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2016/08/21 02:00:05
Subject: Space Hulk Deathwing - Coming to PC December 9th!
Problem is, while there have been a number of Space Hulk video games, and they usually look good going in, the only one that I'm aware of that actually met with overwhelming fan approval was the very first one (i.e. EA game in which you're playing the Deathwing, and could only face in the four cardinal directions). The rest of them have all turned out to be disappointing for one reason or another.
That's not to say that this one might end up being great. But the track record does tend to encourage a certain amount of caution beforehand.
2016/08/23 01:27:04
Subject: Space Hulk Deathwing - Coming to PC in November!
jreilly89 wrote: Is it still coming to PS4, or like Vermintide, are we getting the shaft?
I believe they still want to distribute it to the consoles, but that could be pulled for a variety of reasons that I won't go into detail here. Fingers crossed eh? For some at least, I'm moving to PC pretty much exclusively.
I have mixed feelings about this - so far the game looks very good. Ignoring all the "it's an LFD knock off" just like Overwatch is a TF2 knock off apparently in some very small brains out there, I'm a little worried that this game may miss the point of what it set out to do - exploration combined with objective based directives. By this I mean the game is supposedly trying to get players to explore each Space Hulk for relics, points of interest and explanations to why the Space Hulk came about, alongside fending off the Genestealers that infest it. If it fails this, I can't see much else that distinguishes it from other games in its genre, apart from the idea of compartmental damage and the ranged/CC combat hybrid not typically seen in an FPS.
Focus Home worked with Tindalos earlier this year for BFG as we all know, and that game has caused a pretty big split of opinions, which unfortunately favour it being a bland and unbalanced game after a few hours of play. Focus Home also didn't do the Technomancer any good this year. I hope that Deathwing rises above these and gives us a good 40KFPS we've all dreamed of. And no, Fire Warrior was garbage
G.A
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint!
2016/11/08 18:25:26
Subject: Space Hulk Deathwing - Coming to PC in December 9th!
Ratius wrote: Really really looking forward to this.Trailer et al look terrific. Heres to hoping the ingame reality lives up to them I think it has a coop mode too?
Of course it has co-op! 4 player lobbies with 5 playable classes - Assault, Heavy, Tactical, Apothecary and Librarian.
Here are the last two trailers by the way for everyone:
Spoiler:
Spoiler:
I very much like how they've introduced new weapons into the universe, like the Redemption Storm Bolter - I always give bonus credits to game devs who manage to tie in their own creations seamlessly into universes such as 40k, where the opportunity for good expansion is limited.
This message was edited 2 times. Last update was at 2016/11/08 23:31:39
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint!
2016/11/09 14:13:22
Subject: Space Hulk Deathwing - Coming to PC December 9th!
-So my thoughts having played both the CBT and the open beta, I'm disappointed so far. At first, we were told the MOBA style of leveling (levels reset after the match) was temporary, and there'd be a perma level system (this was then revealed to be single player only). Then, they said they were changing it to a per session thing because it "incentivizes farming and leveling up during the game" and "everyone starts out even at the start of the game." Note, exp is NOT shared unless you tag the enemy with at least one hit of any kind. An example of a problem with that is the Apothecary has no self heal until level 3, and healing gives no EXP and of course it's NOT HOW THAT WORKS. Chapters don't go "oh! you killed 20 genestealers, NOW THE 1ST COMPANY VETERAN HAS ACCESS TO A PLASMA CANNON/THUNDER HAMMER AND STORM SHIELD, go find an armory and grab it!"
-Also, heavy flamer is not gonna be in the initial release because "it's OP and caused performance problems." Performance problems is a legit excuse, but I don't believe it being OP as much of a problem.
-Crashes are still fairly common, as are performance problems, which is worrying as the game is only ~2 weeks from release.
-Recoil is insane considering everything we "know" about Terminator armor through the various RPGs/games. (aka, it's not consistent with 40k's "realism"/world)
-Terminator armor is about as durable as flak. Auto guns MURDER terminators better than the genestealers, Keep in mind carapace armor is supposed to ignore autoguns, let alone power or terminator armor.
-Ammo is unlimited. I understand from a gameplay perspective why, but it still bugs me.
-Special ammo is not a thing, rather certain weapons are locked away until you hit a certain level, and they function differently (i.e. apoth gets a storm bolter with metal storm rounds)
-No AI director. Everything in the beta so far is scripted, with the same spawns, and generally the same paths taken by enemies. This is worrisome mostly because if everything is preset and the same every time you play a level, replayability is way down.
Overall, it's fun, but being this close to release is pretty worrying imo.
(Obviously everything there is from the OBT not the CBT)
DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.
2016/11/27 01:56:25
Subject: Space Hulk Deathwing - Coming to PC December 9th!
There's an AI director, aka random AI spawns, but they're not that interesting. And let's face it, Left 4 Dead's director didn't end up doing as much as it could have either.
Vertrucio wrote: There's an AI director, aka random AI spawns, but they're not that interesting. And let's face it, Left 4 Dead's director didn't end up doing as much as it could have either.
The only thing the "director" does is spawn enemies if you are moving slowly. Everything else is scripted.
The director in L4D is in charge of
-supplies (healing/ammo/guns/throwables/consumables)
-Specials (hunter/boomer/etc, and killing them if they get too far from the survivors)
-boss specials (tank/witch, and ensuring the tank always fights the group so they can't sneak past it)
-random enemy placement (i.e. the wanderers and those that just wait)
-Hordes (both the build up, duration, and calm afterwards, duration and size)
-Dynamic map events (i.e. the storm intensity in Hard Rain, alarm cars, cemetery pathing in the Parish)
It actually does quite a lot, and has unused scripting for things they scrapped in the maps (i.e. the elevator in the first level in Dead Center was supposed to have multiple stops). Most of that you don't really see, or think about being controlled but it is. In Spacehulk: Deathwing, everything so far is scripted with the exception of EXTRA enemies continuing to spawn. ML hybrids will always be in the same place, Warriors/broodlords always in the same place, missile turrets always in the same place, enemy psykers in the same area, etc.
This message was edited 1 time. Last update was at 2016/11/27 11:17:47
DQ:90S++G++M----B--I+Pw40k07+D+++A+++/areWD-R+DM+
bittersashes wrote:One guy down at my gaming club swore he saw an objective flag take out a full unit of Bane Thralls.