MoreLuckThanSkill wrote on May 23, 2018, 07:49:
I'm interested, but I think I'll wait for some more reviews... I hear the core gameplay isn't changed enough, aka still mostly bland L4D ripoff/homage in WH40K clothing.
Hopefully it's awesome in coop though.
There were a few really bad design decisions- Your psy powers are fueled by finding relics throughout the level and a teeny, tiny bit through combat, so I would end up frequently ignoring them because they were so rare. Not sure if that was fixed.
The initial storm bolter is a good combination of damage, accuracy at range, and reload speed, and halfway through the single player game I hadn't changed it out with another weapon I actually liked.
Your medic is stuck with the basic storm bolter if you want him to heal.
Your devastator marine's assault cannon is again, probably your best bet and is your initial weapon.
Haven't played with the heavy flamer yet. But there's enough ranged shooty pew pew pew types that the Flamer is not solid tool that it was in the board game.
The 'nids are pretty much indistinguishable from each other. After a big fight I'll look at the stats and it's like "oh... I killed two elite 'nids... I didn't even see them".
The original board game had slow moving terminators with a ranged attack advantage trying to mow down the 'nids before they got within melee range and turned the terminator into a tasty blended drink. Melee was dangerous and a last ditch effort. Currently in this game it's almost impossible to avoid getting into melee. It's... a weird disconnect from the board game, and on it's own I'm not sure it carries enough to make for a game.
I've played with most of the enhanced edition fixes and they do help but there's still some fundamental issues I don't think are resolved.