Question does this game just suck up all your battery? Is there any way to get lots of gold w/o spending money?
Yes, it does. Yes, play through the entire campaign, completing all bonus objectives. After that, run mission 3-1 over and over again. Leveling your squaddies is incredibly important. Not only does leveling them unlock strong new cards, they also get more hp and level up their current cards to higher levels. For example, your scout companion at level 1 and 2 has all of his cards at level 1, but at level 3 his UC cards become level 2. The difference is quite noticeable as you level. I'd say leveling two squaddies is the most important thing you can spend gold on AFTER unlocking scout and term decks.
Well I finally decided to take the time and burn through the almost 12000 weapon parts I had accumulated to see what I would get. Here are the results. Run 1 (Hard, no runes) 22 Failures, 34 successes (39% failure rate) Distribution: 8 common, 14 uncommon, 27 rares, 6 epic, 1 legendary Net result: 5 common, 10 uncommon, 15 rares, 3 epic, 1 legendary I will say that most of the successes seemed to happen on the front end and I probably should have stopped when things started to go south. Also about half the e/l cards I got were useful, sadly the legendary is one I will prob never use and there for is crap to me. oh well. Good news for me at least is that well over half the rares I got are ones I am already using and so will actually prove useful. time to save up a bunch more and then repeat this. One of these days I will go through and break all the rares I am not using and then see what I can get from the scrap. hope this helps the ongoing discussion. Just a thought, maybe we should start a separate discussion thread that is solely dedicated to these types of results so that it is easier for everyone to see... edit: also if you are going to post info about forging or using booster packs... PLEASE be specific, ie how many cards of what rarity you got, how many booster packs you bought and of what size, runes used, etc...specifics helps the community in making decisions.
Very strange. I've completed once more the Mission 3-4 The Roost. This time even though I haven't even touched one bloodletter, I haven't received the achievement... Did this already happened to someone? By the way I've accumulated approx. 20k Gears, so I will forge some cards and post my stats.
Never heard of that bug. I'd post about it on this games Facebook and whatever support email you can find for them (I haven't needed support yet, but I've seen them answer questions on Facebook before though lol)
Run with 25 hard, no runes: 9 Failures, 16 success (36% failure rate) Distribution: didnt record it Net Result: 4 common items, 5 uncommon items, 5 rare items, 2 epic items
Hi all! Is it possible to own more than 4 identical cards at the same level? I never tried to have more than 4, everytime I see the little bars filled up, I fusion the cards or trade them for gears. (of course I'm not talking about the limitation of 3 identical cards/deck) Thanks!
Wolves! We have decided to repeat the White Thunderwolf card giveaway one more time! More information on our Facebook page: https://www.facebook.com/40kspacewolf
Woohoo! Wolves are awesome. I finally managed to beat the chaos dreadnought in the final mission of 2 (2-4? 2-5?) without losing an npc marine! Stupid little 400hp guys are harder to keep alive than the Wolf Priest...
Kinda wish this was a second card instead of just a second chance for those who missed out on this the first time around in December. Oh well, for those of you who missed this the first time around, this wolf is truly invaluable and you should stop what you are doing and make sure to get this right now and get it completely upgraded. If you are running a scout like I do, then you will find yourself using this card extensively and loving it.
Got a bit sad with my 7 legendary weapons, as 5 of them were melee. Then made a melee deck with terminator (teleports + armor, melee dam bonus and heal skills), and it owns. Do 'reduce efforts' cards + teleports and melee weapons and you will own. Btw think the 'get 3 cards' card i worthless? -fully upgrades it cost only 1 effort = use as a move card for only 1 effort....
Card Hi everyone, First off, I'm embarrassed that I just now found out about this forum. I've been playing this awesome game since launch and I wish I could have been a part of this conversation that whole time. I just finished reading all of the past posts (which was exhausting), and I saw that nobody had posted a card list yet so I thought I would share mine. Please feel free to leave correction comments, but I plan to leave public editing disabled for the foreseeable future. https://docs.google.com/spreadsheets/d/1rlcYAIXmdk5-5mrFtPCF8d09Mj5Rtrq2KTB6MpcoSVM/edit?usp=sharing P.S. I apologize for a lack of common and most uncommon cards, but if someone else wants to add them I will add you to the sheet.
Wow nice list, definitely a bit jealous of all the legendary cards you list, granted I have only been playing this for a few months now but those things are super hard to come by. I have to ask though, do you have all those at level 5/6 or are you extrapolating based on the lower level ones you have? Anyway, I doubt anyone cares about the common/uncommon cards except maybe the move type cards (run, sprint, assault and the like) or the effort/supply cards which I am sure you probably still have. I would guess that all the other C/UC probably get disassembled as do most of the rares by folks who have been playing this awhile. I had been thinking about making such a list and holding off on breaking my rares for that reason, but now maybe I will just look through yours and see if there are any I have to add. Anyway, nice work again.
Hey guys, I may have found a niche for the scout, and I wanted to see if you guys had similar experiences/observations. I recently tried a scout deck with no squadmates, free wolf casting and energy reduction from chaining. It seems to me that sniper rifles are really not that great, as the legendary bolter also has five range and overwatch, but rifles require two hands for equipment and tons of energy, so I only included a few green rifle cards to charge rage. I used one melee equipment (a power sword) and one ranged, with several bolt pistols to reload and one green power sword to reload. I finished the deck with as many energy reducers, chains, and supply cards as I have. I included a couple knives for maneuver and to work with assault in a tight spot. What I found was that the scout can regularly get like 50%+ damage buff (15% full hp, 10% wolves, 20% no squad members, and later 20% in rage), but has the drawback that he relies on the wolves for meatshields and supply cards to have anything in hand, and that if you have no squadmates, you can't consistently keep that 15% at full hp buff, so you have to choose which of the two to go with. I was doing loads of damage, and the wolves were nice, but it felt permanently on the brink of disaster. On the other hand, I beat all the enemies in 3-1 and only got hit once (and I wasn't playing particularly conservatively). Do other people have thoughts about high end scout decks, especially chain based ones? Have you found that a heavier reliance on sniper rifles is fine (you can feasibly get 95% bonus damage if you let your wolves cost 15 effort) or do you prefer a mid-range bonus on lighter weapons? Thanks!
I wish they were all mine, but data on several of the higher level Legendaries were gathered from a few screenshots on the Facebook page. I don't know of anyone who has successfully maxed out a Legendary yet, but that is probably because two L5s are better than one L6... In any case, I didn't extrapolate any of the level 6 cards as I didn't want to misjudge max damage. I have personally maxed out pretty much every epic/rare card at least once, so those L4's are as reliable as my ability to enter data (i.e. may contain human errors).
Scout class comparison I know a guy who swears by the "chain scout" method, but he only uses low-effort bolt pistols and plasma pistols to bring his effort-per-deck down to the low teens. I personally prefer the move-reduce perk as it lets me use my Swords of Russ to inflict massive damage, but I've tried both methods and here's what I found with my cards: Chain Scout: Min Effort = 18 Average Effort = 30 Average Damage = 2,080 Move-reduce Scout: Min Effort = 54 Average Effort = 57 Average Damage = 4,950 My main complaint with the chaining perk is that it requires that the "stars align" perfectly to hit the minimum effort. I haven't maxed out 3 of each bolt pistols yet so I end up having to use higher effort bolters or plasma pistols that take away the 15% full-health bonus. Still, it's a great way to get a lot of wolves on the field very, very quickly. I question how effective this strategy would be against a high-damage Terminator class that ate wolves for breakfast and earned armor and hp bonuses for the privilege. I've found the move-reduce perk to be much more consistent, especially for grinding. My play style takes full advantage of the AI's predictability, so it might not be the best for multiplayer either. Nevertheless, I can usually kill Frell and Oriax in one go while using my move-reduce Scout without taking any damage.
I think once multiplayer comes out many ppl will change strategy. I don't think using the same strategy for story mode works in a multiplayer environment.
For those interested in forging stats, here below my results for 150 HARD forging in a row without runes: https://docs.google.com/spreadsheets/d/1DGgliARMgkqj7wzZDtTIszdwuFa_4ggPNFwduhA7CWI/edit?usp=sharing I will run another test to confirm the pattern.
Hi, congrats on the test. Can I suggest that maybe if you are going to go to the trouble of doing all that work, a few minutes extra to clearly define your graphs and tables might be in order and might make it easier for folks to read. (sorry that's the anal part of my personality, I just hate looking at stuff that isn't clearly defined when you already put all that effort into the process. Had way to much of that in school.) Also, to keep with the trend of the reporting here I think is a summary of his results pulled from his spreadsheet. (if i missed something, my apologies, but I think I got it all) 150 forge attempts on hard without runes. 62 failures, 88 successes (41.3% failure rate) Distribution: 33 common, 52 uncommon, 52 rare, 9 epic, 4 legendary Net Result: 18 common, 30 uncommon, 34 rare, 4 epic, 2 legendary It looks like you did pretty good with rares and better cards. Hopefully most of them were useful as that can be tricky depending on your main hero build. It appears from the several folks who have posted so far that the failure rate for forging @ hard w/ no runes is somewhere between 40% and 60% failure rate. I would say though that there hasn't been enough of us posting these results yet to be able to determine a clear trend for this yet, so folks keep posting your results, and please be specific, and try to follow the example set forth so its easier to compare. I am curious, you broke up the attempts in lots of 25. Was there a reason for this, i.e. did you for instance exit the forge after each 25 and then go back in, did you pause for a min before continuing, or is it more that was how you recorded it and in actuality you just continually forged without a break? I ask this to get a better idea of your methodology. Good job ptitmoos, that was a lot of gears to blow through getting those results.