- Joined
- Jan 28, 2011
- Messages
- 100,413
How close are the rules of this implemented to 40k? as Sanctus Reach felt a lot like the table top version. would be nice if this was at least somewhat close to it!
I don't know. They have some weird deals with Games Workshop:So, DLC factions milking confirmed.
Yeah, the gameplay (from what they've shown so far) is very simplistic, looks like mobile tier +, but that might not be too bad if you you're not expecting anything more than beer & pretzels turn based tactics game.
Must be a pre-optimisation build, full game went from 20gb to 6gb on the last pass although may go up from there again.
Steam says it downloaded 5.8GB, but the installation folder is 8.45GB on disk.
Finished the demo. Overall I'd say it's really good. At least gameplay wise I have nothing to complain, it's as good as I had hoped. The presentation (art, sound, music) is really nice as well. My only gripe is how between missions when you can manage your army loadout I dismissed some marines who had some kind of veterancy tag after completing the first mission and instead of them going into a reserve you just lose that squad forever it seems. So if you want a veteran squad you just have to hoard them in your loadout, I guess. I'd want maybe some more stuff in between missions as well. The lack of equippable wargear is kinda lame.
Finished the demo. Overall I'd say it's really good. At least gameplay wise I have nothing to complain, it's as good as I had hoped. The presentation (art, sound, music) is really nice as well. My only gripe is how between missions when you can manage your army loadout I dismissed some marines who had some kind of veterancy tag after completing the first mission and instead of them going into a reserve you just lose that squad forever it seems. So if you want a veteran squad you just have to hoard them in your loadout, I guess. I'd want maybe some more stuff in between missions as well. The lack of equippable wargear is kinda lame.
It's possible to transfer direct to the reserve if you click on the unit rather than dismissing it directly. (Or should be, I haven't got demo.) There's rough edges still to making some things more visible or obvious. I dislike the save system intensely for another but out of scope to overhaul UI before release.
On wargear and progression type stuff, they deliberately don't want players to feel attachment to units by being able to bling them out. One of the things which became very obvious from the press previews is how risk averse many players are in a TTB from their experiences with X-Com. Corner camping maps with overwatch on, that sort of stuff. So they dialled what progression there was back even further. Not sure I agree with it but I can see the point to not wanting players to feel gimped at mission 20 if they didn't find X or have unit Y along from the start in a game. The veterancy tags are an attempt to placate those of us who argued the reverse, but they're solely cosmetic.
Thanks. I'm pretty sure I did click the transfer button or whatever but nothing came out of it. I was unsure if it was a bug or intended.
I was also afraid that the veterancy tag was cosmetic as it didn't indicate any kind of bonus. I can understand why the devs made units more disposable, but it's a choice I don't agree with. It feels like a fix to a problem that fans of this genre never really asked for. I'm not sure who this change is supposed to appeal to as from my experience people who play these games like the feeling of attachment you get from taking your troops from mission to mission and witnessing their growth from weak and green recruits to battle hardened veterans. It is an unfortunate thing that the devs have gone this route. Like I said the gameplay I played was nice, but this is something that could end up being a dealbreaker for me.
That is still a very weird decision:Finished the demo. Overall I'd say it's really good. At least gameplay wise I have nothing to complain, it's as good as I had hoped. The presentation (art, sound, music) is really nice as well. My only gripe is how between missions when you can manage your army loadout I dismissed some marines who had some kind of veterancy tag after completing the first mission and instead of them going into a reserve you just lose that squad forever it seems. So if you want a veteran squad you just have to hoard them in your loadout, I guess. I'd want maybe some more stuff in between missions as well. The lack of equippable wargear is kinda lame.
It's possible to transfer direct to the reserve if you click on the unit rather than dismissing it directly. (Or should be, I haven't got demo.) There's rough edges still to making some things more visible or obvious. I dislike the save system intensely for another but out of scope to overhaul UI before release.
On wargear and progression type stuff, they deliberately don't want players to feel attachment to units by being able to bling them out. One of the things which became very obvious from the press previews is how risk averse many players are in a TTB from their experiences with X-Com. Corner camping maps with overwatch on, that sort of stuff. So they dialled what progression there was back even further. Not sure I agree with it but I can see the point to not wanting players to feel gimped at mission 20 if they didn't find X or have unit Y along from the start in a game. The veterancy tags are an attempt to placate those of us who argued the reverse, but they're solely cosmetic.