He unlocks healing abilities, he is technically an assault marine so he's got that icon. I think we fixed it in the patch though, for clarity. Yes, T4 weapons aren't supposed to be amazing out the box, the whole game would need rebalancing on the off chance you RNG'd a T4 weapon from your first pack. Weapons are balanced on 8 things; Range Damage Accuracy Crit Crit damage Abilities AP cost Volly size
Just have to point out that I didn't know higher tier weapons had lower accuracy so when I pulled a T3 Multi-Melta (Deathfire) I thought maybe accuracy for multi-meltas were bad due to their ridiculous damage. I loaded up my Tier 1 Devastator and used it anyway. Was great to one-shot Tyranids when it hit and it wasn't till the many discussions here that I realized what was going on. So while the accuracy may not be great the higher critical and damage often makes up for it.
Not to push the point too much, but is there a reason you can share why we can't select the difficulty? Given the variety of experience of gamers, what's the disadvantage to letting people try harder levels if they wish? The system already lets a player pick the difficulty every level (if unlocked) so it's not like someone will get locked into a difficulty they can't get out of. Is this not an option that may come about at all? Not only for people like me who wish to start at a tougher level, but also for those people who are obsessively grinding to max out their gear/marines, who will then find they are way overpowering to make the game interesting. They may wish to try harder levels for greater rewards then too.
It only looks like the higher tier makes up for it because you remember the good hits. Over time, the damage is quite similar to normal weapons, because they will miss so much more. When you miss a genestealer in your face several times in a row with the shiny gun and get shredded, you will remember the frequent misses too. All you have to do is multiply the probability of hit with damage per hit to get the expected value of damage.
Someone asked about t4 weapons that give ap, the Emperor's Maw (chainsaw) has a % chance to gain 1 on an enemy kill. Another example of a bonus is a t4 axe that gives 30% health. A pistol I have gives 5% health to all ultramarines (I think) at the end of each turn. From experience the majority of t4 are worth it IF you invest in accuracy. Medusa starts off at rubbish accuracy but at 96% now misses only once every now and never.
You have to also factor in the increased crit chance and crit damage so I think in the long run you will see the T4 weapons do more damage, but as many have said, you do need to invest in accuracy or it can be very frustrating seeing all those misses
I admit that when I first experienced the 'random packs' thing I didn't really knew what to think about it, but I confess I love reading everyone experience with loot and marines, each other so different forcing different strategies and such. I myself in a previous play through during the beta started with tactical marines with mid range meltas while in my actual one I'm relaying on assault marines with an up close and personal strategy. Really liking this.
I am in act 7. The carnifex went down in two rounds of attacks. I knew a biggie was coming from the briefing, so I had 4 plasma weapons and a grav gun. The grav gun gave me a second round of attacks without losing a marine. All I did then was unload the secondary fire of the plasmas. They all did huge damage and he was gone. The broodlord went down in one round with the same basic strategy, but I did not even prepare for it like I did for the carnifex. I do have a couple of ultramarines that get extra AP for adjacent soldiers, so maybe that helped overload the plasmas. I had a few grenades too, but I am not sure how many I actually used. Apart from that, very rarely do any tyranids get close enough to do harm. The shooters don't do much damage and the tyranid warriors have this habit of hiding after shooting, which limits their damage further. The pyros hit sometimes but overall, I never feel like I am under pressure. In Space Hulk, the damage that the genestealers deal is great (one hit kill), so there's great tension. They also have more AP then the marines and the corridors limit supporting fire. Here, I have more AP then they do, better weapons then they do, more health then they do, better AI then they do. They should have the numbers, but they don't even have that. I have 5 marines, they don't really get to attack with 5 tyranids every turn, which I could kill easily and still have AP to move.
Crash - awesome game up to this point, but the game has crashed earlier today and does not load anymore. I think the initial crash might have been caused by full hard drive but even after freeing space the issue persists. Have submitted crash reports when prompted.
I see, well act 7 is almost the end of the game (act 9 is really tough...for me anyway...you seem much better than me). My experience was different. I really didn't see the Carinfex coming....and he teared apart my squad several times. I never had a grav gun till recently so that wasn't an option, nor I had many plasma guns (just one or two if I remember well). Same with the next big ones....maybe I'm just not as good in the game...I found it challenging (not boring) especially after Act 5, not really hard but the right difficulty to let me enjoy the game. Veteran is now providing more challenging for me, actually I think it's the perfect spot compared to what I have now (all a champions, one Sanguinary Guard and many tier 3 items, several skills unlocked). Actually I had a different experience with Space Hulk..i completed it but breezed through the campaign and in the end I found it a bit boring. Didn't help I had great expectations for multiplayer but it turned out pretty average too with many shortcomings (no notifications a real deal breaker). Just my experience.
i have a problem with this guy.I don't know exactly when it started (guess yesterday) but i'm 100% sure that this problem was not there before.He's my best overwatch man but if i use OW only with (i guess) 2 AP left the ability very often won't trigger and he doesn't shoot (and no,he was not interrupted by an enemy shot before)
After another 3 packs of nothing but Tier 1 cards I have uninstalled this game from my iPhone. Total BS. Not impressed.
Dude I'm loving this game I know its a little buggy, but this game is amazing. I played xcom for 2 years straight, recently kinda got burnt out a couple of months ago. Been playing alto, and hitman sniper. I lost some xp because I couldn't pinch and zoom my way out of buggy round but thats life. This has me up late like xcom used to. Great game Rodeo!!!
oh,that's a good thought.Maybe Matthew can clear that up tomorrow. I just played first mission of act 9...well,i fear what's coming next now
seems definitely the case here.Must be a bug otherwise it shouldn't be allowed to go on overwatch at all.Doesn't make sense and is misleading (obviously i would like to spend my APs somewhere else then) edit:and it's not only him.Seems to affect all marines with this ability.
I can confirm, the leadership buff to AP drops as soon as your turn ends, this results in marines dropping Overwatch before the enemy takes their turn. Actions also draws from your regular pool of AP before using the bonus AP, so if you have 6 AP (4 regular, 2 bonus) and you use 2 during your turn (4 remaining) you will lose 2 AP as soon as your turn ends. I have asked for confirmation for whether this was working as intended but I received no reply, it seems broken to me.