It's oh-so-satisfying to turn a desperate situation into a one-sided slaughter. And it's oh-so-satisfying to turn a desperate situation into a one-sided slaughter through careful order of operations. All of this encouraged me to think about every possible outcome of every turn and orchestrate the destruction of my enemies like I was composing lethal sonata. Most enemies also have a stun bar which, once filled, allows them to be executed with a brutal melee strike, and like in Gears Tactics, pulling that off grants your whole squad an extra action point. This feeling of full tactical control is further enhanced as your Knights level up and you unlock new abilities that can be combined with deadly synergy. There is some rewarding randomness with things like critical hits, but usually your well-thought-out plan isn't going to be derailed because someone missed a 95 percent shot from point-blank range. Distance and cover simply reduce the damage from ranged attacks, and a helpful overlay in the UI shows you exactly how much damage you could do to each enemy from a given spot before you lock in your move. If it's within line of sight and your weapon's range, you can bring the pain. One major difference from XCOM is that there is no die roll to hit. I was almost constantly impressed by how many different, interesting ways there were to construct a turn with my Knights' fairly simple tools. Sometimes it's better to rely on good ol' lead and steel rather than cut loose with Jedi mind tricks. Sometimes it's better to rely on good ol' lead and steel rather than cut loose with Jedi mind tricks and risk the perils of the warp. This creates weighty turn-to-turn decisions that go beyond simply rationing out your ammo and magic points, since filling the meter could spawn in additional enemy reinforcements or result in your whole team contracting a hellish plague. But using them comes with an extra cost because it also builds up a Warp meter, since psychics in 40K tend to attract the attention of daemons from the Immaterium. Every Knight has a willpower pool that can be spent on useful psychic abilities like improved weapon damage or healing their comrades.
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