@RodeoMatt I was going to say you owedme a tenner but dropped Murder, the t4 power fist (got) and...a Sterngaurd! So I'll let you off
Are you saying you can move 12-14 tiles in a single turn? Because the game shouldn't let you, it should be capped at 8 AP max on a single marine per turn, as Matthew said in one of his earlier posts, if I remember correctly.
Love the game, would love it more if... Been following this forum for some days now and figured my first post should go towards it. Thank you Rodeo for combining my favorite universe with the turn-based genre. Once I saw screenshots it reminded me of Chaos Gate back in the day, so it was a day one purchase for me. I have completed just about all the content. I'm done with Heroic, collected over 90% of all the items and marines (just missing a few in each tree and only 2 tier 4 marines) through farming Heroics. No money spent. Sorry, I just did not feel the need to. I can farm 19 RP in less than 3 minutes including load time. With what I consider enough experience, I thought I'd provide my feedback for what I'd like to see changed. I completely agree with much of what is being said by the players on the forum, but I also understand RodeoMatthew's comment about not changing the core game. That being said, there are things I'd love to see to improve the game because I definitely want to get more out of it. IMPROVEMENT THOUGHTS 1) UI needs to display more information, such as; - enemies in LOS when selecting a marine, similar to X-Com - a value for Hit / Miss when selecting a marine and targeting an enemy - more detailed stats of all the buffs and debuffs applied to each marine, such as the total and a list of where the values contributing to the total are coming from - some indicator that a Tyranid has unique abilities, whether this be a color swap / icon 2) Faster loading please! It takes me longer to load on an iPad 2 mini than it does to complete a Heroic run. Roughly 22 seconds of load into level and 36 seconds after level.. 3) Let us skip instructional cutscene for each level. A simple "Skip" button somewhere on the screen would suffice 4) A toggle to double game animation speed, like most tower defense games 5) More game modes. - Survival: I'm very interested in how multiplayer will work out, but as for an additional game mode I'd love to see "Survival" where you take on increasingly difficult waves of Tyranid, similar to "Horde" mode in many games. Bosses can appear in intervals and the longer you last, the higher you're placed on leaderboard and higher the chance to receive a higher tier item from the entire loot table as a reward. Most of the game lore centers around holding off the Tyranids in huge battles and my favorite levels were the ones that mimicked this, but they end or simply spawn the same units. - Random Generated Levels: As the name implies, a random map with random enemies. You dunno what you'll be facing! 6) Add Dark Angels and Librarians expansion? 7) Levels where you can field more than 5 marines, not sure if this would be more of a core mechanic issue or a UI issue for marine screen BUGS: - Collision Bug: I can confirm the bugs being talked about and one where moving a marine through the fog of war does not trigger collision with enemies that were not visible until the moving marine comes upon them. So I can effectively "ghost" through them. This only seems to happen if my AP is 8 and I move using the full 8. Thanks, hoping to see great things from this game in the future!
You can definitely use more than 8 AP in a single turn. But you can only HOLD 8 AP at any given time. It cannot be exceeded. So if you have 8 and use 2, then add 2 more, you'll be back to 10. Effectively that's 10 AP that turn. I have the tier 4 Wolf Guard with Adrenaline Rush (take 4 AP from next turn) with either the Motion trinket (4 AP but can't attack) or Wolf Tooth Necklace (+4 AP with HP loss). You can mix and match.. My party is composed of all Space Wolves with Saga of the Ironwolf. Each usage is 10 AP spread across the whole team.. One turn I once used 18 AP for a single marine to shoot.
So I finally made it to the final mission and killed everyone with one marine left and it wouldn't give me victory. I spent 6-7 turns trying different skull tiles until the explosion got me...... -.-
@Tuzzo Styles is right, you can only have 8 ap at a time but you can use more in a single turn with the standard mechanics. Provided you have a lot of ability and gear slots open.
You can only bank 8AP at any time but you can consume more than that in a turn. It's obvious that this isn't the way the game is supposed to be played, and we don't want to make changes to any abilities so i'd assume the fix here is to stop your ability to grind RP from a single mission. Imposing a level rotation might be the answer, for example; you can't earn rewards from mission A without playing mission B in between playing Mission A again. So id you played Mission A 3 times in a row, you'd only gain RP for the first play. If you played Mission A, Mission B and then Mission A again, you'd earn RP for all of them. Not saying that this will be the case if we do decide to change it, but it seems the most likely solution without nerfing abilities.
Thanks, now i get it. I thought it was 8 usable APs max, but if you can combine using them and gaining more as you go, this makes bringing different AP-granting skills/wargear more interesting
I've been a software dev for almost a decade, and let me tell you... understatement of the century. Want to know how many days it took for me to get an app to open PowerPoint properly?
Just to confirm I do hate you for mentioning this and ruining it for the few people who were able to do it successfully.
Emphasis mine. I've been a gamer for about 30 years now and nothing is more annoying then when devs decide to react to something gamers figured out how to do because it makes life easier for them. If it is something that is broken, like an ability that maybe doesn't work as intended, I understand maybe patching it even though people may yell "nerf!" I was really excited about Destiny but avoided it partly because it is a perfect example of players finding a loophole and then the developer closing it. Not necessarily an exploit, which can also be bad, but rather someone doing something within the confines of the game playing it as intended figures out how to min/max their time. I haven't done the RP grind myself but I would just as soon the abilities get adjusted, especially if people are able to get more than 8 ap in one turn and that is NOT an intended effect, then start messing with the mission structure. Being able to play games the way I want to makes me like them better. One of the issues I have with too many games is you can tell they are intended to be done a very specific way which I hate because that means everyone has the same experience regardless.
Can't remember if this was mentioned as one of the glitched missions, but mission 6-1 (I think that's right: I am stuck on the first mission of the cannon overload chapter, it might be 7-1) is refusing to end even though my four surviving marines are on the objective spaces. the game did crash earlier in the mission when a hive guard (cannon mcgee) fired his super ability but missed, but I was able to resume at the start of that alien turn and proceed through the miss. My sanguinary guard died to a different guard's über cannon. Veteran difficulty.
Have you tried touching the "end turn" button when all marines are on the extraction points instead of waiting for the mission to end automatically? For some people it worked. Anyway, the upcoming patch should fix this too.
As someone who uses this method from time to time, thank you for posting this. Now, thanks to you, Rodeo can successfully nerf this RP earning tactic. (Sarcastic tone for my whole post)
Yup! I tried ending turn because I ran into that problem on a previous level and it worked for me then; this time I cintinue to slaughter unending tyranids in a Space Wolf's version of Valhalla. I will wait for the patch, though, and just get oodles of exp in the meantime.
I generally agree with you about the back and forth between gamers and devs that usually ends up in "channeling" players to play the game as the devs want and not as the players like, but (obviously there's a but ) First of all, I think that a game is for the most part a piece of art, a means of expression of their creators' thoughts and imagination; with this I mean that I can like or dislike choices made in regards to gameplay, story, setting, etc. but I don't think that choices made but the devs can be called "good" or "bad". It's their decision, their vision of that "story". So unless something is really broken and makes the game an utter piece of trash, I usually keep an open mind and try to understand what's the vision on the devs about it and how much "space" I have in the confines of their vision to play the way I want. But what I really don't like doing is asking to add this or to change that to make the game more similar to my vision or my liking, because it's THEIR game. It's made for US, but it's THEIR imagination at work. As an example, I never had a problem with Mass Effect 3 ending. I may have liked it different, as I do with many books I read, many games I played, many movies I've seen; but it never occurred in my mind the thought to ask Steven Spielberg or R.A Salvatore to change something in their creations to what I liked it more. There's plenty of games that let players create their own game and play totally how they want it: Little Big Planet, Minecraft, Disney's Infinity, to name just a few. In every other game sinner or later we have to deal with how the devs envisioned the game and try to adapt to that to a certain extent. Back to DeathWatch. I know that X-Com had great ideas, but the fact that it has been ported to mobile so well and many people really love it doesn't mean that every turn based strategy game should have the same features or play exactly the same, regardless how good some elements of X-com can by. By this extent, in a few years we'll be playing just one kind of driving game, one kind of FPS, one kind of turn-based strategy game, etc. variety is the key to having different experiences and even if a game doesn't work exactly like the other wonderful one, doesn't mean it should or that my experience is less entertaining. With regards to the micro balancing, every time I hear talking about time efficiency in leveling/grinding/whatever, I can see that the line between efficiency and cheating/exploiting gets thinner and thinner. I could see that people want to develop marine skills and get to those card packs as soon as they can and I totally agree with finding the more efficient way to do this. But in my opinion efficiency would mean finding a map/mission where I feel confident, putting together an OP squad (that I spent hours training and/or got lucky with some draws) so that I can finish the mission in 7-10 minutes instead of the original 15 or so. But here we're talking about finishing a mission by rushing a marine to the exit in a single turn. A marine so loaded with extra AP that I'd rather see killing everything in a single turn as a show of his being OP than just make him run. I'd feel like cheating, because I'm sure all the skills and wargear that grant APs were originally meant to make the marines powerhouses that could dish out a lot of punishing in a single turn, not to win a 100 m dash :/ And let's just be honest: how can you call "finding the more efficient way to play" sitting in front of a cave shooting everything that comes out of it just because the rewards system in Destiny feels unrewarding. To me is not fun at all. I play the game to have fun. I know it's not satisfying to play a strike for an hour and get nothing, but an hour in front of a cave just to get better loot doesn't make it any funnier.
Well, not to get off topic but I think the problem with Destiny is they forgot that games are supposed to be fun. In a grindy game people found out how to grind most efficiently. For me, I'm more interested in XP than RP. The reason being is that when I bought some card packs it put me in the situation of either having to level up new marines, sell new marines, or have them sit at level 1. Eventually I decided I had the team I wanted and now that I have them levelled I am FINALLY just trying to get through the game on normal. The extra bits of gear I get on each mission are nice but I don't need RP. If I start focusing on grinding I am going to kill my enjoyment of this game. However, it doesn't bother me that the potential is there. There is a fine line between being efficient and just exploiting. In my mind, if something is not working as intended it needs to be fixed. If marines are not supposed to be able to use more than 8 AP then that is a "nerf" that needs to happen. Not because people have found a way to maximize its use but more because they are doing so when it is an unintended feature. You could still do that mission really fast even limited to 8AP by the way. It just would be a little more harrowing and slightly longer. Not sure where the XCOM comparison comes in though. I love XCOM but aside from sharing a genre I don't find this game all that similar and that's a good thing. Deathwatch is a well constructed game that is actually fun (something lacking in too many games IMO). I'm sure there is room for improvement but if the only thing they did was fix the game-breaking bugs and kept it as is I'd be perfectly happy.