Author Topic: 40k  (Read 82751 times)

Offline ohartenstein23

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Re: 40k
« Reply #495 on: January 10, 2019, 09:26:11 pm »
Have you tried flamers or lasguns? Seriously, you're using the wrong weapons to destroy Juggernauts - the Ripper might damage armor a little bit, but it's an anti-infantry weapon. Same with sniper AP bullets, heavy bolter AP rounds, and almost all bolter weapons. Lasguns might not look powerful compared to a bolter, but it gets much more powerful against things with vehicle-type armor and melts armor faster than bolts will. Flamers ignore armor and damage large units like the Juggernaut 4 times per AoE hit - they'll kill one in 2-3 full bursts. I am doing a Let's Play of this and have shown a number of ways of dealing with Raptors in month one with the Imperial Guard - you can see here in episodes 3, 4, and 6-8 where I face Raptors.

This mod has a steep learning curve, but we give you the tools to deal with the enemies. There are articles in the "Assistance" portion of the Codex that could have helped you in this situation, and you've ignored a good half of the starting weaponry when saying we give you no tools to deal with this enemy. As Dioxine says about his mod Piratez, "Read or die."

Offline Balgias

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Re: 40k
« Reply #496 on: January 10, 2019, 09:37:57 pm »
Have you tried flamers or lasguns? Seriously, you're using the wrong weapons to destroy Juggernauts - the Ripper might damage armor a little bit, but it's an anti-infantry weapon. Same with sniper AP bullets, heavy bolter AP rounds, and almost all bolter weapons. Lasguns might not look powerful compared to a bolter, but it gets much more powerful against things with vehicle-type armor and melts armor faster than bolts will. Flamers ignore armor and damage large units like the Juggernaut 4 times per AoE hit - they'll kill one in 2-3 full bursts. I am doing a Let's Play of this and have shown a number of ways of dealing with Raptors in month one with the Imperial Guard - you can see here in episodes 3, 4, and 6-8 where I face Raptors.

This mod has a steep learning curve, but we give you the tools to deal with the enemies. There are articles in the "Assistance" portion of the Codex that could have helped you in this situation, and you've ignored a good half of the starting weaponry when saying we give you no tools to deal with this enemy. As Dioxine says about his mod Piratez, "Read or die."

It makes zero sense at all that lasguns and flamers would be a better tool than weaponry that is specifically worded as being ARMOR PENETRATING. It also seems extremely cheesed for a unit to be getting hit multiple times per attack just because its model takes up more than one tile.

Offline ohartenstein23

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Re: 40k
« Reply #497 on: January 10, 2019, 09:46:21 pm »
Take up the naming convention problem with Julian Gollop, it's been this way since X-Com that the "Armor Piercing" ammo for weapons have always been worse against the armored targets. We can rename the damage type and the ammo items, but they're not getting buffed against things like the Juggernaut. Same with the damage hitting 2x2 units harder, this is how it has always been in X-Com and OpenXCom, and frankly I enjoy that it encourages a variety of weapons.

Offline bulletdesigner

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Re: 40k
« Reply #498 on: January 10, 2019, 11:37:32 pm »
It´s the legacy mechanics of X-COM, there are several "game logic breaking" weapons, flamer´s/ psi/ smoke nades.  those 3 weapons cause some unbalance in the game, both ways, but i rather having it by choice than not having them at all (even thought in chaos gate smoke act´s the same way, and psi is still OP), flame is OP against chaos dreadnought´s (hardest unit in the game IMO).

Also i agree on difficult, some time ago i said the hardest part of the game is the first wave, after that is clean sail, but it´s also the more enjoyable part because is where there is challenge.
Also i think raptor/cultist/guard on first terror it´s all random but i can´t confirm

Offline Balgias

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Re: 40k
« Reply #499 on: January 11, 2019, 07:30:51 am »
I don't really know the coding complexity of the game or its software limitations but would it be possible to add like way more units on the combat field for orks and traitor guard? Especially later game?

Offline DarkRaven

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Re: 40k
« Reply #500 on: January 11, 2019, 07:31:37 pm »
I've seen this mod some time ago but only just started with version 015. Great work!

On the mod portal I've seen this answer to a comment made by a user: "We've reworked the starting tech a bit so access to your first set of MK7 armor should be easier - when you research a marine "strategy," you unlock one of the variants."

Since I've only started playing two days I'm not very far yet but still I'm wondering about access to armor. I've chosen the Devastator strategy and since then I'm trying to find a way through the tech tree to get access to armors by researching topics I feel like leading in the right direction but so far I'm not successful. What is it that should be unlocked after choosing a strategy? Maybe I've just not recognized it as a variant ok the MK7 armor. My knowledge of WH40k lore and tech is rather limited, I guess.

And since this seems to be a recent topic, I've encountered Raptos and Juggernauts for the first time yesterday. They are fine as they are, I think. I had no flamers with me, I hadn't unlocked and built lascannons yet, I hadn't any meaningful explosives at hand. The raptors can be taken down from afar and since Juggernauts are melee only you can outmaneuver them. Powerfists to the rear work well and yes, I've just said that :D
Sniper rifles and bolters against their sides and backs work as well, and then it's just a matter of volume of fire. Throw enough shit at the wall and something is going to stick. I've just assumed that their frontal armor is the strongest so flanking was the obvious choice.
I got the impression that lasguns didn't work at all but as I understand I could have kept firing and eventually would melt through their armor since the lasguns do laser damage and laser damage removes armor?

Offline ohartenstein23

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Re: 40k
« Reply #501 on: January 11, 2019, 07:54:48 pm »
When you research "Devastator Strategy," you can then immediately research "MK7 Devastator Armor." Once that project is completed, then you can start manufacturing the armor.

Lasguns won't show any damage in the hit log (pressing CTRL+H) for the first couple shots, but they damage armor faster than bolters do, and gain a bonus against vehicles (Juggernauts count!). They're your best bet for reducing armor on targets until Meltaguns come along.

As a side note, I'd recommend ignoring the hit log for this mod, since most of the time you need to remove the target's armor first by massed bolter/lasgun fire, meltas, or a good hit with a melta bomb or lascannon. Most of the weapons will eventually kill anything in the mod, it's a matter of how patient you are.

Offline DarkRaven

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Re: 40k
« Reply #502 on: January 11, 2019, 09:21:20 pm »
Uhm, okay, that didn't happen for me. That explains a lot. I've quickly started a new game and got this as the result. I guess this is correct now. Last time I only got Motion Scanner, Craft Auxiliary Systems and Laser Weapon Requisitions. No MK7 Armor, no Apothecary and no Stormhawk. I guess I'll start a new campaign, maybe other things aren't quite working as expected as well.

Offline ohartenstein23

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Re: 40k
« Reply #503 on: January 11, 2019, 09:27:23 pm »
Version 015 should've unlocked those too, or at least I thought it was long enough after the strategy addition. Anyways, if you want to continue your current campaign, look of the topic "Armor" in the tech tree viewer, it's the way to unlock other MK7 armors and it'll tell you how to get there. Apothecary should've appeared too, that unlocks with any of the strategies, so maybe starting again would be your best bet.

Offline DarkRaven

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Re: 40k
« Reply #504 on: January 11, 2019, 09:43:40 pm »
Whoops, I've just realized what went wrong. I've started researching Devastator and Imperial Guard Operations at the same time because I haven't realized that there is a choice between five strategies. I thought it's four and you always combine it with the Imperial Guard.

Offline ohartenstein23

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Re: 40k
« Reply #505 on: January 11, 2019, 10:07:34 pm »
Ah, yes. Guard Ops is mutually exclusive with the marine strategies, so you were actually an IG regiment, not a marines chapter.

Offline doctor medic

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Re: 40k
« Reply #506 on: January 13, 2019, 11:55:03 am »
Seems like a lot changed since the last time i played this,nice keep up the good work.

Offline Balgias

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Re: 40k
« Reply #507 on: January 14, 2019, 07:33:32 am »
What determines what race you're going up against?

My game has been nothing but raptors and terminators, I haven't even seen khorne berserkers, slannesh, orks, eldar, or much cultists in about 12 hours of play on this guard play-through.

Offline ohartenstein23

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Re: 40k
« Reply #508 on: January 14, 2019, 03:08:39 pm »
It's determined by RNG, so you've mostly had a string of bad (good if you wanted MC plasma pistols and shotguns) luck.

Offline bulletdesigner

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Re: 40k
« Reply #509 on: January 14, 2019, 03:15:32 pm »
What determines what race you're going up against?

My game has been nothing but raptors and terminators, I haven't even seen khorne berserkers, slannesh, orks, eldar, or much cultists in about 12 hours of play on this guard play-through.

it´s RNG but also it´s tied to months the more advance the harder, and also they are tied to missions, beserkers will apear more in blood shed slannesh in corruption, etc. ORK´s are limited to hulk, and eldar only appear very late game