Thanks for this. Does anyone know all the promo codes? I searched through this post and found TARCADESOFT and SOFTCODE but both didnt work (i assume they are no longer valid). Just wanted to make sure i didnt miss any. Diggin this game so far. Not crazy about the pay model as most have said, but its part of the current market and at least they dont lock out the higher currency with only RL$. As for the game itself, is there any kind of guide or card list anywhere? I also still have not found a good way to get around the rune priest to get the crate in Gathering the Storm; he kills dudes too fast for me to reach it. I tried using jump jets, but by the time i found a location that would let me jump down, it was too late.
scape211: They published few codes during launch of the game but now they are not valid anymore. You may find some strategy advices in one of my posts before http://forums.toucharcade.com/showpost.php?p=3402697&postcount=339. Regarding Rune priest - there was good explanation how to do it few pages before, try to find it. In short, jump using jump jet before stairs and run to the chest. You will have 1-2 turns to reach it before priest kill everyone.
thanks yury. ill dig a bit more to make sure i got the right startegy for the rune priest. I did try jump jets, but didnt get there quick enough. Guess ill have to try again....
Close combat and ranged weapons So, one of the things I've run into while playing is that currently I think close combat terminator is significantly preferable to other armor builds? The scout has the issue that is can theoretically be hyper mobile, but its ranged attacks tend to have really high energy costs associated with them. While at the really high upgrade levels, the sniper cards deal a lot of damage, the appropriate armoury upgrades that let him save energy lock out the mobility—either the scout can reposition well, or he can have rate of fire, but not both. I have yet to try an overwatch scout build, but that means you can only use green sniper cards, which makes him even slower in general... The power armor could be really good at higher levels (I haven't upgraded it in the armoury yet) when I can feasibly get 40-50% damage bonus on overwatch, but even with Ragnar's bolter I can only probably output about 500 damage. Combined with the energy costs associated with firing his weapons and the need to keep turns quick to maximize overwatch refresh, I think the power armor works best as an overwatch/close combat hybrid. Do other people have similar conclusions? The problem I have with this is that power armor has no way to regerate hp (nor does scout armor), and when you trigger one to two enemy groups, either your squadmates start taking heavy damage, or you do. Terminator armor has the highest mobility of any suit—it's teleporters get really low energy costs and really high movement—as well as the easiest acquisition of armor. It's ranged weapon suite is subpar (the auto-cannon being the best single-target weapon I've found, the assault cannon being decent damage for aoe) as their energy costs are massive and all weapons are two-handed, when compared with its ability to smack enemies in close combat (especially when ignoring armor). Combined with its close combat 25 hp recovery per attack (regardless of whether it hits) and the ability to do things like have 70% rage refill on nonlethal rage attacks or recover 2 armor when not moving (easily done with close combat weapons), I have a hard time getting similar endurance and efficiency out of the other decks. Is this a crazy analysis? Have other people seen similar things or come up with more efficient ranged combat builds? And if this is the case, would power armor and scout armor benefit from a slight buff? I bring this up because I noticed the devs look at this forum (or at least one of them does), and I was thinking something to play with would be a blue reaction card that switches to face someone who attacks you in close combat. It wouldn't be an ideal facing, since you won't have repositioned out of their attack arc, but it would let you counterattack more easily. Or maybe, so that it is voluntary application, a chain which lets power armor or scout armor incorporate a turn in their close combat attack for free—their biggest weakness is that ranged combat often requires a similar amount of repositioning to close combat, but their attacks cost more energy. This could alleviate the need to respond to enemy melee attackers, which represent the largest group for forcing movement. Thoughts? Tl,dr: Power armor and scout armor seem to lag slightly behind terminator armor in strength (for the player character), would they benefit from some form of reaction to let them change direction more easily in close combat, letting them make more efficient use of overwatch against close combat opponents. Thoughts?
Aramora, you seem to be much further in the game then me as I just recently unlocked both deck types yesterday. However, I tend to agree even from early play - the first mission gives you access to Gunnar and his abilities that have been upgraded are quite cheap (mainly the shield coming in at 5 effort). I'm not sure if you can get it that cheap overtime, but it certainly seems very worthy. Terminator armor seems to be a good end game armor. Its slower to upgrade and not as versatile to start, but for the reasons you said, I could see it being very potent later on. Not sure about the squad based terminator though as he is in a pre-made deck, but certainly the player based one. I personally think some of the scout based long range weapons (namely the sniper rifle) should have a slightly longer range. 1-2 spaces more than most average weapons seems strange. You could lower some of the damage from the sniper rifle to compensate. I think this would give the sniper more flexibility. Side note: I recently discovered that whenever you use a card to move it costs the effort on the card. For some reason i thought it was always 5 effort, but thats not the case. Time to go through my decks and add some cheaper cards....man i feel dumb...
Aramora, I used only power armor (90% of missions) and terminator armor (mostly in last missions). I haven't used sniper armor for main character, but use always sniper squadmember. In general I agree with your conclusions. Terminator is the best armor now due to its skills/traits. It receives additional armor/defense, he has significant damage bonus in melee, he has good bonus for rage indicator and he also has unique ability to regenerate health. Even two of these four abilities will be enough to make him very strong, and with all 4 he is really killing machine. I used power armor a bit different than you. In general I used it mostly for range attacks (I had epic overwatch lvl2 bolter from beginning that is really powerful and helped a lot). His other range weapons are also good even if required a bit more effort than terminators melee fists/hammers. He earns rage very fast and have additional action when on rage that is quite powerful add on also. I really like him and think that playing range attacks is more interesting and requires more tactics planning than usual more straitforward terminator melee approach. But the problem began when I found good melee weapon for power armor class. It seems that mixing both range and melee attacks is not efficient (or at least I didn't find right approach). So I had to either continue focusing on range weapon (that means to ignore all these great legendary melee toys), or to focus on melee that means to change power armor to terminator class. I believe that if developers improve Power armor class skills a bit he really becomes equal alternative for terminator class.
Aramora, What are auto-cannons' characteristics? I have played the whole game and have not found any auto-cannon so far
Promo codes Hey, any upcoming promo codes? Also It'd be cool to see some unlock able armous skins, like from different space marine chapters or camp types or something.
Only one quest without all clear skulls @ vect, I have the same frustration with u too. What a shame that I tried and managed to pass this quest with solo run ALSO start and complete that quest with another squadmate, yet I still don't get what I deserve.
Reset I wish there was a way you could rest all the squad. I didn't invest my credits wisely . I hope in the update they we will be able to evole the cards without having to remove the cards, get the deck to 30/30, then evolve them. It's a real pain.
Yuri: The autocannon is similar to a heavy bolter4 range, three width for targetting. However, it costs 12 energy, deals 500 dmg (as I recall) over two shots instead of three at 80% hit chance. This was for the legendary autocannon equipement. This was at level 1. Presumably at six, it can do close to 750-800 damage, 86% chance to hit. I think I saw something earlier about the "start and complete the mission with only one character" being glitchedI've done it alone, w/o wolves, just to be sure, and it didn't register. Thanks for the feedback, guys! Also, I used power armor for a giant chunk of the game as well, and if you play distance properly, it's pretty powerful. I had to forcibly stop myself, though, when I realized I was regularly losing 1/3-1/2 my total hp on plasma pistol spam... Mmm, plasma pistols...
One of the main balance issues for me is the significantly skewed proportion of legendary melee weapons compared to ranged. Of the ~12 legendaries I've earned, only two of them are ranged. Now I realize that I could be the victim of unlucky RNG, but from what I've read I this forum, it seems most of you are in the same boat as well. The compination of teleportation, tons of armor, melee damage buff, high rage generation, and hp regen makes terminator armor exceeding strong. Power armor has good rage gen too, as well as jump packs (which have a higher cool factor when compared to teleportation, but you don't get them for free like with the terminator deck), flexibility from the huge variety of weapons, and overwatch; but having to waste effort to get armor and lower dmg output in melee make it a worse choice. Scouts armor is in dire need of buffs. The low effort move cards are nice, but with a deck limited to 3 moves and 3 sprints, you're going to need to start using Chain cards on movement, which means you don't get to use their main benefit and they tend to be more rare to collect. Combined with the fact their signature weapon has an extremely high effort cost and only 1 more range than normal weapons means that it's nearly impossible to keep your enemy at long range. As a matter of fact, I know that my terminator deck is significantly more mobile when compared to my scout deck
Vect, I fully agree with your comments. And even the fact that I have a bit more ranged legendaries (5 of 9) doesn't change the overall situation significantly.
Lucky you, Vect. I've played terminator from start and none of my Legendaries are melee. In fact, none of them can even be used by the terminator. Nothing but ranged cards.
I only have 3 legendaries so far; one melee and 2 ranged. One is a sniper rifle, one an autocannon and the other a power sword so really its nice to have something for all deck types. However, as its been said the scout class really lacks. I started investing in that class since it fits my playstyle, but it doesnt have great benefits. I personally think the range on sniper rifles should be greater, effort cost should be lowered, and damage should be lowered a bit as well. I plan to start working on other decks in the meantime. Side note - This game would greatly benefit from a way to speed up grinding. I know we have to grind unless we want to shell out money and thats fine, but when im playing a board ive passed 20 times already, i feel i should have a way to speed it up. I see a few ways to do it: 1 - let us set the game speed and let it stay that way. Having to hold down the speed button every turn is annoying and still feels slow. It needs to be an option we can set and should move quicker. 2 - Let us 'autocomplete' levels we have already beaten. By this i mean you start a level, then let the player AI run against the computer to play out the level. If I'm grinding, its still going to take time and those that aren't willing to wait will still pay money. But at least this allows me to focus on something else while this plays the same board 20 times over. I can see people getting annoyed having to play over and over and eventually getting a sour taste in their mouth over the game because they have to be involved in grinding. If we have to grind, at least let it feel less...grindy 3 - make hard, but quick wave style levels. These will be for higher levels, but will allow us to play them very quickly as currently it feels like a turtle. Could be endless levels too that change rewards depending on how long you survive. Like kill 10 or more get a common, 20 or more, UC, etc. Could even use boss type characters at certain points
I agree with you analysis, Vect. One of the weirdest things is that I prefer the sniper squadmate, but I hate it on my main... But it goes back to the advantages of terminator bonuses. I also would like to see some more palatable form of grinding. Endless levels could be cool; I think they've also mentioned multiplayer, so I suspect that will have some reward system.
You guys mention the ability for the Terminator to self heal. Is that through a card or his abilities? His abilities seems like a nice overall benefit, but i was hoping there is a heal card you can get. In the first mission when Gunnar joins you, he has a card called Howl - is that one you can collect or is it unique to him? I hope it is one we can get; right now i have no method of healing and it certainly makes things harder.
It's one of his skills/ability. I haven't found any heal cards for main character, but may be developers will add them later
It's terminator's level 6 upgrades in the armory. You can choose between regaining 25 hp per melee attack (the better option for a melee term deck) or 35 hp per kill. Speaking of terminator skills, has anyone tried adrenaline surge? The tooltip says +1 action point and +6 effort every turn. That sounds pretty poor, as not only will each of your turns require 6 additional effort for nothing (especially crappy if you want to use only one low effort card to move so you can act again before the Emmy and get two attacks off) but you'll be getting fewer turns due to spending three cards worth of effort each turn. However, I can't imagine it actually meaning -6 effort, as that would be game-breakingly OP so it sounds like a meh skill. On the other hand, does anyone know how close an enemy has to be to your character to give him extra dmg from savagery? Is it melee range or a little more. Seems like the better Option to me sadly
Vect, The enemies should be melee range from you in order to receive additional damage from savagery. So usually you will have +10% bonus that is good anyway. Adrenaline surge works exactly as its description. So it's even worse than useless. Don't know why developers designed it such way.