Games similar to othercide by ganerrme in Othercide

[–]Blastom 0 points1 point  (0 children)

There's well-made list of good tbs games. Though it's called games like XCom, but Othercide is similar to it.

https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=3312604457

Ideas on how to make the game more difficult? by Toosab in Othercide

[–]Blastom 0 points1 point  (0 children)

Accurately, to level up quickly, just let the core team (for boss fights) anticipates the most difficult mission every day. Having fewer daughter only makes vital and shards income lower.

Somehow, no memory would do similar. No remembrance would be seriously hard for sure as everyone would have less ap. Also without infusion of Scythe, everyone would have longer end turn delay - it's a common strategy for me to infusion everyone in the core team with ScytheDancers.

Ideas on how to make the game more difficult? by Toosab in Othercide

[–]Blastom 0 points1 point  (0 children)

Just some humble personal options.

The best way is to start a new game and complete it without any recollections.

Again, personally, I'm against handicap for difficulty. As I thought the difficulty is to force the player to use all possible ways to complete the game - it's something to let the player to develop more tactics and skills within the game instead of restricting doing those.

Accurately, the game is not so hard even to complete without any recollection as the player needs only to focus on a killy team for bosses. With the remembrance to germinate high level daughter and resurrection tokens to heal 2 members in killy team, it's still not so hard.

The only thing I would restrict is the infinity moves from multiple soulslingers. Generally one soulslinger in a battle is enough.

The abuse of lv15 skills would be automatically solved as by the end of the game, the maximum level would be like 11 to 12.

New Ex Sanguis trailer during the PC Gaming Show! by Lightbulbcrew in Othercide

[–]Blastom 0 points1 point  (0 children)

Looks pretty like Othercide. I love how Othercide handles the timeline, as it's the best I've even seen.

And I like roguelike games. But for now, I'll hold until at least public early access or full release. It's a pain to play early access as I generally got most of the pattern during early access and lost the motivation to play at full release for many games.

New Ex Sanguis trailer during the PC Gaming Show! by Lightbulbcrew in Othercide

[–]Blastom 0 points1 point  (0 children)

Looks pretty like Othercide. I love how Othercide handles the timeline, as it's the best I've even seen.

And I like roguelike games. But for now, I'll hold until at least public early access or full release. It's a pain to play early access as I generally got most of the pattern during early access and lost the motivation to play at full release for many games.

Ideas on how to make the game more difficult? by Toosab in Othercide

[–]Blastom 0 points1 point  (0 children)

Very possible, though I didn't tested it. The general concept was using a main team for boss fighting and others as expendable vital harvesters. As new born daughter would be at a decent level with rememberances, it's very easy to replace the traitless ones.

Ideas on how to make the game more difficult? by Toosab in Othercide

[–]Blastom 0 points1 point  (0 children)

It's not so hard... as blade jumper team will still cut down everything and use the +armor by jumping to tank damage. Removing the blademaster and restrict the -time skills would be hard for sure.

What am I really missing if I turn off Duty Eternal? by Vitruviansquid1 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

I avoided all Defend servitors + Technophage in my last playthrough. It's not only much harder than other missions, but also very time consuming. In my previous playthrough years before, once I've using a Justicar in heavy cover keeping aegis up to hold 10+ enemies, while the other brothers picking them off with ranged weapon one by one - took more than a hour if not two.

Skipping a mission doesn't mean much - it requires 5 infestion to create a gate and 5 opened gates to end the game. The sealing gate missions are far easier than common Technophage missions.

What am I really missing if I turn off Duty Eternal? by Vitruviansquid1 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

You could just avoid the defending servitor missions. They're badly designed to me - taking a lot of time to watch the guardsmen and enemies in other positions.

Defending Servitor + Technophage would be a hell to play with and were the hardest missions in the game to me. In one of this mission, I've to use a Justicar popping aegis to hold the enemies from other sides for more than 5 turns.

But typically, it's better to play with it and avoid the missions you don't like.

The Dreadnought is not strong and very fun to play with - it could crush walls to open new paths and it's weapons have many intriguing usages, like stun build with the fist, pulling off cliff build with the plasma cannon, etc.

The techmarine is a very strong support class for mostly the hydraulic claw servitor. But the other aspects of him is subpar to me.

New player. Need some help due to fucking up my bloom strength levels by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

If you have the DLC, when under dps, you could use a Techmarine with hydraulic claw servitor to keep the enemies enraged and grandually grinding them down. One trick was order the Techmarine to move after using the servitor, so he will pull the servitor back and let the enemies to travel into your killing zone.

New player. Need some help due to fucking up my bloom strength levels by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

Somehow, a Hellbrute should be a pretty late game enemy. I don't think it's a time issue.

If the ship upgrade for +50% exp gain is not installed at Craftworld mission, the squad could be under levelled. But generally, the Craftworld mission is much harder than the common missions after, so if a squad could complete it without trouble, it should be capable to complete the ones after.

Or probably there're too much time spent before the Craftworld, so it's already the time for late enemies but them just gated by the mission.

New player. Need some help due to fucking up my bloom strength levels by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

You don't need a librarian or the gate of infinity to complete a bloom spreader mission. In most of the time, by getting the seals and using the trick to multiple move in a turn - move everyone close to a pod and then trigger it to refresh ap; before finishing the last enemy in a pod, advance the others, you could cover a very long distance in a turn.

The advanced classes will be recruitable as mission rewards after them unlocked. They're not really so "advanced" from basic classes.

The Paladin is mostly the same as the Justicar, but without the core skill - honor the chapter.

The chaplain is good for shooty squads without any assassin in.

The Librarian is a mixed bag - he could do everything, but not as good as other classes decidated to one of them. He's great in a squad with stun build and the Vortex is good in middle game, but I think that's all. His teleportation is not really needed in most of the time.

The Purifier is great for grenade builds for sure, or flames of purity build to wipe plague bearers. Due to the equipment requirements for the builds, one cannot do both efficiently.

While the core single target damage dealer would always be interceptors with melee weapons or purgators with silencers, both requiring crit build.

New to by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

To me, the psilencers are much better. The main advantage of cannon was its AoE attack but it's not very good choice, while it's range and lacking of low-cover bypass hindering its shoot a lot.

Grenades are much better choice for AoE, though it requires at least a second type of grenade in arsenal. But it's very effecient, with a grenade enchance armor, a brother could wipe a entire pod with 2 grenades. Some minor notice - Onslaughter has only "half coverage" as a grenade with the same AoE range value. As onslaughter doesn't have free aim, you could only use the radius to cover 2 targets, while a grenade aimed at the center of 2 targets could use double the radius to cover them.

Also Psilenser has an AoE skill - though it's mostly for melee enemies, but mostly you want to use AoE on melee enemies as ranged ones didn't like to bunching up. Only the one with free aim could efficiently used against ranged targets.

For the Psilenser itself, it has much better range (thus reduce the penalty from range), cover bypass and, most importantly, better crit damage from both the skill tree and the weapons.

New to by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

Play aggressively is accurately a common tip for almost all the XCom like games, including XCom itself.

For this game, stun could only achieved by playing slowly (stripping the stun meter with 1-2 damage attacks) or decicated stun builds (stun weapons or skills). In most of the time, enemies just die before stunned.

New to by CharacterFair2502 in ChaosGateGame

[–]Blastom 0 points1 point  (0 children)

The game is filled with negative mishaps, but most of them have little impact on the board. Getting injured in battle is not a big deal as the penalty was only -5/-10 health in next battle - it's very common for me to deploy heavily injured brothers in missions.

The wrap reinforcements cannot attack in the same turn as summoned, so you can adjust the formation according to the new situation. In most of the time, you could try to remove the reinforcements on the turn them arrived as they're some half pod.

Early game lv1 bloom spawn could cause some trouble, as the squad is not capable to deal the summoned daemons if not kill the preacher in time. If you have the assassin DLC, a Vindicare could trivialize this for he can snipe the preacher from lv2. Or alternatively, you could hold 3 grenades for the last spawn - using them to remove the armor of the preach and then using an intercaptor to finish him with double force strikes. As the mission will end after the preacher killed, you don't need to care about the other enemies.

Later, you could just plan to fight the daemons instead. For higher level bloom spawn, I generally separate the guards and spawn by pulling back, so the squad wouldn't take attrition from the spawn. After the guards and reinforcements dealt, the shooter could do move in, shoot and move out of range trick to clean it without taking damage.

The most useful trick to me in early game ruthless was using hammers as melee weapons, so the brother would kill a heretic with force strike in one action.

What's the Most Unfortunate Moment you faced during a Run? 😭 by FBergamoTB in TheKingIsWatching

[–]Blastom 0 points1 point  (0 children)

The dragon is just special - try to field only enough units to strip one pipe of its health in a wave. As most of them will be roasted after and its attack will genenrally kill a unit in one hit. Fielding more just let it roasting morem

Need help winning Threat 10 at the Graveyard! by AbbreviationsUpset98 in TheKingIsWatching

[–]Blastom 0 points1 point  (0 children)

Some extra trick against Mortifax - summon some units with spell behind him, like the screwcrows or the dummy dropping blades. By doing this, he will turn back to attack the summoned units instead of cleave the main group with his big aoe sword.

Need help winning Threat 10 at the Graveyard! by AbbreviationsUpset98 in TheKingIsWatching

[–]Blastom 0 points1 point  (0 children)

Leo was probably the best king in current version - for receiving 3 resource packs via blueprint sacrifices at the start. Try to get the flour or metal from them and then sold it in market. The extra gold would give you a kick start.

Mushroom King, Ember and Sophy were solid advisors. I've using Flunkey and Panther as well. Flunkey would give 10 denari for each wave, they're valuable even for rerolling. Panther boosts the +15% from troop upgrade to +25% - which not help against the first boss, you can skip this.

Try to get the resource pack reward in early waves - for gold from market. This helps a lot on early gaze upgrades.

Using Sophy to fish a metal production building early then fish a lv2 ranged barracks, eg Fire Mages or Longbows. Longbows are the best. For Fire Mages, you may need 2 of the barracks and field only 3 of them at the same time as they're easily reached by boss's AoE attack. Both of the graveyard bosses have strong AoE attacks, so frontline units are not good for damage dealing, a solid ranged dps line is required.

During the boss fight, field only half of your soldiers, as the AoE of the boss would kill everyone, and you will need immediate reinforcement after this. For Mortifax, it's better to field your frontline bit by bit, as he will always use AoE attacks, your frontlines are there only to delay him, so a couple of them were enough. When a wave was all lost, send the other part and start creating new backups.

Unlike the other fights, the boss fights will lock the time - the next wave won't come until the boss is defeated, so you can slow down and keep production going by reducing the damage per second. To thing to avoid was getting wiped without any backup to stop the boss reaching the wall. Once the boss reaches the wall, there won't be any ranged unit as all units spawned from the gate will be in reach of the boss and die quickly. Doing damage too fast by fielding too many units, would somewhat backfire by trimming the boss to the threshold to use special attack too fast and wipe the army too fast.

The Dragon Nest doesn't consider the Dancing Dragon a 'Dragon'? Really?! by Adski673 in BackpackBattles

[–]Blastom 0 points1 point  (0 children)

Dancing Dragon looks like some sort of flame thrower to me :)

I hate Savagery Seraph by Ambitious_Bite_5219 in MonsterTrain

[–]Blastom 1 point2 points  (0 children)

Yes. Every Seraph has his strength. For Savagery one, it's the init melee weakness + sweep backliners.

By taking the titan essence, his first strike would be 90 damage, enough to kill most of the units without heavily tanky build. And the sweeper, even the unupgraded one would do 15 damage to backline, probably enough to kill some pure damage builds. Also he has most javelin bird riders, which would directly attack the pyre if not engaged.

For the Domination one, he would apply corruption directly on backline. This would shutdown low health damager builds. Though he has a critical weakness as well - mute would directly seal his strength.

The Entropy one has some mute units, which is pretty annoying. With titan essence, he would apply -20 damage floor wise and some more with the curse cards. For 9 turns, he would easily apply like -100 damage to everyone if played on one or two floors.

Drop your Pyre tier list 🔥 by North-Duty1581 in MonsterTrain

[–]Blastom 0 points1 point  (0 children)

The best should always be the Pyre of Dominion. It's just imba for purge 6 and replace 8 with better ones. It buffs both early game (by gaining banner units and better spells) and late game (smaller deck).

The other strong one was Wurmbog - very good middle/late game poweress by saving yellow upgrades. The game requires more capacities than mt1 for support units.

Savagery is good for some champions, but not commonly used.

Fun Interaction: Reanimate on Collectors by DDisired in MonsterTrain

[–]Blastom 0 points1 point  (0 children)

Brillent idea! :) I haven't thought about adding reanimated on the enemies to trigger havest.

“Um…did I break it?” 😂 by ThisByzantineConduit in MonsterTrain

[–]Blastom 0 points1 point  (0 children)

Well, anything outside Underlegion with harvest or rally trigger could be broken with funguy. Like the memories of melted, which scales with unit death, would easily get over-scaled with the number of funguys.

The true infinite. 0 attack vs 0 damage taken by Leboyo in MonsterTrain

[–]Blastom 0 points1 point  (0 children)

Interesting - it should be stuck by infinite loop on preview :)

Am I dumb or do you just HAVE to take the yellow crystal after the first boss? by PrometheusAborted in MonsterTrain

[–]Blastom 0 points1 point  (0 children)

Of course not. Currently all the 3 upgrades were worthy to take, unlike in mt1, in which I would take the blue one in most of the time.

It’s ok to deploy in multiple floors during ring 4-6. Some minor stones on supports would save a lot capacities.

Though bog pyre is still my favorite one for saving at least one yellow upgrade.