not to have any dodge abilities or other abilities affecting accuracy (as I just started 2nd difficulty and I am still in act I).
I see....accuracy is the same in the Marine panel? Like...still 90 or something? If yes, I really do not know, sorry.
Thanks for the quick response! I managed to get through it by resetting the app and pinching after about a dozen attempts. Was worth it because I finally got my first tier 4 marine his extra AP skill after that mission lol. I'm interested in helping out. I already have testflight installed from a couple other beta tests I remember being confused by this ability too when I first got it because I also was used to whirlwind. The game has a separate RNG accuracy roll for each target of the ability. I noticed that sometimes all of the damage numbers will appear on top of each other on one enemy, which is confusing (especially when there's a miss notice in the stack too) and it just looks like nothing happened to the other enemy. I'm on iPhone 5 btw. However, from what I can tell, it is functioning as intended even if the damage/miss text is not
I don't yet have any marines to 100% accuracy yet, so I cannot tell for certain, but maybe there is a possibility that on the harder difficulties there is a base accuracy penalty. Kinda like when you have negative base resistances when playing Diablo at higher difficulties. Just food for thought Just as a suggestion, maybe when you click on your target in a game (but before the second click to actually execute the attack), Rodeo could add an indicator for what your actual hit chance would be against that target after all modifiers. More information is never a bad thing in my book
Is it not just the case of, now you're firing more shots, you're noticing more misses? If you do think something is wrong, you can send me your saved game and I can take a look for you.
I have the same equipment in the second playtrough. My assault space marine with pistol used to fire 5 times with each AP, and land between 3 and 4 hits each time. Now I am very happy if he can make 2 hits firing 5 times (its usually between 0 and 1 hits). However thank you for your response- how can I send you my save file?
Uh oh... I've got a bad feeling about this.... Edit: anyone have any idea what this does? It's not activatable like a purity seal so I'm assuming it gives some sort of passive. It's not listed on his buff list though...
I assumed (maybe incorrectly) that the tyranids have some sort of dodge mechanic and that on the veteran and heroic levels, it gets activated a bit more often. Could be wrong on that but that would explain misses when you have 100% accuracy.
No one knows what it does....I tried equipping it combined with lot of stuff but didn't notice anything different (maybe I was too busy playing anyway). Now while we are at it....any chance Rodeo could give us some hints at least?
With Chrono in the name it should affect AP. I equipped 3 of them on a devastator and played a few missions watching his AP each turn. Nothing.
Well somebody has to know... ... but I guess he won't tell lol. Figures I'm only two missions away from finishing heroic mode. Gonna finish that first then start experimenting with this once I get a hold of 5 marines who don't mind dying for a cause. Some of my more specific theories include: - you need 1 on each marine to get any effect (which I won't be able to test anytime soon lol) - it provides protection against chrono-grenade instagibs (can't test this either, as I don't have one yet) - activates when the carrier dies as the last man standing in the squad, giving him a second chance at life - does nothing but tease us and provide amusement to rodeo - allows unit to retain exp through death - sells for 4RP - sells for 10000RP but no one will discover this because everyone is too worried about losing a possibly OP item - nullifies tyranid random psychic powers - stun immunity I better stop before this goes too far...
Does anyone know if the % chance to "crit" for 100 000% damage on the Chrono Grenade is increased by the Space Marine's crit chance? If so, has anyone successfully used it as a weapon AGAINST Tyranids?