CthuluIsSpy
Arcane
Maybe I'm playing it wrong then. I'll give it another go on the GOG version. Any good settings I should look out for?
Maximum landmass, big+ regions, minimum wire weed, more special resources, fast game speed, wildlife depends on what your goal is. When you have more experience, you can experiment with tech tier limitations.Maybe I'm playing it wrong then. I'll give it another go on the GOG version. Any good settings I should look out for?
For someone very vaguely remembering how commissar functions, could you elaborate on how it supposed to make AM infantry more viable?I've tried the new AM unit, Field Ordnance Battery, and while it's not bad at all it suffers from being part of the AM infantry roster. The way the game fundamentally plays screws the AM infantry over and they need a more radical tweaking to function properly. I've suggested having the commissar trainable from the barracks and I might make a mod to do that eventually to see whether it would help the AM infantry be more viable.
He buffs nearby infantry's accuracy and armor penetration, and can restore morale in a pinch by executing a squad member of a unit. The buffs are the important part, it makes infantry actually do some damage for once. It's especially good for long-range infantry like ratlings, heavy weapon teams and now the field ordnance battery, but it's effective all around. The AM have a tendency to do low damage as a faction, they only get real good when wyrdvane psykers come out, supported by either the lord commissar or the tank commander depending on whether we are talking about infantry or tanks. This means the buffs from the heroes are actually almost necessary for the AM's game plan, but getting a lord commissar out on a small map where infantry wars are expected is a very tall order, so infantry remain weak. Being trained in the barracks would imo fix the problem.For someone very vaguely remembering how commissar functions, could you elaborate on how it supposed to make AM infantry more viable?
First of all, you are playing in very specific circumstances most players won't play. Second of all, playing against AI with loyalty buffs (if you are playing above medium difficulty) is different than in PvP where balance issues are more pronounced.
This usually happens through Discord. Battlesector functions the same way atm.First of all, you are playing in very specific circumstances most players won't play. Second of all, playing against AI with loyalty buffs (if you are playing above medium difficulty) is different than in PvP where balance issues are more pronounced.
Like do people actually play this game MP? So you like a make a date timing "Let's all be online at 8 PM and play for 3 hours every 2 day"?
This usually happens through Discord. Battlesector functions the same way atm.First of all, you are playing in very specific circumstances most players won't play. Second of all, playing against AI with loyalty buffs (if you are playing above medium difficulty) is different than in PvP where balance issues are more pronounced.
Like do people actually play this game MP? So you like a make a date timing "Let's all be online at 8 PM and play for 3 hours every 2 day"?
It really depends on the map size. A 1v1 on the smallest map can be over in 30 minutes.
I mean Battlesector is Skrimish, I can understand doing an one-off game night
But Gladius game can take hours, certainly not going to be finished in like 2 or 3 sitting of 2 hours per sitting. The level of commitment is really different
I only played MP once, several years ago, so it is a bit foggy, but Gladius is relatively short. With a timer, you can probably get a game completed in 3 hours, if playing simultaneously.First of all, you are playing in very specific circumstances most players won't play. Second of all, playing against AI with loyalty buffs (if you are playing above medium difficulty) is different than in PvP where balance issues are more pronounced.
Like do people actually play this game MP? So you like a make a date timing "Let's all be online at 8 PM and play for 3 hours every 2 day"?
Makes sense. Do AM have any other ace up their sleeve other than heroes to be viable in the early skirmishes?He buffs nearby infantry's accuracy and armor penetration, and can restore morale in a pinch by executing a squad member of a unit. The buffs are the important part, it makes infantry actually do some damage for once. It's especially good for long-range infantry like ratlings, heavy weapon teams and now the field ordnance battery, but it's effective all around. The AM have a tendency to do low damage as a faction, they only get real good when wyrdvane psykers come out, supported by either the lord commissar or the tank commander depending on whether we are talking about infantry or tanks. This means the buffs from the heroes are actually almost necessary for the AM's game plan, but getting a lord commissar out on a small map where infantry wars are expected is a very tall order, so infantry remain weak. Being trained in the barracks would imo fix the problem.For someone very vaguely remembering how commissar functions, could you elaborate on how it supposed to make AM infantry more viable?
Early AM infantry is good - guardsmen with grenades, ratlings, now the field ordnance battery. Only the heavy weapon squads are excruciatingly meh. However, infantry quickly falls behind if they don't get some kind of support, either the two infantry heroes or tanks, both of which are hard to get going on an infantry build.Makes sense. Do AM have any other ace up their sleeve other than heroes to be viable in the early skirmishes?
Two usability questions:
1. Is it possible to chart paths for units to move along through? When the autopathing takes my niggas through overwatch hell even though it doesn't have to, I feel like throwing my PC out the window.
2. Is it possible to actually get useful fucking damage previews? Say I have a warboss with a worthless range 2 shoota and a strongpowerful range 1 melee attack, the fucking preview always shows me what will happen if I attack from 2 hexes. Meanwhile the damage formula is so completely obscure to me that I could analyse the numbers for ten minutes and still have no idea how much damage I'll actually be doing. Likewise I'm also incredibly upset at being unable to get a damage preview for active abilities like nades before getting into someone's face.
Please explain it then, because I too find it to be incomprehensible how much damage something does, especially once the various weapon traits get added on.The damage formula is obscure and is wrong on the wiki but it makes sense and has no randomness. I can explain it if you care.