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Warhammer Warhammer 40,000: Mechanicus II - now with playable Necrons

pm_675

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Is Guillaume David composing new songs or at least in charge of the music? Because while the game itself was quite good and atmospheric itself, the music was excelent and the most fitting of a theme that I have listed.

Cautiotusly excited for this game anyways :bounce:
 
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Axel_am

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Great news. I just hope they build up on the already good formula and not do a complete revamp like what happened with DDII.
 
Glory to Ukraine
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Dayum. Unexpected but immensely welcome news!

I kinda wish they would go with a different enemy this time, but I understand what the devs have going on with the Admech vs Necrons thingy. In any case this will be epic if they fix the balance issues, cant wait for more tech priests (as well as Necrons this time around apparently) talking shit to each other during briefings and mission events. Tbh fam, Scaevola is probably the only girlboss character I can tolerate.

D1P without any doubt.
 

Dr Skeleton

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Steve gets a Kidney but I don't even get a tag.
Nice. Weird to have AdMech vs Necrons again when you could fight Dark Admech/chaos, ork mekboyz or literally anything else, but whatever, the first one was good. Maybe they should work on balance and difficulty curve more this time around.
if they wanted to save money on music and assets they should have just made the player the Necrons and the villains the Admech

a Necron XCOM where you are the invading force instead of the survivors is way more interesting than just another dungeon crawler
I don't care about playable Necrons though, I'd rather they cut them and focused more on playable AdMech or invested that time into more opposing factions. I get that there's a fanbase for playable Necrons, but I don't see the appeal, to me they're undead space robots that I can't tell apart most of the time.

Yeah I would prefer Mechanicus operation in a hive, with gangs, orcs, genestealers, mutants and other wild trash. Or even better - a space hulk, cleanins various parts inhabited by various aliens
Yeah, the space hulk idea is much better that what we're getting. You have a perfect motivation to explore it for lost tech and the enemies could be almost anything: mutants, orks, genestealers, random pirates or eldar corsairs, squat salvagers, dark admech, demons or demon infested machines, a chaos marine or two, plus you could have very different environments depending on the part of the space hulk, unstable passages or terrain with different rules.
 

Axel_am

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I don't care about playable Necrons though, I'd rather they cut them and focused more on playable AdMech or invested that time into more opposing factions.
Well I mean it only makes sense they start with Necrons first if they are going to add more races. Them being in the first game and all.
 

Dr Skeleton

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Steve gets a Kidney but I don't even get a tag.
I don't mean "cut them" as in cut Necrons from the game altogether, just cut the concept of a playable Necron faction, making a second playable race seems like a huge commitment of resources, and I'm not sure if it's worth it.
 

Galdred

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Steve gets a Kidney but I don't even get a tag.
Mechanicus II? Do want.

Hopefully the difficulty balance isn't as broken this time around, first game was a cakewalk after the first quarter of the game.
Right, and the extra difficulty options they added mostly cut the cool build options.

I don't mean "cut them" as in cut Necrons from the game altogether, just cut the concept of a playable Necron faction, making a second playable race seems like a huge commitment of resources, and I'm not sure if it's worth it.

Indeed, multi faction games work a bit better with more sandboxy systems (like the campaigns in Dawn of War: Dark Crusade).
But they already played dialogues for both Ad Mech and Necros before, right? Also, hopefully, one of the 2 campaigns will not be a cakewalk.
 

Lacrymas

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Pathfinder: Wrath
Iirc, only specific augments were the culprits, so take extra care to not make op augments again.
 

Dr Skeleton

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Steve gets a Kidney but I don't even get a tag.
I think it was the sum of how much you can do and how often past a certain point in the first one. Move, shoot, attack in melee, heal, put up forcefields, use abilities, use canticles. Too many potential fail-safes essentially. Maybe some specific things were more OP than others, but it was the sum of things and how they compound and re-charged each other that made the late game in the first one stupidly easy.
 

Tyranicon

A Memory of Eternity
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They should make vanilla and chocolate eldar the baddies more often.

Mulching space elves with heavy bolters and multi-melta = great fun.
 

Oropay

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Been looking for Bulwark's new game, as it's been a while since IXION. Honestly I would love to see a new IP, but I'm happy to see Mechanicus get a sequel.
 

DJOGamer PT

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Yeah I would prefer Mechanicus operation in a hive, with gangs, orcs, genestealers, mutants and other wild trash. Or even better - a space hulk, cleanins various parts inhabited by various aliens
I think the choice is because that thematically the Necrons make for good contrast to the Mechanicus, seeing how they share quite a few traits
 

Elttharion

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Yeah I would prefer Mechanicus operation in a hive, with gangs, orcs, genestealers, mutants and other wild trash. Or even better - a space hulk, cleanins various parts inhabited by various aliens
I think the choice is because that thematically the Necrons make for good contrast to the Mechanicus, seeing how they share quite a few traits
Cawl and Trazyn

Cawl allowed an angry hiss to rattle through his rebreather. "We share no commonality."

"Perhaps. I went to the fires of biotransference in chains. You, I think, have gladly sliced away your humanity piece by piece." The Necron stepped closer, eyes blazing.
 

Azalin

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My only problem is that it seem you will only face Necrons again,two games focused entirely Tech Priests vs Necrons might be a bit too much, throw in a third faction to make it more interesting
 

Space Satan

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Yeah I would prefer Mechanicus operation in a hive, with gangs, orcs, genestealers, mutants and other wild trash. Or even better - a space hulk, cleanins various parts inhabited by various aliens
I think the choice is because that thematically the Necrons make for good contrast to the Mechanicus, seeing how they share quite a few traits
Cawl and Trazyn

Cawl allowed an angry hiss to rattle through his rebreather. "We share no commonality."

"Perhaps. I went to the fires of biotransference in chains. You, I think, have gladly sliced away your humanity piece by piece." The Necron stepped closer, eyes blazing.
No, Trazyn gone to furnaces willingly, because he wa a hunchbacked scribe with a fear of losing his archeostudies and was totally terrified that tumors will mess up his mind. It was Orikan who was dragged by force, because he predicted that Ctan will fuck their race up.
 

spectre

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5,614
Weird choice, doing the same lineup again. I thought M1 was decent enough showing how the two factions interplay ideologically,
but perhaps they want to dig deeper on the necrons. There's still plenty to show from the lore and they've proven themselves capable
here. Aat least the art team gets to re-use a bunch of assets assets.

On the other hand, I'd really like to see them expand the mechanical depth so it feels less like a mobile game.
Fix the snowballing issue, maybe; also keep the campaign interesting, cause it used to turn into a bit of a slog near the end.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/games/strat...he-gap-between-wargame-vets-and-tactics-fans/

Warhammer 40,000: Mechanicus 2's revamped Cognition system is incredibly clever, bridging the gap between wargame vets and tactics fans​

Work smarter, and harder.

At the start of a short Warhammer 40k: Mechanicus 2 preview I attended at Gamescom last week, I was a smidge concerned. I'm not a wargamer, I've never painted a miniature, and I only break out my tape measure when I need to put a shelf up.

Despite my comfort with TTRPG systems, there was a part of my brain that was worried I'd be lost in the dark—I was relieved to find myself picking up what the game was putting down quite quickly, even while watching a developer play it second-hand, thanks to a cleverly-refurbished mechanic that helped me read between the lines of code.

Warhammer 40k: Mechanicus 2 follows two central campaigns—one shadowing the Necrons, robo-skeletons who have been napping for millions of years, and the Adeptus Mechanicus, a permitted cult within the human Imperium of Man that praises the machine god, with about as many mechanical augmentations stuffed into them as you'd expect. There are a few noted upgrades when compared to the first game, such as a wider range of environments, a cover system, and less obfuscated narrative events.

I can't speak to the exact crunchiness of these improvements or how they slot into the whole, given the turn-based tactics genre requires time to steep and stew in my brain to get a proper critical opinion going—rather than a swift, hands-off preview on a busy convention floor. There's only so much you can talk about a fresh coat of paint on a car before you get behind the wheel and get some miles in, yourself.

What did leap out to me, however, was its revamped Cognition system. Which, like the beauty of a simple machine, is both smart and straightforward enough to have grabbed my attention.

For context: Cognition was, in the first Mechanicus game, a resource which you would use to do things like fire certain weapons, trigger abilities, and extend your movement. Typically, this was gathered by interacting with map elements or sending your servo-skulls to collect intel.

In Mechanicus 2, however, every unit has a unique way of collecting Cognition for your crew—for example, your Servitor units (beefy, mindless drones created by stuffing a bunch of tech into a meat puppet) give you Cognition whenever you use them to soak up damage. Other units give you cognition by completing similar objectives, such as shooting enemies outside a minimum distance.

This is a brilliant bit of game design, because it helps to bridge the gap between those unfamiliar with the series (me, for shame) and Warhammer 40k vets who know each unit's general role like the back of their cybernetic claw. It's essentially a mini-tutorial baked into every unit's core mechanics. The Necrons have access to a different mechanic, named Dominion, which produces different effects—but more-or-less achieves the same goal.

Despite a lack of knowledge that would have me tried, executed, and potentially turned into a Servitor, Mechanicus 2 looks just as complex as its predecessor while also being far less intimidating for newcomers—which, much like the meeting of machine and flesh (praise the Omnissiah) is the best of both worlds.
 
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What? The way he describes the cognition system it worked exactly the same in the original. They may have introduced a few more sources (for example I don‘t remember gaining cognition for shooting from a distance), but what is this big overhaul supposed to be?

Or maybe he means that literally every unit has now a means to gain cognition. I don‘t think that will be an improvement at all, it was already to easy to gain cognition points in the later stages of the first game.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
This is a standard gaym journalisming tbh fam. It seems that the guy never played the first game and bases his assumptions on what the first game was like on a review by some other dude.

In any case, servitors were indeed giving you cognition upon taking damage (this was a unique trait they had as a unit), I guess that perhaps now each unit type will have this mechanic (ie Skitarii rangers will get cognition by sniping, Vanguards by fighting at close range etc), what really interests me is whether the main way of gaining cognition will remain scaning the Necron objects on the map. If it is generated only through unit actions, that would be a considerable change.
 

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