Yeah totally agree, averages seem to be that you're hitting and killing with volleys. Medusa Plasma starts with around 50% but still takes the bugs out at lower levels cause of the volleys.
Don't you have a marine with 80% increase to hit? That's what I usually do use that active and then let rip with the overcharges doesn't stand a chance lol
I'm doing all right! It's just a jab at the fact that statistics and probability ALWAYS seem to screw players at the least opportune times!!! Yeah, X-Com, I'm looking at you...
It was just an idea. I didn't try, since my only two compatible devices are an iPhone 5s and a 6, but I'm running iOS 9 beta on the 6 and the game doesn't run on that, so I can't test it even if I wanted to :/
Do you have a jailbroken device? I ask that because once I had a jailbroken iPhone 3Gs and installing some apps (from the AppStore) prevented others from running, while they had no problems prior to installing those other apps. If that's your case, could you try and uninstall any app/game you installed between Deathwatch working and having this issue?
Quick feedback to Rodeo: Found a few English typos in the game. Just thought I'd let you guys know: Loading screen text: Tactical Marines "Tactical Space Marines are excellent all-rounders and versatile in combat.v" (remove "v") Loading screen text: Chrono Grenades "...causing those cause untis to..." (remove "cause") Mission Summary: Act 2, Mission 4 "The ___ must reach the extraction point at all cost." (add "brain" or "bio-sample" at the ___) Side note after a few hours in: I loooooove the game so far! But I find the tactical options open up really slowly. It's a nice way to ease new players to the mechanics, no question. Wouldn't want to swamp them with overwhelming choices. I get that. I was just wondering if you guys had toyed with the idea of giving players a taste of advanced gameplay in the tutorial? You know, like including a grizzled veteran character join your rookie Marines. That way, newbies could be introduced to the UI (active abilities, combat abilities on a cooldown) AND get a taste of the breathd of tactical options they can expect when they build their very own team of badass all-Tier-IV-unstoppable-xeno-killers. Of course that character would have to die in the Tutorial at the hands of an elite enemy (introducing enemy abilities!). Dramatic effect and all that... Thoughts?
Anyone have a fix for not being able to complete a mission? I have had it happen twice and both times it was when I didn't have a full team alive. I can't ever remember the act/level numbers, but the first one was around act 3 maybe, trying to get across the map to enter some complex, now I think I am in act 4 or 5 and you kill the spawn pools then get to the end zone. The first time I ended up quitting and starting the mission over, this time I have one guy left alive sitting on about 10k xp and don't want to. I keep moving him off the different circles and back on, but it just won't trigger. I submitted a ticket via email, but I know it's the weekend. Anyone have a fix?
Hmmmm, any thoughts on running a two devastator team? Dai the Chippie is sth like L13, and has mostly stayed in my line up because he's darned useful. However, I've just won a second devastator champion. It's tempting to switch him in in the place of Dai, but I'm unconvinced that it'll be an overall gain. Particularly given both my L3 devastators have identical stats. Thoughts?
That's what I run! Tier IV Space Wolf Devastator (Long Fang Ancient) Tier II Space Wolf Devastator (Devastator Veteran) On any mission that requires you to go on the defensive or on maps with open lines of sight, they REALLY shine! Admittedly, my veteran is beginning to lag a bit behind (Space Wolves = High Mobility!), so he might get left behind later down the road. Thankfully, the Tier IV has 5AP by now! All in all, two devastators teams are a perfectly viable option. It all comes down to playstyle, I guess!
Has anyone drawn into any Tier IV Ultra Marines? I ask because I have opened hundreds of packs and have only found 1 Tier IV Space Wolf and 7 Tier IV Blood Angel's. Seems odd to have such and imbalance. What is everyone else drawing?
After +/- 40 card packs, I got those: Tier IV: Space Wolf Devastator (Long Fang Ancient) x1 Blood Angel Assault (Sanguinary Guard) x1 Tier III: Space Wolf Tactical (Champion) x1 Space Wolf Assault (Champion) x1 The rest is Tier II (Veteran) or below. I got luckier with weapons, though (4 Tier IV and 10 Tier III, with several repeats)!
Can't confirm there is NO level cap, but RodeoMatthew has a frickin' LEVEL 107 character on his team, so... edit: @RodeoMatthew, just out of curiosity, exactly how much XP do you need to upgrade that guy's stats from 107 to 108?!?
It would be awesome if there was no level cap... But I could see a huge imbalance for pvp. @RodeoMatt can we see your highest level character? Is he legit? Or a Dev tool?