Search results for "402721576976a9c888224d840aba03c1" in md5 (4)

/tg/ - /40kg/ Warhammer 40000 General
Anonymous No.96384079
>>96383759
They are being repackaged for now
Pity model Malys soon
Huge refresh in 11th Edition, either in a starting box, or if Orks are there instead, then normally during edition

There will be no scrapping of factions like this, dooming about this is so retarded and baseless it's painful to read even. 40k is basically complete and Deldar are few of the last things left to update. Nothing will need an update for years, if ever given how advanced plastic tech is. And what's worse for GW playerbase won't even feel compelled to buy hypothetical updated units of already updated models, given that no new progress in plastic molds will exist and no jump in quality will be present.

GW HAS to go full into subfactions and new factions to survive. Instead of scrapping, more new factions will be made, as if this wasn't obvious enough yet given what they are doing lately with Admech, Bolter Bitches, Genestealers and now Votann. They will continue do so by bringing back/fleshing out legacy/lore factions. Obviously Exodites will happen sooner or later and so will Lost and the Damned (Traitor Guard, Cults and maybe even they will be bundled with DarkAdmech to set them apart from loyalists). Slann too will exist eventually. Kroot and Corsair expansions are logical to make as well. They need more and more armies and subfactions of huge variety to make it easier to tempt as large amount of people as it is possible by appealing to various tastes.

This is why they rotate enemy factions in Edition starter boxes every time too, they have to force marinefags to start buying new factions and it works obviously given rising popularity of Necrons and Tyranids and this same will happen to Orks/Deldar soon.

Primaris as well exists to diversify amount of possible units they can create for Marines across all possible armor variants and subfactions that are Chapters.

tl;dr new factions and subfactions will keep getting created and expanded and not scrapped. Deldar are safe
/ic/ - Thread 7695517
Anonymous No.7696119
>>7695903
no way anon
who would say a thing but act the opposite?
no way the good guy could be the bad guy, when they say they are the good guy, i mean, they are the good guy, it's in the name.
/vg/ - /coopg/ - Cooperative Games General
Anonymous No.533371101
An engineer that makes a little drone that follows him. The drone has many talents in the talent tree, but it's essentially long range lasers, close range flamethrower, or periodic yellow overhealth. His ability would be to throw down a little automated turret. The engineer also needs to finish one fewer stage when solving servo skull malfunctions.

A medic that has passives that reduce corruption on the team, has a lot of small yellow overhealth grants for the team, their ability removes a wound from all allies and gets them up from downed, has later nodes that has a cooldown that says "the next time a team mate would die, they are downed with 1 wound remaining instead". But also has a toxic damage tree that reduces enemy max hp and applies DoTs to enemies by throwing vials. The medic also does not consume a medi station charge when using one, on a timer.

A sniper that has a servo skull buddy spotter, the servo skull constantly flies ahead of the group and tags enemies. On a timer it also drops a flashbang grenade, and the sniper gets reduced cooldowns and some reload speed and other bonuses for headshotting the stunned enemies. The lowest hp/toughness hero, but has stealth built in rather than on an ability if they stand still for 3 seconds. Has a unique weapon, an exitus rifle, which has the best sound of any gun in the game. Also has a wallhack ability that tags enemies through walls and displays their silhouette for allies as well. Has a node that makes enemy weak spots glow. Also has custom ammo selection for the exitus rifle that you can press the inspect button to swap between, including one that goes right through enemy captain shields (lore friendly from tabletop).

A sapper that can lay mines on the floor. Grenade recharge nodes, explosion/fire damage reduction. has a trophy system they can place down. Faster breaching charge placement. poops out grenade pickups for allies on a cooldown. grenade launcher ammo selection.
/vg/ - /coopg/ - Cooperative Games General
Anonymous No.531139379
Played kf3 a lot today. I would say I didn't really like it very much, which I'm sad about since I played the other two KF games a lot.

I don't like that classes are now a character rather than you picking whatever skin you want then selecting whatever perk you want in the previous game. It's the same mistake battlefield made, hero shooter class system only works if you're an actual hero shooter where you need to instantly identify an enemy character by profile. In a coop game it's not important so don't do it.

I also didn't like the humor. The first two games had some silly humor but it was just silly and didn't feel stupid. In this game you had people unironically saying "down with the military industrial complex!!" during the match when they killed an enemy or whatever. It's like they saw that there was some silly humor in the previous games and wanted to recreate that, but they're cringe now.

I also wasn't any more engaged while playing than the previous games. It felt like mostly the same, except with the above negative aspects, so what's the point. I know they said they have more intractable environment objects but I only actually used a handful of them. If the game feels the same but with new negative aspects, then literally what's the point.

The music was still good at least, and they put some effort into weapon inspections and animations and such, so it's not all bad, but at this point I don't think I would get it, and that's coming from someone who has hundreds of hours in the franchise and expected to like it.