Universal Warhammer 40,000: Deathwatch - Tyranid Invasion (by Rodeo Games)

Discussion in 'iPhone and iPad Games' started by killercow, Jul 15, 2015.

  1. RodeoMatthew

    RodeoMatthew Well-Known Member

    Mar 18, 2015
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    QA and Community Manager
    Guildford
    The patch is very close which fixes this.

    But there is a work around which someone posted.

    Force close the game and reopen
    During the loading screen and when it begins to enter the enemy turn attempt to pinch at the screen as if you were trying to zoom the camera

    This should make the camera readjust
     
  2. Crabman

    Crabman Well-Known Member

    May 24, 2013
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    Berlin
    +1 !
     
  3. Tuzzo

    Tuzzo Well-Known Member

    May 22, 2009
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    Italy
    I think that the game checks for current APs in order to let you enter OW, but it doesn't make any calculations on how many of your current APs you're going to lose when ending turn. That's why you may end up having enough APs to start OW but not enough to to actually fire in enemy turn.

    Anyway, if I remember correctly someone else a few pages ago pointed out another situation where seemingly temporary APs were not the first to be used; I'd investigate this a little bit, because I don't think that's intended. And if it is, many skills/trait/objects that give temporary APs are far less useful if you have to spend all the APs in your turn to take advantage of the temporary ones.

    A word by the devs would be really appreciated ;)
     
  4. Birth1118

    Birth1118 Well-Known Member

    May 31, 2013
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    MA, US
    Or a reset button to start from normal act 1 would be good
     
  5. dalbertson

    dalbertson Well-Known Member

    Jan 25, 2011
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    Beta has been great so far, I've been able to make it past previous bugs. I have run into an issue with Act 3.3V (Core Collection), has everyone else been able to make it past this mission without a crash? Without fail it crashes when I bring a marine to the exit point.

    Love that the Narthecium now has a possible retaliation attack, any chance that the Legendary will get an added bonus like the other tier IV weapons? Also, I noticed an item has been added, was that the only one or were there more additions?

    I'm having strange issues with stimpacks, sometimes I can use multiple on one marine on the same round sometimes I can't. If I use a tier IV first I can't follow up with a tier III but if I start with the tier III I can then use the tier IV.Seems a little inconsistent. If you heal up to 100% you can use either again. Just wondering if there are some hidden rules in play on their use.

    Thanks
     
  6. Birth1118

    Birth1118 Well-Known Member

    May 31, 2013
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    Are you saying that the same sitimpacks could be use more that once in a mission, so long as you heal to 100% I between?
     
  7. dalbertson

    dalbertson Well-Known Member

    Jan 25, 2011
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    No, two different stimpacks.
     
  8. chuboi

    chuboi Well-Known Member

    Aug 30, 2010
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  9. Aramora

    Aramora Active Member

    Nov 23, 2014
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    Mechanics

    A couple mechanics questions:

    Do sources of dodge and damage bonuses stack separately or in one calculation? I would assume separately because Overwatch AP refund with Urus' Word calculates separately from the 30% refund with the skill (so there is a small chance your available AP actually increases from both refunds triggering), but I wanted to check for the other stats. If I have a 15% dodge skill on a character and the Sword of Dodginess (15%), does he have 30% dodge, or .85(.85) = .7225 (those are chances to hit, so an effective 28% dodge). The only reason why I bring this up is because I am debating whether it then makes sense to strap a refractor shield on him for 30% more ranged dodge... Also because multiplicative damage buffs would be exceptionally worth it.

    Alsom how does ranged damage calculation work? I thought it was (damage of bullet) = (damage of weapon) / (number of volleys), with crit chance being applied to each shot and crit multiplier applied to each successful crit. Thus a high volley gun is more likely to do moderate damage (and more likely to have less influential crits), while a low voley gun is more likely to be all-or-nothing, in each case total damage coming out to roughly the damage listed for the gun (with crits increasing beyond this). I have seen, however, that my Urus' Word is doing weird damage amounts. I have strapped it to a Sanguinary Priest who has no damage buffs, so each of the two bullets should do 17-22 damage (the gun is listed for 34-44 damage or something similar). Crit damage is 300%. Most of my shots are in the 17-22 damage range; however, I'm getting individual bullets that crit for 90-120+ damage, and some non-critting bullets for up to 40 damage. Thanks for any help on this!
     
  10. Zeillusion

    Zeillusion Well-Known Member

    Sep 30, 2013
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    #1490 Zeillusion, Jul 31, 2015
    Last edited: Jul 31, 2015
    Does anyone know the total amount of tier 4 marines / weapons there are? I'd love to know. I know people are working in a wiki but I believe it's not complete yet.

    & yeah crabman as I explained earlier it is addiction. I wrote a long post about what the game does to your brain and chemicals. If your prone to addiction you will keep buying and buying. As it feels good, to your brain haha. That's why some have spent 500-600$ so far on packs.
     
  11. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    It is not intended to be able to boost Overwatch with the use of AP boosting skills. In effect, AP boosts are only in effect during your turn, unless the AP specifies more than one turn but I don't think we have any of them.
     
  12. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    Don't you already have that ability? I mean there is nothing to stop you playing normal again with different marines, right?
     
  13. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    Sounds like the game is stopping you killing your own marine! Stimpacks do percentage damage of max health. That means you could potentially kill your marine if you use two stimpacks in a row. We very kindly stop you from doing silly things like killing your marine :cool:
     
  14. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    This has been fixed. To be clear this was only present in the beta and is not present in current release or the upcoming patch.
     
  15. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    check out the in game codex. It contains everything in the game.
     
  16. C.Hannum

    C.Hannum Well-Known Member

    Feb 13, 2011
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    New York State
    That much I get, that said, why is it subtracting AP from your 'natural pool' first instead of the bonus pool? As it is now, AP boosting is a *penalty* if you don't plan on using all AP during your turn.

    Perfectly understand the bonus AP disappearing at the end of turn, but that should only be IF the bonus AP is left above and beyond your natural AP, not the obtuse and counterintuitive scenario we have now where if you activate an ability that grants you +2AP, you move 4 tiles, and go into overwatch with your remaining 2 AP, the marine will drop overwatch immediately because you lose the bonus AP you by all common sense already used to move.

    It just doesn't make sense the way it is working now. If I raise my AP by X, spend X, I should by the rules of common sense NOT experience a -X drop to my AP as soon as the turn ends.
     
  17. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    #1497 HazeTI, Jul 31, 2015
    Last edited: Jul 31, 2015
    Separately. If you have two +30 dodge items they each add a separate 30% dodge and they will be checked individually.
    That sounds about right. Maybe the confusion is that 300% is actually damage *4 not 3. Which would give crits around 90. E.g. 100% crits is damage * 2 not 1.
     
  18. HazeTI

    HazeTI Well-Known Member

    Oct 2, 2013
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    Hmm, I get what you're saying, but you've just boosted your Overwatch ability. In effect you are using your AP boost in your turn to use them in the Enemy turn. Maybe it's something we can discuss in the office. I just wanted to make it clear how it works now as it was being asked.
     
  19. Tuzzo

    Tuzzo Well-Known Member

    May 22, 2009
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    Tech assistance
    Italy
    Exactly what HazeTI tried to explain. They are not meant to boost overwatch, meaning you can't use them to do things in your turn AND have enough APs to shoot in overwatch too.
    Those extra APs are meant to let you do more things only in your turn. Any leftover AP is taken away (according to how many have been granted by said skills).
     
  20. Birth1118

    Birth1118 Well-Known Member

    May 31, 2013
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    MA, US
    Strangely I want a no regret option of wiping out the campaign progress but retaining all the heroes and wargear. It would be like the reset campaign button in hunters 2. Then I would set the seasoned marines aside, put together a new team and experience the awesomeness again. But I guess it does not harm to do it without. Just have to pretend that I did not have access to those T4 wargears.
     

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