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Warhammer 40K Eternal Crusade - Exclusive Pre Alpha Gameplay Footage-013:28

Warhammer 40K Eternal Crusade - Exclusive Pre Alpha Gameplay Footage-0

Warhammer 40K Eternal Crusade - Exclusive Pre Alpha Gameplay Footage

Newsletter march2014 ingamecapture01

Screenshot shown in the March 2014 Newsletter.

Eternal Crusade's combat is designed around the playstyle of THQ's Space Marine mixed with Epic Games' Gears of War, and as such, players will be able to engage enemies with both melee and ranged weapons from a third-person "over the shoulder" point of view, being able to block, dodge, roll, duck behind obstacles and shoot from behind them. [1]Players will have a limited ammount of health, but won't instantly die when that health reached zero, instead they will stagger to the ground waiting to be healed by an ally or executed by an enemy. [2]However, players may be instantly killed if a hit does enough damage to take the player's health below the death threshold. [3]It is expected that the death penalty will have a greater impact on the whole team rather than just a player alone, but players won't lose their weapons upon death[4]. [5]

Loadouts:
[6]With a few exceptions, each character generally has access to both ranged and melee attacks at any time. For example, if your assault unit has sword, axe, or power fist in one hand, they're going to have a pistol in the other. There are exceptions, of course. Heavy guns prevent you from having much melee capability, of course, and if you choose to equip dual lightning claws then you're not going to have any ranged options in your loadout. But your average soldier on the field is able to do both in some capacity, just like in the tabletop. [7]These loadout options will be selected according to a character's point limit before deploying, similarly to the way an army list is made for the tabletop game.

Cover:
[8]Unlike THQ's game, Space Marine, Eternal Crusade will feature a cover system. This will work unlike conventional "sticky cover" mechanics where players have to press a button in order to stay in cover. Instead, players near cover-granting terrain will automatically fire from cover.

Blocking:
[9]Players will be able to block from both melee and ranged attacks, though it will be more effective in melee. When blocking in ranged combat, the player's character raises its arms to shield itself from damage, lowering the received damage by a small percentage. Players may cancel an opponent's block by performing a kick action. [10]Additionally, players will also be able to block incoming attacks by using a ranged weapon.

Executions & Rescue Actions:
[11]When a character hits 0 health they enter a downed state where they start bleeding out (unless they've taken so much damage they've blown past the death threshold of course). Friendly units can rescue a downed character and bring them back with a little health, or enemy units can execute them up close (with any weapon) to earn a little XP and prevent them from coming back. Both executions and rescue actions take time and can be interrupted, so players have to decide if doing so is worth the risk. Some characters may be better at rescuing than others.

Ranged CombatEdit

Players will have a wide assortment of ranged weapons to choose from depending on faction and class. [12]It will be possible to combine ranged and melee combat by wielding a pistol weapon in one hand and a melee weapon in the other, but their accuracy will be less precise and their melee will be less powerful. However, they’ll be able to hit their opponent with their chainsword and then shoot him in the head with their bolt pistol to finish him. A player that uses both hands to carry a bolter will be a lot more precise, and if he uses two hands to use a chainsword, he’ll have a lot more power.

[13]Ranged weapons will use ammo, which will be limited. So once a players run out of ammo for a weapon, he will need to swap weapons, or charge and make use of his available melee weapon(s). [14]Ranged weapons will often have different firing modes, such as Burst mode that spends twice the ammo per shot, this will add an extra level of choice in managing your ammo. [15]There will also be friendly-fire but with reduced damage. Players who shoot another ally will get some kind of penalty that at the moment has not been determined, but the penalty will scale depending on the level of the player that inflicted friendly fire damage. [16]Additionally, players will be able to lay suppressive fire with ranged weapons, which will make suppressed players view the screen with a shaky cam effect, hindering their accuracy.

[17]There may also be terrain-fixed weaponry that players may be able to use, such as turrets and heavy weapons platforms.

Melee CombatEdit

Just like with ranged weapons, players will have a wide assortment of melee weapons to choose from depending on faction and class. [18]Since players will be able to block, dodge, roll, duck, it is expected that melee combat will be more hectic, having the be mindful about other players blocking your attacks. [19]Dual weapons will probably be in the game for launch, this would mean for example that players may be able to wield weapons such as lightning claws, which are powerful melee weapons wielded in both hands. [20]However, a player that uses both hands to use a melee weapon will have a lot more power, so players must choose which play style fits them best.

Psychic AbilitiesEdit

[21]Psychic powers have also been announced to be available at launch, but players should be careful in their use, since they may be harmed or heavily damaged by the Perils of the Warp. This mechanic is yet to be explained further.

Unsorted FactsEdit

  • Combat is a mix between THQ’s Space Marine and Epic Games’ Gears of War. Players will be able to seamlessly go between ranged and melee combat. (Source)
  • Players will show an energy shield effect if they have a piece of wargear that provides something similar to an energy shield. Otherwise, damage will be visualized as damaging armor. (Source)
  • Players will be able to block, dodge, roll, duck behind obstacles and shoot from behind them. (Source 1, Source 2)
  • Players will be able to have a bolt pistol in the left hand and a chainsword in the right hand, but their accuracy will be less precise and their melee will be less powerful (however, they’ll be able to hit their opponent with their chainsword and then shoot him in the head with their bolt pistol to finish him). A player that uses both hands to carry a bolter will be a lot more precise, and if he uses two hands to use a chainsword, he’ll have a lot more power. (Source)
  • When your life drops to 0, you don’t die immediately. You’re hurt on the ground and cannot move until one of your friends comes and heals you. However, you have a chance to be executed by the enemy as well. (Source 1, Source 2)
  • Insta-death - You'll die instantly if a hit does enough damage to take you below the death threshold. (Source)
  • Death penalty will have a greater impact on the whole team rather than on a player alone. (Source)
  • There will be many race-specific executions for free but there will also be hundreds of different microtransaction-based executions. (Source)
  • Psychic powers will be available and players should be careful to avoid the perils of the Warp when using them. (Source 1, Source 2, Source 3)
  • Ammo will be limited. So once you run out of ammo, you’ll need to charge and use you melee weapons. (Source)
  • There will be friendly-fire but with reduced damage. The player who shoots another ally will get some kind of penalty depending on his level. (Source)
  • There won’t be naval combat. However, the dev team is investigating aerial combat. (Source)
  • Players will be able to use turrets. (Source)
  • There will be sniper-type weapons. (Source)
  • The game will feature directional armor for vehicles. (Source)
  • Players that perform an execution will be rewarded with a little XP. (Source)
  • Ranged weapons executions will be included in the game. (Source)
  • Both executions and rescue actions take time and can be interrupted. (Source)
  • Dual weapons will probably be in the game for launch, especially lightning claws. (Source)
  • Combi-weapons (Bolter/Plasma Gun for example) will be available. (Source)
  • Players won’t lose their weapons when they die. (Source)
  • Melta weapons will do more damage the closer they are. (Source)
  • A rage system may be included in the game. (Source)
  • There will be sponsons on tanks. (Source)
  • The dev team is looking into overheating mechanics. However, this will not be entirely random. If your weapon "explodes" (which may be the penalty for overheating), it will do damage to you but it will most probably not permanently destroy your gun. (Source)
  • Players will have pre-saved weapon loadouts they'll be able to choose from before deploying to the battle field. (Source)
  • Players will have the option to deploy helmet-less. It's yet not know if this goes for all factrions and all classes. I's also being discussed if this would give an armor penalty for headshots. (Source)
  • An interview with Miguel Caron confirmed the following mechanics to be in the game: Battlecries, Crouching, Shields, Cover, Suppressive Fire, Blocking, and Kicking. (Source)

SourcesEdit

  1. Murphy, William. "Warhammer 40.000: Eternal Crusade Interviews: There Is Only WAR" MMORPG.com, 12/06/2013
  2. Ellison, Brent. "What Is Combat Like In Eternal Crusade?" Eternal Crusade Forums, 19/10/2013
  3. Agahnon. "Miguel Caron et David Ghozland nous parlent de Warhammer 40 000: Eternal Crusade" JeuxOnline.com, 27/06/2013
  4. Ellison, Brent. "What Is Combat Like In Eternal Crusade?" Eternal Crusade Forums, 19/10/2013
  5. Pauleh. "Mmorpg.com Dev Q&a" Eternal Crusade Forums, 21/10/2013
  6. Ellison, Brent. "What Is Combat Like In Eternal Crusade?" Eternal Crusade Forums, 19/10/2013
  7. Lumpkin, Steven. "Eternal Crusade presentation by Steven Lumpkin" YouTube, 05/05/2014
  8. Cosmicengine. "The Eternal Crusade Miguel Caron Interview with Exclusive PVE Footage" YouTube, 05/05/2014
  9. Cosmicengine. "The Eternal Crusade Miguel Caron Interview with Exclusive PVE Footage" YouTube, 05/05/2014
  10. Lumpkin, Steven. "Into the Warp Episode 4" Twitch, 01/08/2014
  11. Ellison, Brent. "What Is Combat Like In Eternal Crusade?" Eternal Crusade Forums, 19/10/2013
  12. Sinha, Ravi. "Warhammer 40K Eternal Crusade Interview: Staying Relevant with F2P, All-Out Online War, Next Gen Consoles and More" GamingBolt.com, 30/09/2013
  13. Uther. "Des munitions limitées dans War 40K: Eternal Crusade" JeuxOnline.com, 04/07/2013
  14. Lumpkin, Steven. "Into the Warp Episode 4" Twitch, 01/08/2014
  15. Uther. "Des tirs alliés dans Warhammer 40 000 Eternal Crusade, mais à puissance réduite" JeuxOnline.com, 03/09/2013
  16. Cosmicengine. "The Eternal Crusade Miguel Caron Interview with Exclusive PVE Footage" YouTube, 05/05/2014
  17. Pauleh. "Mmorpg.com Dev Q&a" Eternal Crusade Forums, 21/10/2013
  18. Sinha, Ravi. "Warhammer 40K Eternal Crusade Interview: Staying Relevant with F2P, All-Out Online War, Next Gen Consoles and More" GamingBolt.com, 30/09/2013
  19. Ellison, Brent. "What Is Combat Like In Eternal Crusade?" Eternal Crusade Forums, 19/10/2013
  20. Sinha, Ravi. "Warhammer 40K Eternal Crusade Interview: Staying Relevant with F2P, All-Out Online War, Next Gen Consoles and More" GamingBolt.com, 30/09/2013
  21. Walker, John. "Interview: Behaviour On Warhammer 40K: Eternal Crusade" RockPaperShotgun.com, 13/06/2013

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