I think he referring to the default weapon that they carry When the mission starts. I think the characters carry the last weapon you select. Sadly you can't use it until you select a new one.
Chaos Dreadnought Did someone manage to kill Chaos Dreadnought in mission 2-6? 20,000 HP plus endless generated cultists make it very challenging task
Don't worry, just try to do that. And even if it feels too hard for you anyway - in upcoming update difficulty will be lowered in many missions.
Dreadnought? Lol I'm already having a hard time killing the stupid priest with his annoying 50% evasion.... They should lower the % IMO lol
I hope that you are going to introduce different difficulties (easy, normal, hardcore) with different respective rewards. I don't want to have too easy missions after update
It seems that Rage attacks have 100% hit probability, so try to fill Rage indicator and then destroy him. It was not easy, but possible. And btw he doesn't always have 50% evasion cards in his hand.
He doesn't always have the card but by the time I reach him after killing 5 chaos marines in 2-3 or halfway killing him (his hp is quite big) he'll have it on him. definitely doable though sure just not that easy lol
Yes, not easy at all. But it is good (at lease I like it) and I hope that developers will not make the game too easy in the next update (since it seems that some casual players are complaining about its difficulty).
Game Impressions I'm currently on Mission 2-5 and I have some thoughts about the game I'd like to share. Let me state for the record that I am a completely free to play player thusfar (not because I don't like supporting developers. I will likely buy a credit pack once I finish the campaign. I just want to get a good feel for the difficulty that free to play players experience). I also consider myself a very competent, intelligent, and experienced gamer who enjoys a strong challenge that takes several tries to overcome, and some things that I think are well tuned may be too difficult for the average mobile gamer. First off, I love the difficulty level that the game is tuned to, especially when trying to complete bonus objectives. The only bonus objective I have yet to complete is the chest for mission 2-3 where the crate is at the end of the long hallway full of portals spawning chaos marines, but I have not yet given it a serious try. The last few missions have seems to be more about outrunning the overwhelming waves of enemies rather than actually fighting them. It'd be nice to have a little more variety, even if it was just in bonus objectives. For example, on mission 2-5 where one of the bonus objectives is to finish the mission solo without any squadmates made for a new exciting twist. I also really liked figuring out how to get the chest on the last mission of chapter 1 (hint for how I did it: use the tactical marine). While I like the strategy/card hybrid gameplay and I really like the effort system, I do find that I am not a fan of the leveling system, especially for squadmates. I've had plenty of credits to unlock both the scout and terminator deck so far and I've been very happy with the return on those investments, and now I'm back up to about 5000 credits again. However, I'm having a hard time deciding what to buy next. Most of the low level squad-mate cards are not very useful, and they don't start getting useful for til the 3rd or 4th card (depending on the squadmate). I wish the squadmates would get the HP bonus from leveling without having to buy the cards like the main character does so that they don't fall behind on HP (the Havocs in mission 2-5 have almost as much HP as my Devastator does), and then you just use credits to unlock the cards you want. Also, I'd really like to spend those credits on booster packs, but I feel like I can't if my squadmates die in two rounds of combat. Also, add filters & some tweaks to the UI for deck building/evolving/disassembling. There's no reason that you shouldn't be able to evolve an item that's in use on a deck. Just give the player to option to remove it from the deck or replace it with the upgrade version, or make the deck unusable until they fix it. Make the cards in your deck viewable without removing them from the deck. Little quality of life things like that. TL: DR version: Solid game, could use a few changes to make it a bit more F2P friendly and an improvement to the leveling system, but overall a solid experience Now for a quick question: Is is possible to get "Move" cards from the forge, such as teleport, jump pack, ambush, or supplies, or are they only available from boosters? I have yet to see anything other than a weapon from the forge. Also, people should post the stats on the legendary weapons they get! I'll start with the "Axe of Morkai" I got for the chest on 1-6, which is a 6 effort Use (not equip) power axe that does 475 dmg, 72% accuracy, and when you use it, you draw a card.
Legendary cards FELL-HANDED'S PET Assault Cannon (Terminator only) 400 damage, 73% accuracy, 12 effort Equip, Range 5, Ammo 2
"Lupus Annilus" plasma gun 290 88% with 7 effort (equip) stuns for three turns and +3 effort to the target.
Yes, it's live today. Here's what was changed: - game is less difficult, enemies are not so powerful in many missions, less enemies in Acts 2 and 3 - better rewards in Act 1 - bug fixes - Russian localization added (more localizations coming soon)
Turning is essential part of our gameplay. It would be some other game if we change it. But other ideas about speeding up are most welcome.
Well mission 2-5 still seems just as difficult to finish solo. Anyone have any idea how much HP the beacon has? Also, sazanov, is it possible to get move cards for your main character (Other than ones you get from scout/terminator decks)? I'm 7 boosters and dozens of forged in and no sign of anything but weapons