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Messages - Simi822

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« on: December 02, 2022, 11:17:45 pm »
so playing my Repentia run

very fun

but some interesting thing occurred:

nr.1 I did build a above ground sistar base...I cannot buy there almost nothing (had to buy the craft, craft ammo+weapons on a different base and do a transfer)
nr.2 I have light meltaguns (I think from GSC) but I cannot use the ammo (not visible in craft inventory), like I mentioned previously I live the cross fraction weapon swap...well this one is not working (on the second hand...stubbers or heavy stubbers I can use...cannot buy but can it should be0
nr.3 a Psycher joined me ...but I cannot change his armor (also noticed the same when playing as the INQ only when playing as the IG it worked)

and now in February I encountered GSC and the "weak" Kelermorph...and yes I can buy the basic ammo at the trade place...good stuff

« on: December 01, 2022, 02:27:20 am »
also a update to my Beast guard play...well I first time had fun with the heavy stubber (handheld) a strong beast using it as snap shot was my best...I given the then the assault stubber and later the Rotor gun....very previous plays the heavy stubber was always inaccurate and I learned how to use it...the Combo heavy beast armor + heavy autoguns + krak ammo ...lets be honest never used the under slug once..the heavy autogun + krak ammo was effective even against CSM....or Nurgle Terminators...and the squats with possible 80+ acc...who needs ratlings LOL all my squats where snippers..Vostroya lasguns and later the heavy sniper guns that in combination with Armored columb.....means havoc!!! in the ranks of the enemies of the imperium! also I got 5x Inq Stormtroopers quited fast...made the whole game more like I mentioned without the "emperor protects" I love this crossover when playing as a different faction one got units/help from a other one

I will continue my beast guard play...but I will also start a Repentia play (where only repentia + frateris + maybe penitants (via Emperor protects) are to be used...a dirty dozent like gameplay)

« on: November 29, 2022, 08:40:52 am »
well exactly that is my problem I am playing my 4th campaign since Kelermorph got introduced (Sistars, Inq, Arbites and now as IG)...never encountered the weaker I don't have the ammo and cannot research it, but a version of the ammo that is available at the Trade place before Ceramite sounds fair /but nerveless I rush ceramite to get the Fletchette gun so no worries/

« on: November 27, 2022, 12:25:46 am »
the Genestealers infect and covertly take over the power no wonder that suddenly the Arbiters, or Astra Militarum attacks you! corruption can by from the Warp or from Xeno origin...never forget, the biggest SIN of the Xenos is that it Exist! PURGE PURGE PURGE 

Personally I love the GSC missions! my favorite was when I went to purge some Traitors...when in the end I was saving them from a GSC,
also its because if you research the Kelermorph weapons you get a STRONG weapon early...and then if you get the Fletchette gun,,,you have the best Combo

here is also a question to the creators...I see there are 2x Liberator Autostub ammo types but I never saw the weaker one....I always get the dmg 75 type? but I see that there is also a 65 dmg version but I never saw it ?

BTW in Space hulk missions...between decks, one can use the Keler version of the Autostubber (LOL) I get it its impossible to disable it..its cool BTW

40k / Re: 40k
« on: November 24, 2022, 10:19:15 am »
Fly to the Himalayas and keep your craft there "Patrolling" you should find the final base...then use the final craft (for IG Gorgon) to go there...but way its to build a new base next to the final base...transfer there the Gorgon + squad + gear and do a short trip...because when I tried to move across the whole continent...well those endless spawns of UFOs destroyed my Gorgon and my 15+ fighter craft where not enough to protect it

« on: November 21, 2022, 07:09:53 pm »
now after Darktide any ideas to expand Papas cultist with Poxwalkers, Tox-Flamers, Pox Hound or Scab Captains? (Plague Ogryn is already available if not mistaken)

I think from weapons point of view....only the Stub revolver, Grenadier Gauntlet  and combat axe is missing ?

any change to introduce something inspired by Darktide?

« on: November 16, 2022, 04:42:51 pm »
yesterday during work watched Beagles longplay and he had the GSC vehicles "stuck" on upper levels of they Fort and I was like well that never occurred (during INQ and/or Arbites) during my play...came home, start play get a "deserter lair" mission (playing the IG with Muttaz) and to my surprise it did happen...was the last enemy on the very did fix this with deffchoptaz on Space hulks (I also saw the big Tyranids get stuck in small room on SH mission) so will this be addressed (I think in SH mission it was annoying when the aim was to clean it...when one could not shoot up the lift) its not the biggest issue it is just funny...also a Question, I saw when looking into the Wiki that many new weapons like Keller pistols have a page...but when I research it during gameplay...its not available (like for weapons that don't have it....pump action etc) is that a setting to fix this?

« on: November 13, 2022, 06:29:00 pm »
So its possible to finish also with Arbites...but practically the most useful unit is the Assasin that can randomly join
and second best are captured Eldar seers and/or Inq. Stormtroopers. (4x join when good score and later can be hired after GSC base mission)

The Manticore is even stronger then the Mobile Precinct and they come in the same time so no need for the Manticore,
what is a pity...maybe should be available earlier (?)

Thunderfire Cannon is useless when compared with the Lascannon sentinel (only 4x shots and will not become better)

Marshal Armor too expensive, the Arbitor armor does the trick

be far the best weapon combo is Fletchette gun + Keller ammo and the Eldari mirror sword /for the seer or Assassin and even Judges/
the Xeno appropriation is a good thing, the Eldar Alliance when become available...I was too strong and they too used only captured seers

so will now start a gameplay with some IG and Muttaz....

« on: November 06, 2022, 05:38:29 pm »
OMG  that door there is really almost invisible...nice work

so the Eldar Seer when I use the "convert" option it doesn't have the special "force" lightning attack....if I train a Eldar on the eldar base then will it have it?

I have a Eldar base and I see the possible upgrades in the Soldiers menu...will they come available with experience? or how do I unlock the heavy weapon Eldar soldiers, the eldari "Dred" or the super heavy Eldari ship?

« on: November 06, 2022, 12:52:15 am »
and second question of the I captured Eldar Seers...and made them join...they are pretty good (worth the price and the work to catch them)
BUT why is the lightning attack aka "Eldar Light" not available? I like how they can detect enemies by using Psycher shieet but I would create a new icon /like the Krieg shovel/ and keep them this attack even when working for the Imperium as special feature

« on: November 05, 2022, 10:26:09 pm »
Question, in the Space hulk type - see attachment

where is the control panel which needs to be destroyed?

« on: November 04, 2022, 04:54:40 pm »
thanks a lot, for a reason I dont know...I never looked into that one folder LOL

« on: November 03, 2022, 07:08:37 pm »
this will be a stupid question but, I see that the new IG Auto weapons  stats are under Ruleset IG weapons...but where are the rulesets for the new ammo ? Drum and Krak drum? Am I blind or what?

« on: October 30, 2022, 03:18:34 pm »
So I managed to form the Eldar alliance, well since I am with my units already around 90+ shooting accuracy, I have Inq Stormtroopers, Assassins, Arbitors, etc all armed with mastercrafted Plasmas, Meltas, Bolters or Graviton guns...they come too late and are with 40 TU and Accuracy of 45 and strength 20 useless BUT on the second hand the Eldar seer comes with really good stats /when capturing one and turning it/ also the Eldar crafts are slow and weak...all of the Eldars should get the similar treatment as the captured Seer and should cost more therefore...

« on: October 26, 2022, 06:06:01 pm »
Dear Leftair, 

that's all sounds great, if you have other commitments then no worries...we still make more progress then the others!

and yes start with the easy ones (adding new weapons, creating new characters based on existing ones) then try to create completely new things like Mechanicus or Tau or etc.

never less, the most important thig is...that even the mod is expanding its always balanced ...something X-com files can only dream

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