Sanctus Reach Beta Update v1.0.8 feedback

There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system...
zakblood
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Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

testing place for those who like me are taking part in the open beta
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new options are good, but fast movement imo is far too quick, on a good medium to high end pc, it's like lightning and just far too fast, maybe half this speed is fast enough, how it is makes it look and feel rather off and strange and more like a Benny Hill movie than a game, i could be wrong, so others need to have there say and form there own opinion
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

tutorial tested again, no errors found
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zakblood
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

1st campaign on test
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zakblood
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

zoom in and out and also first person view now all enlarged and imo better
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this is somewhat a personal taste in views, so having more of any is always better than less imo
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

options for mini map, is on small, large or off
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zakblood
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

melee action now has to options, and again imo is much better
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

new tool tips on offer
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while there good, i'd like the option to permanently turn them off also
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

you no longer get a option on where to deploy the drop pod, imo this isn't a step forward but a step backwards, as it takes a way options from what side you wish to deploy, without this, it's no longer a deploy, it's a reinforcement only imo
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others may think differently, but this is my personal opinion on it as my feedback
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

alt tabbing in and out to do these screen shots and comments has also left this on the display now as well
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which hasn't happened so far in the game for me anyway, clicking on the event cleared the screen as well for me without restarting it as well
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

log for above
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

the drop pod no longer acts like another unit with no options now of it's own, which again is better, as it can't attack, or defend, so imo shouldn't have had any options before, so this way is much better, as you can now no longer select it, or use it after it's been used, so isn't no longer on the list of unit which haven't moved etc
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i still have no idea why it has two actions mind you each turn, as it can't so anything :?: :roll: :wink:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

best not to watch or post my kill list too often i must remember :twisted:
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i'd still like this screen to be bigger, as the icons shown can be rather small at times :idea:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

now onto combat, my opinions on unit balance are my own, so won't be sharing them here, that's for others to comment on, as i have tested this to death and already have commented too often in the past on the subject, now on and released, others will have to do this, my testing now is for stuff that is new and different or isn't working maybe as it should in this one as yet
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reaction fire, is still only one weapon used, if a unit has 2, imo the best one for the max damage for the attacking unit should be used, as in real life you don't throw stones if you have a grenade handy :twisted:

so metal micky was approached and did one reaction shot before melee, not great but at least got one off, i would have liked either an option for which weapon type to fire, or the AI to pick which one would have been better, maybe flame? maybe not.

the next one, is now there locked in melee, i attack twice with my first, and twice they hit back, nut no hits are shown, but metal micky rocks back twice after the blows, so did it hit or not?

as it wasn't shown as a hit, no number were shown? so why does he rock back after the blows which do no damage :!: :?:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

now grenade damage, seems to have been tweaked somewhat in this beta build
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how can i tell :?: :twisted:

well thrown it twice now, both times at the same unit types, first time had another medium unit in the blast range, and the scores or damage it did was well high, not saying too high, just a opinion on it's been tweaked i think, nothing more, nothing less, if you compare it to metal micky pee shooter, i'd love the option to upgrade him to a grenade launcher, as he is well under powered compared to a grenade now
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

on ending the turn, my drop pod has again been given the ability to pretend it's a unit, so if you press on the button which says what hasn't moved etc, it now comes up, even though it can't move, fire / shoot or do anything at all :?:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

so the first one ends, a perfect score for me, again, not that it was a surprise either, play anything enough, you tend to know where stuff is and where you need to be to counter it, remove damage units out of harms way and pull them back etc, not used any cover this time, gone straight for the objectives and took and held them both, will opposition :roll: :wink:
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not a lot seen or changed so far
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

new update installed
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tiny file size, no idea what's altered either, but installed all the same :?: :!:

seems date and build number are the same as well :?:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

just totally my opinion again now, but some base designs just don't make sense and are of no use if you can't use the defenses in them
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3 in a line, when 2 are useful, 3 means on the last one is, and the other 2 can't be, as you can't get there :!: :?:

so either turn the middle one around so it gives flank protection, or remove it altogether, which is an even better option imo :idea:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

as with almost all my plays and testing, if i can deploy, i deploy high and to the right, don't ask me why, it's just what i've found to be best suited to a reaction shot then less ground to cover, unless they have trucks, then retry and go for cover, as imo still trucks are the most OP units in the game still
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not going to do an AAR on every level and move either, just starting the ball rolling until someone else joins in :twisted:
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Re: Sanctus Reach Beta Update v1.0.8 feedback

Post by zakblood »

reaction shots still not happening as designed, so for me the test has ended here, others will have to carry on from here, as if you put units in a line, they fire, if a given unit doesn't fire, there must be a reason why it doesn't, again only 2 units fire on a approaching Orc unit who wishes to do melee, and instead of having 4 units do reaction shots on it, it has 2 only, so the unit it is attacking, again still doesn't do a reaction shot, but has the ability to?

but doesn't, and the unit at it's side, so for me this still isn't working as designed imo, sorry :oops: :cry:
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unless you can explain why only 2 out of 4 in range, well there's more tbh, but 4 firing would have been better than 2 :twisted:

last picture above, unit in red, has the ability and range, but doesn't fire?

the unit the Orc is attacking, seeing it coming, has the ability to do a reaction shot, in range, facing correct, but again doesn't do it, this is basic design and not working for me, so reported as such.
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