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Warhammer Inquisitor - Martyr Game Guide by gamepressure.com

Warhammer Inquisitor - Martyr Game Guide

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Suppression in Warhammer Inquisitor - Martyr Warhammer Inquisitor - Martyr Guide

Last update: 03 July 2018

Suppression is an essential combat mechanic in Warhammer 40,000: Inquisitor - Martyr, representing the mental and physical stress during combat. It has a significant impact on your chances of winning. Remember that since it works both ways, it can tip the scales both ways.

The suppression resistance bar, surrounding the Inquisitors health bar, represents your ability to withstand harmful effects - Suppression in Warhammer Inquisitor - Martyr - Combat guide - Warhammer Inquisitor - Martyr Game Guide

The suppression resistance bar, surrounding the Inquisitor's health bar, represents your ability to withstand harmful effects. In the case of opponents, suppression resistance depends on their armor. The corresponding color coding correspond to the following suppression stages:

  • Green - You are resistant to all debuffs. No combat penalties.
  • Yellow - Partial resistance to debuffs. You are vulnerable to some combat penalties, such as e.g. shock.
  • Red - Limited resistance to debuffs. You are vulnerable to heavy combat penalties, such as e.g. knockdown.

Using abilities that inflict debuffs on the enemies without breaking their armor may therefore seem unnecessary, but it has its advantages. Most importantly, these abilities often deal very heavy damage and can break a part of the enemy's armor. This prepares the ground for attacks that can inflict the debuff effects with good chances of success. You must remember, however, that enemy armor regenerates. This means that if you stop shooting you will have to suppress the enemy once more to be able to inflict debuffs. The most popular debuffs include:

Debuff

Penalty effect

Required suppression stage

Stun

Disables the target for 3 seconds.

Red

Shock

Movement and attack speed of the target is reduced by 40% for 5 seconds

Yellow

Knockdown

Targets are knocked to the ground.

Red

Knockback

Targets are forced back, but do not fall to the ground.

Yellow

Slow

Movement speed of the target is reduced by 40% for 5 seconds.

Yellow

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