It is not a cheap hobby. In comparison, if the DLC that costs ~$20 gives you ~20 hours of enjoyment, that's pretty damn cheap..... And if the money gives the company an incentive to improve the game further, and make more stuff for the game, I'll gladly chip in ~$20 for DLC like this. This is the kind of game I wish was created years ago, back when I had a lot more time to actually devote to gaming.
Total War: Warhammer - Page 40
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Impervious
Canada4172 Posts
It is not a cheap hobby. In comparison, if the DLC that costs ~$20 gives you ~20 hours of enjoyment, that's pretty damn cheap..... And if the money gives the company an incentive to improve the game further, and make more stuff for the game, I'll gladly chip in ~$20 for DLC like this. This is the kind of game I wish was created years ago, back when I had a lot more time to actually devote to gaming. | ||
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KwarK
United States41965 Posts
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Tal
United Kingdom1014 Posts
Now who to play as on very hard? | ||
SolitudeEU
40 Posts
Heres an Q&A, where there are some explanations on the price: https://forums.totalwar.com/discussion/180618/quick-q-a-call-of-the-beastmen/p1?new=1 Some things that make me think that CA is relatively fair are: - Beastmen will appear in the Great camapaign as AI-Factions even if you dont buy the DLC. (And they will be playable with the DLC; not just in the mini-camapign!) - The new lore of magic will be in the game for everyone via a new empire hero. So I am pretty happy with the way they add value to the basegame for people who bought the game but not the DLC (like me). | ||
Godwrath
Spain10108 Posts
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Artesimo
Germany537 Posts
On July 15 2016 21:51 Plansix wrote: It would seem so. I bet they couldn’t make them as compelling as full of a campaign that would be up to par with 5 other races, so they decided to do something separate. I hope some of the other races, like Wood Elves and Skaven get added into the main campaign as playable races. And if they are going to do a bunch of DLC races, they can mix it up. I can't find any source that would suggest you can't play beastmen in the grand campaign if you own the DLC. As far as I understand things, they will be an AI faction in the grand campaign, no matter if you own them or not but if you do, you can play as the beastmen. Can't find anything that says otherwise and it also wouldn't make any sense. I mean, think before you join the DLC-haters… | ||
Manit0u
Poland17187 Posts
On July 16 2016 21:01 Artesimo wrote: I can't find any source that would suggest you can't play beastmen in the grand campaign if you own the DLC. As far as I understand things, they will be an AI faction in the grand campaign, no matter if you own them or not but if you do, you can play as the beastmen. Can't find anything that says otherwise and it also wouldn't make any sense. I mean, think before you join the DLC-haters… You won't be able to play as Beastmen in the grand campaign, only the mini-campaign. I kind of like it this way though. Gives the game some diversity. Playing on the same map over and over again gets stale pretty quickly. | ||
Jerubaal
United States7684 Posts
Mini campaign looks cool, but I'm sure it will be a while before I get it. | ||
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Gorsameth
Netherlands21351 Posts
On July 17 2016 02:18 Jerubaal wrote: Is this all the races we are getting before the next expansion? Mini campaign looks cool, but I'm sure it will be a while before I get it. (a lot) earlier in this thread there was a list of datamined info DLC 3 - Beastmen DLC 5 - Wood Elves DLC 8 - Tomb Kings DLC 10 - Skaven DLC 13 - Chaos Dwarfs DLC 15 - Ogre Kingdoms EXP 1 - High Elves, Dark Elves, Lizardmen (basically adding the entire continent to the west) EXP 2 - Daemons of Chaos (Khorne, Nurgle, Slaanesh, Tzeench) DLC 1 was chaos, 2 blood and gore, 3 will be Beastman. | ||
Artesimo
Germany537 Posts
On July 17 2016 01:50 Manit0u wrote: You won't be able to play as Beastmen in the grand campaign, only the mini-campaign. I kind of like it this way though. Gives the game some diversity. Playing on the same map over and over again gets stale pretty quickly. From their Q&A: The price is higher than previous large DLCs, what gives? Essentially, Call of the Beastmen required around three times more content and effort than previous large DLCs we’ve done, mainly due to the array of new creature models, animations, art, environments etc. Not only does it add a new playable race with a bunch of new mechanics to the game, but also adds a Beastman story campaign on a new map – “An eye for an eye”. We wanted to do them justice and make them as distinct as the races in the main game, which meant getting a certain amount of content in to hit that quality bar. To me this sounds like beastmen are playable in the grand campaign but got a mini-campaign on top of that. If they aren’t playable in the grand campaign I would actually be really disappointed and the mini-campaign would have to be really really good for me to buy it. And even though I can see how I misinterpreted that statement, I haven't found a clear "yes, beastmen won't be playable in the grand campaign" from an official source. There is stuff that could be somewhat interpreted as this, but only if you are trying to and I doubt that they would hide such important information behind vague statements on purpose. | ||
Manit0u
Poland17187 Posts
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Tal
United Kingdom1014 Posts
Edit: found it. Just on the steam store page: "A Beastmen Grand Campaign may be led by one of two Legendary Lords: the fearsome Beastlord Khazrak The One Eye, or the blasphemous Bray-Shaman, Malagor The Dark Omen. Each has their own skill trees, abilities, quest-chains, legendary items, and Grand Campaign start positions. Khazrak begins the Grand Campaign in the Tobaro Region of Estalia, while Malagor begins play in The Marshes of Madness, deep in the Badlands" So for the money, you are getting a new race for the grand campaign/multiplayer, plus their own 10-20 hour campaign on a different map - doesn't seem that unreasonable I guess. I won't be buying it, but that's just because I don't really find Beastmen that interesting. If they offered something similar for Lizardmen, I'd be there in a heartbeat. | ||
Manit0u
Poland17187 Posts
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xDaunt
United States17988 Posts
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Manit0u
Poland17187 Posts
On July 17 2016 13:58 xDaunt wrote: Am I doing something wrong, or are gyrobombers simply beyond useless? As in so useless, that they can't even kill artillery? I felt like brimstone gyrocopters did a better job at doing damage. It takes time for damage done by gyros to accumulate. They're actually pretty good as flanking units. Just fly behind the enemy block that's currently fighting your block and pummel them in the back. This not only does good damage but also dumpsters the enemy morale. | ||
Artesimo
Germany537 Posts
Not that multiple of those factions are officially at war with each other, but instead of taking easy fights, they escort me the whole time, just out of range because I am trying to get my second horde up and running. Poor baby Kholek gets cornered and I have to fight. Bunch of chaos warriors and a lvl 1 Kholek against 2500 empire soldiers, way too much outriders for my comfort but I get lucky with their reinforcement spawn and therefore am able to fight both armies separately. I win, my Kholek sits next to my vassal’s city (Tower of Khrakk" to heal. Out of fucking nowhere TILEA rushes in with a doomstack that is way to strong for my weak Kholek, the 2 useless vassal armies and the garrison. GG second horde. What the actual fuck CA? Tilea?! Those fuckers probably started their journey from the south up to the north the very moment I recruited Kholek as my second lord. This shit is not only stupid, but also kills the immersion. Like when in my first successful chaosrun the warriors of chaos with their lord of change where camping right next to a bunch of empire armies and tried to circle me together with them... This shit is just unbearable for someone who is actually into the lore. The early game with chaos feels so stupid and makes me getting nightmnares of Khorne raping me with his axe for that shamefull representation of chaos… Everchosen my ass. | ||
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Gorsameth
Netherlands21351 Posts
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Artesimo
Germany537 Posts
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xDaunt
United States17988 Posts
On July 17 2016 20:43 Manit0u wrote: It takes time for damage done by gyros to accumulate. They're actually pretty good as flanking units. Just fly behind the enemy block that's currently fighting your block and pummel them in the back. This not only does good damage but also dumpsters the enemy morale. I've had battles where I sent my gyrobombers to attack doom divers and hell cannons from the rear. They accomplished nothing. This a fucking tier 5 unit that can't even kill artillery. Against the hellcannons, the bombers literally ran out of ammo trying to kill a hellcannon and had to fight hand to hand, at which point the useless fuckers got routed. So what am I doing wrong? They can't possibly be that bad. | ||
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Gorsameth
Netherlands21351 Posts
On July 18 2016 00:13 xDaunt wrote: I've had battles where I sent my gyrobombers to attack doom divers and hell cannons from the rear. They accomplished nothing. This a fucking tier 5 unit that can't even kill artillery. Against the hellcannons, the bombers literally ran out of ammo trying to kill a hellcannon and had to fight hand to hand, at which point the useless fuckers got routed. So what am I doing wrong? They can't possibly be that bad. Hellcannons are probably the hardest artillery to kill (being actual demon possessed engines). But yes from my own (Hard) experience the best way to use Gyrocopters (never used bombers) against Goblin Doomdivers ect is to force melee attack them because their damage is pitiful. So yeah, they simply suck | ||
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