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Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP


Store Page : http://store.steampowered.com/app/375230/

Warhammer 40k : Eternal Crusade is a third person shooter with the four pretty iconic 40k races all actually playable, and each contain pretty unique aspects instead of "space marines and chaos but chaos is just a reskin with no unique aspects". It's currently 24v24 (I on skirmish maps and 32v32 on fortress maps, and the gameplay heavily emphasizes melee combat as an equally valid method of gameplay. The gameplay is faster paced/simplistic compared to Space Marine, but that game was dealing with 8v8 tops and a single player mode, so they had to speed it up a bit.

HISTORY - Game was originally going to be an mmo, but then it turned out the technology they wanted to use wasn't going to be able to do jack poo poo without really changing their plans for the game. So old guy Miguel Carron left/was kicked out/something, and new guy Nathan Richardsson was brought in. Nathan worked on EVE (oh!), Defiance (oh) and a few other games, so they brought him in to make a game they could actually release out of the many promises they made for the game.

SO WHAT IS IT NOW - Pretty much a Battlefield style game, but replace planes/bombers with space magic and melee combat. They want to increase the numbers and add more persistent elements, but right now it's mostly a third person shooter so I don't want to say otherwise till they have some MMO level gameplay persistence in. A LOT of people don't think it's currently worth the list price of $49.99, but it has gone on sale for $25 to $19.99 before (as of 12/23/16, it's $20 during steam sale), so if you like Warhammer 40k and are willing to chance it, might as well go for it when its discounted. If not, remember that steam refunds exist as long as you have less than two hours.They had 40v40 and 50v50 in for a few tests, but it broke the game so they had to turn it off because of poo poo like "looking at scoreboard instantly crashes the game above 32v32". It's relatively rough, so I wouldn't recommend buying it off sale, but for the $20 it is as of 12/23/16 it's not a big sell. If you like battlefield #s of players per battle, melee combat, and 40k.

WHY ISN'T THIS SPACE MARINE 2 - Well visually its more like tabletop, and they had to simplify the melee combat a bit for 32v32 or every time you're halfway through a fight 10 guys would find you and shoot you in the face.

WHATS IN FOR THE FUTURE - They've recently confirmed a form of trial account/f2p/something is coming up in the future (different from f2w, they've said that the accounts wouldn't be "gimped" balancewise, but nothing else so far), so you can always just wait it out. More immediate future is terminators and campaigns, but campaigns have been delayed continously since the launch in september so not sure what to say of it there.

SO IF I AM NOT CONFIDENT IN THE GAME AT FULL PRICE OR EVEN SALE PRICE I'LL BE ABLE TO PLAY FOR FREE EVENTUALLY? - That's how it looks. Based on accidental patch note sections, it'll have "banked" exp/requisition (so limited experience/currency, but you'll get those points back by purchasing into the game or whatever) and some sort of limited class selection, so having a license will give quality of life benefits no how they do some sort of f2p.

SINCE ITS NOT (CURRENTLY) AN MMO, WHAT PROGRESSION AND CUSTOMIZATION IS THERE RIGHT NOW? - Advancement/skill tree, loot boxes, and weapons in the shop. Advancements have some cosmetic elements to them for identification purposes (orks have gobs/metal jaws and various trinkets, space marines have iron halos and I think some purity seal stuff, chaos has mutations that show the mark on your shoulder, eldar have some poo poo but I don't play much eldar so hrm. Also all the factions have heavier variants of armor that add some altercations to the model).

WHERES THE CONSOLE VERSION? - They realized the PC version was pretty janky at launch in september, so they've focused on polishing and fleshing out the game. Since this is a shooter, 80%+ of the sales are likely expected to be on console, so expect full development at the very least till console launch.

WHAT IF I WANT TO KEEP UP WITH THE GAME, BUT AM NOT COMMITTED TO IT AT THIS TIME? - Keep an eye on the front page of the game here : https://www.eternalcrusade.com/ , and watch the dev streams on most fridays here : https://www.twitch.tv/40kcrusade

Melee is rock paper scissors with a strength/durability system tossed in. Quick RMB is quick attack, holding down RMB is heavy melee, and LMB+RMB is defensive bash. Replace LMB with firing button for preferred controller, and RMB for melee button for preferred controller. Quick attack > Heavy Attack > Defensive Bash > Quick Attack, with some quirks tossed in such as melee tiers (knife > swords > chainsword > mace/axe > power klaw/fist, but the reverse for attack speed). middle mouse button does lockon, which can help in 1V1 fights but may make it harder in a stacked odds fights.

Shooting is pretty much shooting, with some weird projectiles tossed in. Middle mouse button either does more precision aiming, or activates lockon (I believe lockon weapons do less damage than non-lockon weaponry)

Vehicles are split between transports/spawning vehicles, combat vehicles, and siege vehicles. PROTIP - Ork vehicles can go full speed (hold down shift/sprint) and honk (press space/roll)!

Space Marines : Jack of all trades, good at all ranges/aspects, but not the best at any. Has access to plasma guns, gravity guns, and their healer (Apothecary) is able to equip a normal boltgun instead of just a pistol. The Space Wolves chapter has an equivalent that replaces the healer, it has stronger melee capabilities than ranged, so keep this in mind when selecting a chapter. All the other chapters are the same for the time being though outside of color/cosmetics/flavor voice lines.

Tactical : The only Space Marine unit that can capture a point, it's pretty basic with access to tools such as Boltguns, Gravity Guns, Plasma Guns, and Stalker Boltgun.
Devastator : Heavy weapons guy, has access to cannons versions of tactical's guns, as well as lascannon for sniping. Some of these guns can be hoisted onto cover to be more accurate.
Jump Assault : Jetpack guy. These are melee units primarily, so remember that while you are less effective at a range than dedicated ranged units like the tactical or devastator, you can also get into close range very swiftly.
Apothecary : The healer, they can heal guys, and can setup their apothecary needle thing to give that user a buff. Remember to use the item key (I have mine on F) when reviving downed allies instead of the use key (E for me), since the needle will also pick up downed allies ontop of healing them. These units can use either a chainsaw or a full boltgun, making them extremely useful.
Ground Assault (aka Shield Marine) : You get a Storm Shield, which can also block most ranged fire so don't be afraid to hold it up with left click when in need of cover. They have access to the same melee weapons as jump assaults, but are more for fortifying an area or covering allies because they don't have a jump pack.

Chaos Space Marines : Have most of the tools Space Marines have (minus shields and gravity guns), but gets access to the chaos sorceror instead who ontop of ranged healing also have combative space magic available. The chaos marks have several extremely useful abilities, mixed with one downside, so keep that in mind when figuring which chaos mark meshes most with your style of play.

Tactical : Same as Space Marine Tactical, but replace gravity guns with access to chaos marks.
Havoc : Same as Space Marine Devastator for the most part, but replace gravity guns with chaos marks AND access to the auto cannon which is a slow firing but heavy hitting type of cannon.
Raptor : Same as the Space Marine Jump Assault, but have access to chaos marks which is a game changer for melee units.
Aspiring Sorceror : While they're the Chaos Space Marine's healing unit, they are much more offensively capable. Their melee weapons include both force sword and force axe, their space magic is extremely potent from their numerous types of healing (aoe, heal over time, ranged channeled heal) and damage dealing (channeled poison, amplify damage on the enemy, shoot some space magic for direct damage, etc) magics. They can heal themselves as well if they don't have a target selected, making them very capable of 1v1ing most classes.
Traitor Assault : A ground melee unit that CAN capture points. They don't have access to the storm shield, but combined with chaos marks can be extremely effective.

Eldar : They're pretty good at melee and playing keepaway, but less durable than Chaos Marines and Space Marines and Orks. They're the most different faction from the other three, and have access to shuriken stuff and some weird heavy weapons. Also have access to Striking Scorpions, who hurt pretty hard in melee and have invisibility/cloaking. They have seven classes, but their roles are much more rigid than Marines/Chaos/Orks. I don't personally play them too often, so I'll stick to the core info to avoid giving bad info.

Dire Avenger : Capturing class, similar to tactical marine.
Fire Dragons : Has a fusion gun (aka a melta), like getting hit by a jet of fire.
Dark Reapers : Heavy weapons, has access to Shuriken Cannon and Reaper Launcher as well as Tempest Launcher.
Striking Scorpions : They are a melee class, but they can turn invisible so keep an eye out for shimmering in the corner of your eye.
Howling Banshee : Upfront melee class, has a psychic scream that supresses enemies hit by it by holding down the taunt key (t).
Swooping Hawk : Similar to jump assault, but glides for a long period of time rather than a quick jump. Designed to be the most annoying piece of poo poo possible.
Warlock : Similar to the Aspiring Sorceror of chaos, but combined with Eldar's slightly better base speed is one annoying motherfucker.

Orks : Green space retards who are great at close range, but less good the further you get from them. If you fight one at close range, they're supposed to have an edge but they're not gods or anything. They generally have everything Space Marines have and then some, but functionally sort of weird.

Shoota Boy : Similar to Space Marine Tactical, can capture. It's unique in that it has access to Rokkit Launcha and Big Shoota : The Rokkit Launcha will kill any other non-vehicle if it hits directly but it has an erratic and unpredictable path of travel, so not useful beyond close range unless Gork and Mork are on your side. Big Shoota can supress, which makes it extremely useful against other ranged classes.
Lootas : Similar to Devastators in role. Dakka Deffgun is the same essentially as the heavy bolter, Zzap Boltgun is similar to the lascannon, Plasma Deffgun is actually quite different in that it's a rapid firing weapon rather than a charged up one, and the Deffcannon is a rocket launcher when held down to fire but a grenade launcher when simply tapped.
Stormboyz : Jump Assault equivalent, pretty much 1:1 in terms of melee functionality but as with all ork pistols they are far different than the Space Marine variety.
Painboy : Heals similar to the apothecary, but their heal grenade is extremely useful.
Slugga Boyz : The ground melee class for Orks, CAN capture. GET A SHIELD ASAP, for some reason this extremely core piece of equipment isn't included, so you'll have to spend 10k requisition to get one, but it is the same as the Space Marine's Ground Assault shield minus some durability (and cost to equip to be fair).

Heres some screenshots :






USE A REFERRAL CODE, YOU AND THE OWNER GET AN EXTRA $5 OF PRETTY SPACE DOLLARS. If you're downloading it as you read this OP, you might as well ask if anyone active wants a referral, otherwise here's some quick ones. I'll put in codes of anyone that wants them in the OP.

Panama Red : EC-OMR066VYWK6BN
Lumbering Troll : EC-6F0RBO96DE1VV
lovely Wizard : EC-RMG5UQ8IU7LS6

Shitty Wizard fucked around with this message at 02:36 on Feb 23, 2017

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Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP
https://www.humblebundle.com/bandai-namco-bundle

It's in the beat the average tier for the latest humble bundle, $7.50ish at the time of this post.

Project CARS, Warhammer 40k : Eternal Crusade, and some old naruto game (and more game included and revealed in a week) for the beat the average tier.

Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP

KatieFleming, posted:

(Steam repost)

Upcoming Content Update 1.3 Highlights
21 February - Oveur_BHVR
The long wait is over after only setting out a big hotfix this month. We usually have 3-4 per month, and this one has a real reason for the extended time. It's a Content Update that's part of Tactical Escalation, with months of work in it.

The release candidate is now on UAT; we will probably build another candidate based on what we found today so deployment is when it's ready.

Since Fortress Ronan is behaving badly, we will not release it till it performs well. A Fortress performing badly is no reason to prevent a patch from going out; it will be added a bit later as part of this Content Update.

We'd also like to thank everyone for joining our client/server/networking performance and balancing test every Tuesday and Thursday at 15:00 EST. It's been an immense help as we were able to track down issues in our development environment which is not possible on live servers.

We've also had a group of great people helping us by submitting bug reports on our Support website. These reports have been extremely helpful after we significantly increased the frequency of updates to UAT as well as the organized public tests. Thank you!

Content Update 1.3

These are only the highlights of this update. As usual, Steam can not fit all our patch notes. I will update as more information becomes available.

The purpose of the balance changes:

- Bring pen/toughness in line so that penetration is only useful against targets that have improved their toughness. For example, a chainsword and a power sword now do the same damage against a target wearing standard power armour and wargear.

- Make classes more unique in their roles – health has gone down on support/jump classes and up on ground melee classes. However, support classes now have more options, are more free with their LP, and certain options have been strengthened to double-down on the role.

- Make loadout selection more interesting – diminishing returns has been removed so a small amount of health/armour is now more expensive, but you can get more than before. You must now make a more concerted choice between survivability, lethality and tactical/maneuverability options.

- Address issues with the fast and thin Eldar classes being so hard to kill – Eldar now have lower effective health than everyone else, but they have had boosts to other areas to allow them to play more as intended.

General Gameplay & Balancing

- There are no longer any Presets. Instead, you start with 7 default loadouts (including anti-vehicle) that can be fully modified because you own all the items in them from the start. Also, you can now take 7 Battle Loadouts.
- Toughness and penetration have been rebalanced across the board so that 100 is the baseline on all weapons and characters.
- “Always Hold Aim” and “Always Toggle Aim” keybinding options now work correctly on non-pistol weapons (for those of you that hate two-step aiming at pistols).
- Damage has been decreased on SM/CSM/Ork melee weapons slightly to more closely match the attacks-to-kill before the revamp.
- Rank XP requirements have been changed, so that early ranks take less XP than before, and later ranks take slightly more. Note that the total amount of XP to rank 6 remains the same.
- Standard Reward Boxes have had their Requisition cost reduced to 500. Superior Reward Boxes have had their Requisition cost reduced to 3000.
- There is now a gold melee weapon in the store for each faction, costing 500k Requisition/Teef.
- There is now a “Challenge Token” in the store for 500k Requisition/Teef that makes you take 50% more damage and features unique vfx. Only take this if you want a challenge.
- Vehicle stagger effects (Power Fist, Power Klaw, Haywire Grenades) once again correctly stop vehicles already in motion.
- There are now new faction-specific backgrounds for the Hub.
- Loading screens and in-game maps have had a huge facelift.
- Character creation has been changed, and there is now a new starting area in the Garrison to demonstrate the gameplay basics.
- There are now new spawn points in the Garrison.
- Give item distance (such as for Narthecium or Ammo Share) has been increased from 200 to 350.
- Standard weapons have been removed from Reward Boxes (you can now only buy them directly with requisition).
- Defender lives in fortresses have been reduced from 300 to 270.
- Slow weapons (fists, klaws, axes, mauls, clubs) now have a larger vulnerability window while strong attacking.
- Certain items are now veteran-only, such as Iron Halos, Sigils, Burning Runes and Mega Gobs.
- Boltgun, Shoota, and Avenger Shuriken Catapult mods have all been reworked, including adjusting sensitivity on scopes and changing LP costs.
- All Meltabombs have had their LP cost increased.
- All knives & spike knuckles have had their back attack damage multiplier reduced to 1.5 (previously 2.0).
- All grenade bundles have had their LP costs set to twice the cost of the single version (previously they were ~3x).
- Weapons/wargear/mods that affect Warp Charge have been rebalanced.
- Getting hitched up on stairs should be rarer than before.
- It should now be harder for grav-tanks to insta-kill while moving at a slow speed.
- Lots of new store items, including SM/CSM backpacks!

Space Marines

- Servo-Skulls have been added as a “grenade” option for Tacticals. AServo-skull drops down and scans a large area for ~60 seconds, causing enemies in the area to take increased damage when fired upon. They can be destroyed to end the scanning early.
- Ground Assaults now have higher armour by default. Apothecaries and Jump Assaults now have lower armour by default.
- The Stalker Bolter has been significantly reworked to be a new, separate weapon type. We’ll be adding more of them in the future, but it is a much more effective ranged weapon than before.
- Wargear and advancements have been significantly changed. Among other things, Tacticals can now spec for a great deal more armour regen.
- Increased Magno-Cannon snare rate.
- Narthecium vial changes; Adrenaline Vial - Increased duration to 40 seconds. Abiding Restoration Vial - increased to 10 pts/s, reduced LP cost to 150. Survival Vial - increased duration to 40 seconds, increased LP cost to 150.
- The Heavy Bolter has had its cost reduced to 300 LP (previously 400).
- Krak Grenades have had their timer reduced from 2.5s to 2.0s.
- Lascannon cooldown has been reduced to 2s (previously 3), and lock falloff is now slower.

Chas Space Marines

- Blight Grenades have been added for Mark of Nurgle characters. These explode on contact and apply 66% poison in the area (one-off).
- Traitor Assaults now have higher armour by default. Aspiring Sorcerers and Raptors now have lower armour by default.
- The Mark of Nurgle now adds +20 Health.
- The Mark of Khorne now adds +20 Health, MeleeLifeSteal has been increased from 20% to 30%, and RangedLifeSteal has been increased from 10% to 15%.
- Wargear and advancements have been significantly changed. Among other things, Traitors, Havocs & Traitor Assaults now have significant options to increase effective health, and there is a new Aspiring Sorcerer health item that synergizes with Nurgle & Slaanesh.
- The Heavy Bolter has had its cost reduced to 300 LP (previously 400).
- Krak Grenades have had their timer reduced from 2.5s to 2.0s.
- Force Swords and Force Axes now have 100 penetration by default and have had their cost reduced by 100 LP. However, there is now a Force power that can increase the weapon’s pen & damage.
- Pistols can now be removed from an Aspiring Sorcerer loadout.
- Lascannon cooldown has been reduced to 2s (previously 3), and lock falloff is now slower.
- The Autocannon has had its spread per shot and recoil increased, and also now has a larger penalty when suppressed.
- Lash of Slaanesh has had its LP cost reduced from 150 to 100.
- Hysterical Frenzy has had its LP cost reduced from 250 to 200.
- Stream of Corruption has had its LP cost reduced from 200 to 150.
- Flickering Fire hasn’t been fixed yet… but it will be soon.

Orks

- Painboyz now have access to “Bloodrage Juice” which gives the target a 30% melee life steal.
- Sluggas now have higher armour by default. Stormboyz and Painboyz now have lower armour by default, although Painboyz has higher health by default.
- Wargear and advancements have been significantly changed. Among other things, Painboyz now has access to Poison Resist wargear, and class-specific Mega Gobs have been added.
- Sticky Stikkbombs have had their timer reduced from 2.5s to 2.0s.
- Waaagh! will no longer trigger on Fortress or Hold the Line matches if the Orks are defending.
- The Pokkit Rokkit Launcha’s charge time has been reduced to 1.5s (previously 2s), and its reload time has been increased to 2.5s (previously 2s).
- The Big Vial has had its LP cost reduced to 150 (previously 200).
- The Skip Launcha has had its minimum damage reduced to 70 (previously 100), and its reload time increased to 3s (previously 2.5s).
- Dok Bombs now take 50% more damage before being destroyed.
- The Dakka Deffgun has had its cost reduced to 300 LP (previously 400).
- Zzap gun cooldown has been reduced to 2s (previously 3), and lock falloff is now slower.
- The Napalm Deffgun now correctly applies Ablaze.

Eldar

- There is now a new psychic power: Enhance. This is a PBAoE that applies a buff (similar to Embolden), but instead of healing, it grants a 20% mitigation bonus and a 20% ranged damage bonus.
- Eldar effective health has been reduced. However, compared to the other races a larger portion of their health is in armour (by default) to promote hit & run gameplay. Also, all Eldar have had their Toughness set to 100. Of the Eldar classes, Dark Reapers have the highest effective health now, and Warlocks/Swooping Hawks the least.
- Eldar now have a default 33% poison resistance.
- There are now new ammo mods for the Avenger Shuriken Catapult.
- Wargear and advancements have been significantly changed. Among other things, Banshees now have access to Lifesteal wargear, and there are now a number of options for increasing armour & regen at the same time. Class-specific veteran runes have been added.
- Stealth wargear for Striking Scorpions now has a greater effect (reducing the rate at which you become visible while moving).
- The Avenger Shuriken Catapult and TL Avenger Shuriken Catapult have had
- Witchblades now have 100 penetration by default and have had their cost reduced by 100 LP. However, there is now a Force power that can increase the weapon’s pen & damage.
- Pistols can now be removed from a Warlock’s loadout.
- Protect now mitigates 66% of incoming damage to the caster (previously 50%).
- Destructor’s damage has been reduced to 16/tick (previously 20), its penetration has been increased to 120 (previously 10), and its cost has been reduced to 200 (previously 300).
- Hawksear Grenades have had their damage and LP cost increased, but can only be thrown from the air.
- The Shuriken Cannon has had its cost reduced to 300 LP (previously 400).
- Plasma Grenades have had their timer reduced from 2.5s to 2.0s.
- The Fusion Pistol now applies 25% more heat to targets and overheats slower.
- The Reaper Launcher’s Starshot missile now overheats on each shot (although you can aim it while it’s cooling). You now move at normal speed while charging Starswarm missiles.
- The Warp Hunter’s D-Cannon’s charge time has been reduced to 2.5s (previously 4s) and its damage has been reduced to compensate.

Store updates (free and paid)

- Lowered prices of supply drops
- Challenge tokens are coming in
- MKIII, MKIV and MKVI backpacks for Chaos and SM
- Alpha Legion Scaly Shoulder
- Ossified Armour
- Bleeding Armour
- 4 golden prestige weapons
- Alternate Warlock Helmet with slightly larger horns
- New “kamo” Ork bandanas
- Runic MKVI legs for Space Wolves
- 5th company trim for Imperial Fists
- Astartes Champion Shoulder
- Relic Armour MKII
- Allow MKIII helmet on other CSM besides Iron Warriors
- Fixed names of Alpha Legion Scaly Legs, Black Legion Logo Legs, Night Lords Logo Legs, Word Bearers Legs, Heavy Aspect Armour Shoulders and Freebooters Pegleg

General Improvements

- Game Servers feature manual Geolocalization preference, meaning you can now set EU as preferred and is a preparation for further regions.
- Full re-spec of characters due to changes in Character Advancements
- Character creation/selection screens revamped
- Improvements to client performance, far more to come after public tests
- Fix for a vehicle being thrown in the air when hitting characters. Unbelievable.
- Fix for vehicle turrets detaching from the vehicle.
- Fix for characters movement issues when running up/down slopes.
- Improvements to loading times.
- Fixes for connection issues (fewer disconnections, better error messages, and logging).
- Fixes to various client and server crashes.
- Fix for campaigns double reward.
- Fix for frozen player preventing other players from joining PvE.

And I'm not even halfway through ... and as stated earlier, we have some things we want to address which requires building a new release candidate.

The new versions of Eternal Crusade

This update also has the limited progression, class restricted free way to play the game that we're putting into testing. It is not accessible to anyone yet unless with a key from us, or one of our partners.

As current players, if you are subscribed to our newsletter, you can expect to get a key for the free version some day to give a friend or try it out yourself during our soft-launch.

https://www.eternalcrusade.com/newsletter

The $50 version is getting a bit of an upgrade and current players will get a nice gift from us when we eventually enable the new packages, as a thank you for enabling us to be here today and for your continued support.

On behalf of the entire team, thank you!

Nathan

Big rear end update hit, and they gave everyone who currently owns the game 20k RTC extra. They're also almost ready to test out the free to start/play/whatever stuff, so we'll see what happens with that. There was an image that showed it as pretty much half exp/req and no jetpack classes, but that was a month ago so things might have changed by now.

Panama Red posted:

Could you please add my referral code to the OP in case we get some more 40k-loving masochists?

EC-OMR066VYWK6BN

Done. Also I put myself at the bottom because after my next referral I would just be wasting other people's potential referrals (after 20 the next reward is at 50). Sorry for the late doing it, been playing some For Honor.

Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP
http://www.mmorpg.com/warhammer-40k-eternal-crusade/interviews/soon-to-go-free-to-waaagh-1000011577

The main details about f2p :

-Reduced 33% exp/requisition rate, but you get the other 67% when you buy premium/full for $20. Same poo poo as the current game, but no extra RTC.
-No jump packs units or elite units for free players. Rest should be the full experience (I remember a previous interview saying the phrase "not gimped")
-"But we want to go further as a thank you and the continued support. All current players will receive a giftable package on Steam that includes the full game itself." So free bonus copy of the $20 unlock for anyone that owns the game.

Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP
Soft invite only launch phase for F2P is live, and the game is at roughly launch numbers (just over 2400, all time peak is 2700).

If you're on the fence about the game, you get to try it and say "gently caress this" or try it and go "hey this is neat".

Alienware has over 6k keys left still, so just do whatever redemption contest poo poo they have and enter it on steam to give it a try.

https://na.alienwarearena.com/ucf/s...ta-key-giveaway

Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP
Free to play is up for the game. Anyone who already bought the game is considered premium, so if you already bought the game, you are exactly the same as before plus some bonus stuff. Heres how it works from their site :

quote:

The difference between Free and premium versions.

Only 1 of 5 classes is locked and progression is at normal speed in the free version.

You can play all factions.

The premium version has everything unlocked and progression is 3 times faster. As a free player, you bank the progression difference. Your banked progression will be unleashed when you upgrade.

Purchasing a total of 20,000 Rogue Trader credits will upgrade your account, or buying one of the premium packages.

Referral and Campaign RTC does not count towards the upgrade to premium. It must be purchased for now.

Referral system will be changed to adapt to the new system, so it is currently deactivated as it is exploitable.

If you buy $20 (20,000) of RTC at any time, you get premium status. You DON'T pay that 20k RTC when you upgrade to premium, its just that as soon as you purchase the RTC, you are flagged for premium/full.


And heres how full players are being compensated for already buying the game :

quote:

With the free version becoming available, we want to thank our paying customers up to this point for their support in getting us to this point.

You are considered a "paying player" if you are one of the following;

Founder
Early Access
Any paid package up till launch of free version
(Yes, Humble Bundle for Charity version counts)
As a paying player, you have started to receive some of these thank you gifts, but this is the current list for paying players:

20,000 RTC ($20) given to you when you log in the first time after the 1.3 Content Update.
A Steam giftable and tradable package of the full version of the game. You can give it to a friend or sell it on the Steam Marketplace.
The Venerable Items will no longer be available for purchase, unique to you before the transition.
Something more which will be really nice.
The people that will buy the new Imperium edition receive instead four faction DLCs. The DLCs can also be bought separately on Steam.

There are now three versions initially offered when we launch the free version.

I believe the "something nice" is giving anyone who bought the game before f2p went live a bonus copy of the game/premium to gift, so remember to give your friend your referral and you'll both get 4k RTC when you activate that poo poo. If you are friendless, then just trade it for sexual favors or something.

Last note - if you plan on buying one of the new paid packs, it seems as if the $45/$50 pack has all four of the $18/$20 packs AND a bonus 20k RTC. Each of the faction packs come with exclusive to the pack (apparently because valve really likes developers that put exclusive steam pack offerings up on the store) silver weapons, and two non-steam exclusive faction cosmetics (all the chest armor cosmetics in each pack is $10, so thats $40 total ordinarily alone).

Shitty Wizard
Jan 2, 2013

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Apparently live just added voice chat to Z. It's team-wide though apparently, so



It feels like it was a horrible move to not heavily prioritize voice chat in a team focused objective targetted shooter.

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Shitty Wizard
Jan 2, 2013

ASK ME WHY
I VOTED
FOR TRUMP
Devs just pushed an update out that lowered a bunch of cosmetic prices. This mostly has affected orks big time, but the other races have gotten a bunch of cosmetic drops on some stuff too.

The most popular stuff has stayed at the same value, like ork walrus tusks are now 4k instead of 7.5k and some peg legs are 1k instead of 4k and pirate hats got a slashing as well with some being as low as 1k.

They have temporarily removed the old bundles, the news announcement says they're adding new bundles so I'd wait a few days unless and item you want is extremely cheap already. One such bundle is going to be squig armor for chest, squig shoulder pads, and squig hat according to a dev.

Coolguye posted:

orks actually have a very strong ranged game. the basic shootas have terrible accuracy but if you maneuver close enough to hit something, the high ROF will kick some real butt. dakka deffguns are easily equal to heavy bolters, and the kannon deffguns are full on superior to the plasma cannons they half-heartedly emulate.

and eldar, curiously, have the strongest melee game i've seen yet. i've met multiple howling banshees and striking scorpions that can OHKO enemies in second tier armor using their strong strike - and not flimsy classes either, i've been OHKO'd as a shoota boy with a golden gob and 'ard armor multiple times. in addition to lagdar antics if an eldar game is the only one in town i simply tab out and come back in 10 minutes. they're just not fun to play, either as or against.

For some reason eldar have always been the best at melee. I think their animations are just outright better or something than all other races even though they should probably be the master of indirect/tactical melee (like sneaking as scorpion or banshee shout and rushing them), not direct melee spam.

Shitty Wizard fucked around with this message at 21:11 on Apr 12, 2017

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