I still like the game. The trick is not to level up your hero too quickly (you level by completing missions and doing bonus objectives), you need to grind earlier missions to level your squad. During soft launch I leveled too fast and my squad was too weak to progress. I eventually dropped $30 on credits (I don't mind spending money on Games Workshop licensed games, I love the franchise and want them to keep releasing games on it) and the game become much easier to handle. Finally did campaign 2 mission 2 and am now just grinding earlier missions to level my squad members all to level 5 before progressing further.
As far as I understand the "rest" time after the mission depends on the squad member level, right? 20 minutes for level 1 soldiers, 30 for level 2. So how much should we wait Level 5 soldier after the mission to take him to next?
I have 2 level 5, and 3 level 3 soldiers. I do a mission. With both Levels 5s, then a mission with 2 level 3s. I have about 20-30 minutes left on the level 5s after that. I then do 1 mission with the remaining level 3 soldier (one campaign 1 mission needs you to select just one soldier ). If the Level 5 timers are not done yet then I do the first mission to get some scrap. Basically, you cycle through all your soldiers.
Clear. Thanks. Btw, do you consider any soldiers better than other? So far I prefer grenade and machine gun soldiers (do not remember their names), but probably I just underestimate scout and heavy soldiers
My favorite team is the terminator and the scout (once the scout is leveled up enough to equip the first sniper rifle). The other 3 are about equal, I dislike the tactical marine because his weapon upgrades are Plasma Based which take more Effort and risk damaging him. My favorite armour is Terminator armour with the Defence upgrades
My scout squadmate can equip a sniper rifle from the outset. Perhaps I'm missing out on something essential regarding scouts and sniper rifles
There's another rifle available to him through upgrades.... Makes him able to more reliably draw a sniper rifle
@skypoint: So do you consider sniper rifle as more useful than overwatch? I found that weapon with overwatch is really great since it in general gives your one more free shot.
Overwatch on non-legendary weapons doesn't impress me that much de to damage. I like the scout-snipers ability to guarantee a long distance kill when needed. Sometimes if you have the right card and manage your effort right you can get 3 high-damage shots off between enemy turns.
Thank you for pointing out this, we've heard about this a couple of times already. There was a moment teaching that, but probably we need to explain it more clearly OR track that user is waiting for move card and show him the tip.
Can't wait for multiplayer!! Hope it's better than HODA. Will player compete based on level? I hope it's like Injustice matching.
We will match by skill indeed. And by deck 'weight' if necessary (so that you are not matched with someone many hours ahead or who just paid a lot). We are still trying various things, so I can't tell how exactly it will be done. Ideas and references to nice turn-based PvP games are most welcome.
how can I fix this "Unable to connect?" It was fine then it started and still going over 13 hours already!
Mission 2-5 (where you need to destroy the beacon) is really tough. It seems that there is endless generation of soldiers when you approach the beacon. i was able to take the chest, but then I was really wiped off with 10+ soldiers. Did someone succeed with this mission? Is there any strategy for its last part better than just run and fire and hope that you destroy beacon earlier than you will be killed?
The Space Marine 'Feel' Following up on the comments about tweaking melee combat to be more meaningful (atm it's very lackluster) I'd like to comment on the feel of the game. All in all, I think the game has captured the atmosphere of the 40k universe very well, with both the graphics and audio of the game. Where I feel disconnected is in the gameplay choices. To me Space Marines are tough Gung Ho(!) fighters, never backing down and especially for a chapter like the Space Wolves, that means rushing in and being up close and personal with the enemy. However, in Space Wolf I find myself constantly moving backwards to max distance, wait, take a shot and then run further out of range. All to minimize the incoming damage of the enemy. This doesn't feel true to the Space Marine feel. I'm not asking for a game that's as in-your-face as Relic's Space Marine action game, but atm I'm feeling more like a sneaky Eldar than a Space Marine. This Screenshot show what happens if you move up close to your enemies instead of constantly backing away. (Yes, that's 9 Chaos Marines, all arriving at the same time. Add to that the 2.000 hp sorcerer that hits for 240dmg at range 5(!) who is right on the other side of my squad) Mission: 2-3 Hopes and Fears
That how I play too, I let them come to me so I don't get hit as often. And this way they get to move in+shoot where I get to shoot+shoot
I had about 15 chaos marines following me in 2-5 mission. And they are endlessly appeared regardless how much you killed already. It was really NIGHTMARE.
It would seam that the games adapts to how you play. For example, I played the first missions several times with different out comes. When ever I played aggressively I fought less troops. When I played offense I encountered way more troops.
After mostly a dozen attempts I have finally succeed to take the chest with Legendary card in last mission in first campaign (1-6). The timing is really tough but possible. And Legendary card is very powerful (Equip Assault cannon with 400 damage, 5 range and affects all targets). Unfortunately only for Terminator class. So far I played with Power armour class, due to wide variety of weapon for him, but now I really have a temptation to change to Terminator class.