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Right now grenades are a make it or break it for alot of fights.
Grenades shouldnt be this OP and should be far more situational and tactical

I seem to miss half of every shot and melee hit but grenades never miss
somethings not right here.
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Deltanis: Right now grenades are a make it or break it for alot of fights.
Grenades shouldnt be this OP and should be far more situational and tactical

I seem to miss half of every shot and melee hit but grenades never miss
somethings not right here.
Is alpha access on GoG?
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Deltanis: Right now grenades are a make it or break it for alot of fights.
Grenades shouldnt be this OP and should be far more situational and tactical

I seem to miss half of every shot and melee hit but grenades never miss
somethings not right here.
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nallWhite: Is alpha access on GoG?
Yes
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nallWhite: Is alpha access on GoG?
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Drako110: Yes
Thanks!
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Deltanis: Right now grenades are a make it or break it for alot of fights.
Grenades shouldnt be this OP and should be far more situational and tactical

I seem to miss half of every shot and melee hit but grenades never miss
somethings not right here.
Sorry I high jacked this thread. I got the alpha and agree about the weapons. I own all of the Rogue Trader RP books and this is sorta inline with the books. But, there are items that can increase your skills. I will say the bolters and armor are nerfed in comparison to the books. I hope that gets sorted out.
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Deltanis: Right now grenades are a make it or break it for alot of fights.
Grenades shouldnt be this OP and should be far more situational and tactical

I seem to miss half of every shot and melee hit but grenades never miss
somethings not right here.
My major gripe is abilities that cancel movement, like not being able to shoot, then move for example, but there are other abilities that do it too. I feel like this takes away a lot of the possible choices in combat and it boils down to a much smaller set of options. To make up for it, they added their silly buffs and combo crap again.

The Adept has some cool sounding abilities, but they are underwhelming and clunky. The whole study enemy thing seems to only last one turn, maybe it's in the core books that way, but it makes no sense against most enemies. Maybe there could be some warp entity that changes so much your studying of them only lasts a turn, but generic vagabond guy isn't going to change over the course of a 5 minute shoot out.

There's something like this for pretty much every character, save maybe the soldier. My only complaint there is being limited to one attack per turn if I have leftover action points. The system just seems extremely half-baked. The Sister of Battle seems to be the most well put together class, though she has a little weirdness going on with the dash thing. That leads me to my final gripe.

Range. Movement range, ability range, line of sight. Movement range and ability range in particular seems incongruent with the areas the fights take place in. Some characters can barely move, the sister of battle, even with her dash, is just a pain in the ass to get to a decent position half the time. Maybe it's less about the movement, and more about the cover availability, or a combination, but something seems off. And on the ability range side, for a lot of buffs and friendly abilities you have to be up your teams ass to use them, but if you hunker down together you're ripe for getting aoe blasted. I'm not saying I'm struggling, I'm saying it's annoying and not that fun to play.

I'll definitely finish the game when it comes out because I like 40k, but I wish the combat was a bit more interesting and versatile.