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Behaviour Interactive has revealed a whopping eighteen of the classes that will ship with Warhammer 40k: Eternal Crusade. The classes span each of the game's four main factions: The Space Marines, Chaos Space Marines, Eldar, and Orks.
Lead Designer Brent Ellison commented on the classes and their design choices:
«A Space Marine class is very flexible – for example a Tactical Marine can be excellent at mid-range anti-infantry with a Boltgun, be a short-range vehicle killer with a Meltagun or take the sniper role with a Stalker Bolter. An Assault Marine performs a very different function depending on whether they equip a Jump Pack or a Storm Shield and a Devastator can be in the front lines with a Multi-Melta or stand far at the back with a Lascannon. They can also modify their accessories to get more accuracy, survivability, etc., in their role.
The unique flavor of Eldar Aspects, on the other hand, is that they are very specialized. A Swooping Hawk’s job is always to fly overhead and take out infantry, while a Dark Reaper tries to stay as far away from their targets as possible. So while the Eldar have as much customization as the other factions, it’s spread across a larger number of classes and there are fewer combat roles per class.»
It’s also important to note that these are just the basic classes, with Elite and Hero class announcements coming at a later date. There are many ways to progress your class and ways to develop your characters in Eternal Crusade, but we don’t want to spoil all of that in one day. That wouldn’t be much fun, now would it?
Without further ado, here are the currently confirmed classes coming to Eternal Crusade!
Space Marines
Tactical Marine
Devastator
Assault Marine
ApothecaryOrks
Shoota
‘Eavy/Loota
Stormboy
PainboyChaos Space Marines
Chaos Space Marine
Havoc
Raptor
Aspiring SorcererEldar
Dire Avenger
Fire Dragon
Dark Reaper
Swooping Hawk
Howling Banshee
Striking Scorpion
Warlock
Find out more on the Warhammer 40k: Eternal Crusade site.
Comments
Not sure what to make of this title TBH?
The "Founder packs" are a turn off from the start - we have seen this before...
The designer's notes are a mixed bag too
Lately, I’ve wrapped up some progression-related features and started working on the systems behind territory control, campaigns and requisition points.
For territory control, I’ve been looking at how each stronghold could have their own set of supply territories; which would spread the fight for a stronghold over to adjacent territories. A well-supplied stronghold is easier to defend and is an ideal place to launch further attacks. As an invading army you would be able to lay siege on defenders by taking control of their supply territories; possibly exerting enough pressure to draw them out.
Taking over parts of the Arkhona landmass, each campaign lasts approximately a week and we will augment the usual territory control gameplay with additional goals and mechanics. Through your accomplishments, campaigns are also where you, your squad and strike force can distinguish yourselves from others – receive peer recognition and look more formidable on the battlefield. Participating in campaigns is the best way to engage in the narrative; and by working together in story campaigns, you’ll be able to create history on Arkhona. Imagine being able to point to major battles that took place a long time ago and being able to take credit for it. These will drive the narrative of our game.
In order to wage war, requisition points (RP) will be used when deploying vehicles, heroes and terminator equivalents. Faction council appointed commanders can also use it to activate stronghold powers. Each player receives RP regularly; but the faction council also has access to RP that they can allocate to locations or field armies that need it the most.
The User Interface team has also been working hard on a prototype of the loadout system (you may have seen the mock-ups that Steven had when he was at PAX East). It will help us to get a sense for how the process of choosing your accessories and weapons will feel. I can’t wait to try it out!
- Micheal Chan
I'm not sure what I am looking at there? Shooting in the dark or potential brilliance?
So I looked him up - he worked for Funcom on AoC and TSW... I haven't played Secret world so I dunno...
Then there is the fact GW are involved... great lore... crappy game designers...
I really don't know.
Anyone got any info on this team? Successes and failures?
Nothing says irony like spelling ideot wrong.
Going to be extremely hard to balance so many classes
Hopefully its a non-factor, since there are multiple "classes" and customizable weapon load outs and gear, and most units are usually designed for a more specific role with basic options for other roles but not nearly as good. Seems more like its geared towards team play, tactics, and knowing what you have and what you can do.
So far, I like the line up, and like that they kept the Eldar true to what they are suppose to be like. Sounds like they have a good understanding of the IP and how it is suppose to come together.
EDIT: Also....what Epoq said.
~I am Many~
you are not alone
The Brave Do Not Fear The Grave
no warp spider class for the eldars :'(
Librarian is a Hero class, you need to unlock it, and then pay Requisition points to deploy it.
I think that Warp Spiders were deemed less "archetypal" than Swooping Hawks, but they fill similar roles. We might yet see Warp Spiders as a Hero class down the road.
T
Need to play this badly! Going to be amazing!
At first I thought this was just going to be a realyl bad lobby based game.. but the mroe i read into it a realise that it could actually turn out to be pretty good..
Will be keeping an eye on it for sure.
This news calls for a celebration! Ork song time!
The classes lineup is very nice and its cool that they didn't invent new units that are not in the tabletop game. From what I see, I can already imagine that the class I will focus on first will be the assault marines/Storm boys/Raptor for the first 3 races. For the eldar, the Striking skorpion or the Howling Banshees would be my goto classes.
What I am afraid is that this game was anounced last year IIRC and they seem to be talking about a 2015 release. It looks like a very very short development time frame. I can't beleive this game will be up to my standard of quality....
What I am starting to think is that this game will be more akin to a MMO Battlefield, or probably more like Planetside.
In any case, being an obsessive fan of the table top miniatures and the game (even if the rules and codexes are unbalanced) I am quite eager to try this title.
An MMO battlefield would actually be the way to go for this IP.
The biggest issue would be balance - since everyone would want to be a Space Marine and they are really very few in number.
Not to mention that one Space Marine should easily be able to hold off a horde of Orcs... (not much fun for the Orc players!)
Then there would be the ranking up - since the instant everyone got the Space Marine Armor on they would want to lead their own Chapter...
There are solutions to all this - but very difficult to do when you are dealing with paying customers who think they have a god given right to play they way they choose... (even if it does wreck the game)
Nothing says irony like spelling ideot wrong.
Obviously, they are going to balance things so everyone has a fair chance gamewise. So they will not remaing 100% true to the source material for the power of each classes.
And that's where it all starts to fall apart...
The cool thing about being a Space Marine is that there are so few... and they are standing against so many...
This is the image GW sold and has continued to sell. Space marines outnumbered...back to back... and standing firm.
The Emperor's finest.
You make a Space Marine only as powerful as an Orc... and you start to have problems it stops being WH40K and starts being... Lord of the Rings in space?
This is the problem with the whole WH40K rule set for MMOs.
You can get away with it in games like DoW where you can allow players to spawn squads of various sizes at various costs - and allow an Orc player to spawn lots of cheap (but weak) squads... but in an MMO that can prove tricky...
Nothing says irony like spelling ideot wrong.
the Orks will be the only free to play race ...
Thanks for that info... that lead me to this:
What business model will the game use?
Although it’s still under consideration, the current plan is that Eternal Crusade will be “premium with a free-to-play option.” By purchasing a copy of the game, you will have access to it forever with no need for a subscription. There will be post-launch expansions, as well as a cash shop for customization & convenience items.
If you don’t want to buy the box, you can still try the game as a free-to-play version of an Ork character. In contrast to the premium Orks, your progression will be slower and some options will be locked off, but you’ll be able to go anywhere and fight for the Waaagh! If you like it but still don’t want to pay the full price, you can unlock some of the missing options with microtransactions.
(From the FAQ here: http://legacy.eternalcrusade.com/faq )
So... do I need to say it?
May as well... P2W. That's what people will say anyway.
I know it might sound like a good idea... but it will split the community. Orcs will be the 'lower class' cannon fodder.
And no-one plays a game to be fodder. Sorry but they just don't. If anyone thinks this sound like a great idea and says "I would do that!" then why aren't you playing with a free rifle account on WWIIoL?
I understand the Planetside(s) populations are failing too?
So no-one will play Orc unless they are F2P players... and mostly they are not as dedicated... war without an enemy is a bit boring really.
(And yeah... the Orcs will be packed for the first 1-3 months after release... or from open beta... honeymoon period.)
Nothing says irony like spelling ideot wrong.
I'm not here to complete my forum PVP dailies.
So, to balance the game... they will have to negate the Space Marines as a "shootey army" (as LichX points out...) which is one of the great things about the Space Marines....
The assymetrically 'buff' everyone else.
Or, as the Space Marine players will say, NERF the Space Marines. Man, a tear has appeared in the warp opening a rift to the future... I can hear the Forum howling from here!
So, we are back where I said. Games Workshop designed the game based on a few Monte Carlo tests of a board game. They simply didn't think ahead.
The only way they will balance this game IMHO is with the aid of AI mobs - and lots of them.
Nothing says irony like spelling ideot wrong.
You mistake the TT rules with the Lore.
Also the Lore is only a rough guideline (GW has retconned so much its even hard to keep track..) because you cannot follow the Lore 1to1 and expect to get a good game.
But hey, we all can dream of a game absolutely true to the lore.
Because it would be lots of fun to annihilate you mon-keighs before you even know whats happened.
The only nerf the SMs are going to feel is the sense of overwhelming superiority in every way possible as seen in the lore. They have to pull balance from the gaming side of the universe, which requires the different factions to be competitive. So yes, Space Marines will be a bit less elite than some will want/expect, but that's the nature of gaming.
They have an entirely AI controlled faction, the Tyranids. Their sole purpose in the game is to add both PVE content and a destabilizing variable.
Unfortunately, the biggest problem with this game is that one must be at least a regular lurker in the forums to know about the details in the game. The developers regularly post there and other sites revealing information. For example, The class roster was unofficially posted last week by Miguel.
Ultimately, it's all too early in development to have a definitive opinion on the success or failure of the game.
I'm not here to complete my forum PVP dailies.