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Time to Kill in Eternal Crusade - Nothing short of infuriating

Discussion in 'General Discussion' started by Rustwalker, Apr 23, 2016.

  1. Rasczak Rasczak Subordinate

    My favorite bit of LoAC trivia is that in WWI, the Germans sent a polite letter to the US Army complaining that American shotguns were OP, and seeing their friends get shotgunned was causing much undue suffering to German soldiers.

    A US general responded with a polite letter explaining that, as a device that sprays lots of bullets quickly, a shotgun was not so different than a machine gun and that the Germans needed to git gud.

    The Army keeps a copy of that letter to this day. :p
    Sumshine likes this.
  2. RageScreama RageScreama Well-Known Member

    Some of the bigger orks or orks with more teef have some seriouly heavy duty guns. I have seen examples of nobs carrying around kustom shootas or big shootahs that fire bullets of sufficiant caliber and force to punch through SM power armor like it wasn't even there. Plus almost every ork special weapon is devastatingly powerful just woefully inacurate. The slugga is what most people think of when they think ork guns. Since many orks will use their sluggas more as really loud melee weapons, but that doesnt mean they don't have variants with some serious stopping power. And any time an ork has an energy weapon lore wise it is most likely way more powerful than his opponents. Just also way more likely to overheat/explode due to horrendous design and safety optiojs being removed.
  3. EvLTimE EvLTimE Cipher

    Omg another thread about TTK. Play smart and TTK will be fine.
    EventHorizon likes this.
  4. Leaker Leaker Recruit

    Page 8 for the "get gud" argument, new record! In defense of the community, this thread wasn't exactly well received, not a whole lot of sympathy (sympathy is expressed in the other 69(ish) threads about TTK). Hopefully this means we are finally settling down, listening to the devs, trusting their plan, and focusing on other areas until the balancing starts (or at least until loot is added and I can get me my shiny Breastplate of the Emperor Himself the adds +69 armor and glows in the dark).
    TheWalkingDerp likes this.
  5. Oh, don't take me wrong, I am aware of the orkz ingenuity when it comes to creating big bad boomy gunz, the point is that the general just-above-a-grot ranked ork wouldn't have access to anything better than a gun that shoots bullets and makes a lot of noise. Any ork worth his teef though would have acquired something better, but I assume it won't the be the analogue of the bolter that they start with.
  6. Sitruc Recruit

    So I just wanted to post something on this subject, I feel like the TTK is to low in game .

    I am glad to hear that it has yet to get a pass as they are still putting things in and will deal with it later but I wanted to throw my two cents in.

    I understand what everyone is saying about wanting their weapons to feel deadly, that is very understandable, the thing is this should be a little different, cause we are literally walking tanks.

    If we were all guardsmen and cultists running around I feel like this TTK would be perfect and really capture the visceral feel of the universe. But were not.

    In the TT everything under a heavy weapon normally reserved for tanks was a crapshoot on how many marines you would normally put down maybe getting 1-2 a turn while throwing nearly the whole table at them.

    I am not asking for some crazy number like what the OP said but give me something to make me feel more then a normal man in a shinny suit, make me feel like a giant warrior with 2 hearts genetically engineered monster incased in heavy armor.

    I felt this way a couple of times, and even said it once or twice in game, but if Space Marines/ Chaos Space Marines died as easily in their universe as they do in this game their wouldn't be any left after the first crusade they participate in.

    Sidenote: Can we get some NPC cultists and guardsmen to run around in battles in waves so I can laugh at their petty weakness and feel like my own TTK is longer (just an idea)

    Thanks for reading my wall of text.
  7. Shiani Brujah Preacher

    You could be right. I suppose if you found yourself alone against two other guys, basically you have no chance if one of those two is a healer, which would be a bit guff.
    Though they could always tweak the healing as well. :)
  8. Wallabe Wallabe Active Member

    I don't want to get involved in a long debate over this, as I feel now is the wrong time for that. But individual opinions on the topic are still valid, so I want to just quickly add mine here. Personally, I think the TTK as a whole is near perfect, and would hate to see it increased. I think it would make a lot of interactions boring and could have negative effects on gameplay. But I will agree that there are individual weapons who could do with adjustments to their TTK.
    Sily likes this.
  9. Cross RazielHellscream Arkhona Vanguard

    Increasing TTK will inevitably make all range loadouts useless. It will make melee based characters absolutely dominate. When your weapon has virtually no chance of killing a melee unit before he approaches you, then almost all encounters will end up in CQC and a combat knife vs..anything else = gg.

    Not only that, but I don't want every battle to feel long and "epic" having those 20-25second clang wars with other melee units gets frustrating especially when it gives their team enough time to come and shoot you in the back during the encounter. I rather reserve those "epic" long fought battles for elite and hero units.
    Neveragain, Sily and Philos like this.
  10. PhilosAzel Philos Ordinate

    I am straight on Tom Clancy's The Division: A Warhammer 40K story.

    I think that is a way too much imo
    EventHorizon likes this.

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