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Dawn of War 2: Codex Edition

  1. #501

    The falcon

    I would like to point out that the falcon is the sole choice of T2 for the eldar, the wraithlord and warp spiders don't really stack up.

    The falcon is simply to good VS anything it fights as well as being a transport and resupply.

    I don't care what it's good aginst but please change it from "everything"

    Thanks

  2. #502
    Falcon is getting changed, WS are getting buffed, and some interesting changes are being implemented to Eldar melee troops.

  3. #503
    Striking scorpion in T1 ; Banshee in T2 with some buff (they are too fragile for a T2 troop).

    PS: Gabe , could you add the links for the 2 mappack in the first post please ?

  4. #504
    Quote Originally Posted by Gabriel Gorgutz
    UPDATE: I fixed the termie fc's defend ability, changed a lot of prices on things. Termas now cost a bit more than hormas, hormas are 250 and termas 300. Grenades will now be much more effective vs units in buildings.

    I am considering adding Striking Scorpions to the Eldar this patch, to give them some melee heavy infantry.

    They will be similar in dps and durability to a nobz squad/warrior brood, but will get infiltrate instead of jump. Now, do you think they should be implemented in T2 as a heavy shock troop, or in T1, and move banshees to T2?
    Definitely T1 for SS and T2 for Shees. Buff shees accordingly to make them better vs hvy infantry. With howl, they should easily be able to take out ASM and with heavy casualties take out Vanguards. Though you could increase the cost on them accordingly. SS are needed in T1 because that is when the swarmy troops are most prevalent.

    As for WS, I dont think they are that bad, perhaps a bit of a damage buff (and see if you cant increase the speed of the animation for throwing haywires maybe? I have a sneaking suspicion that might be why haywires bug out so much).

    As for Falcons, they could do perhaps with a very very slight nerf, but only if D Cannons get a buff on accuracy and FPs get a buff on speed, range, damage or durability or some combination of the above.

    I have done an upload of a video we played last night, and between Tyrannoform, bad vehicle pathing (check out the FP movement around 18 mins or so, I actually carefully microd the FP backwards and all it did was stay stuck there, until it handily turned round to present its even more fragile back to the troops attacking it).

    Seriously, the FP, with its extreme amount of misfires, slow speed and extreme fragility make it a poor choice against anything really, whilst DCannons seem to miss 2 out of three times.

  5. #505
    Tank should crush capilarity tower , it will solve the pathing problems , let them all their life so they will be a trap for infantry but no for tank (at the moment I find nids very strong against all race , just this modification on capilarity tower will balance a little the game and perhaps give them a little more damage on vehicule during Tyranoformation).



    PS: For all that have the first mappack , if you want the map Kasyr Lutien without the bridge bug , there is the final version http://www.filefront.com/14529425/6p...tien-v1.2.zip/ or http://www.strategyinformer.com/pc/w...map/33345.html
    just edit the module to add it at the end of maps list or wait for the next little pack I'll do

  6. #506
    what if you'll just make the buff/debuff from Tyranoformation last like 20-30 seconds, but not forever. This will somehow solve the "Invincible Tyranid AI" thing.
    Please check out my mod for Warcraft 3: The Frozen Throne
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  7. #507
    sorry, realised I forgot to post the link for the video I was talking about
    http://www.xfire.com/video/1f4269/

    and to mike above, its not the buff thats the problem, its that Tyrannoform can be used so often that it can make vast swathes of the map impossible to navigate by vehicles. Seriously, either they should be crushable by vehicles, or they should be able to be taken out within 1-2 secs of focus fire. Strangely, orks dont seem to have this problem, but I have noticed with both SM and Eldar that they take ages to take down.

    Late in the game, when you have SGs with Fusion guns and a Falcon firing at a capillary tower, it should take down one tower almost immediately.

    Also, I think the WL is a bit UP. I think that especially as soon as you add either a shuriken cannon or BL to it it becomes predominantly ranged, you should be able to add both. Its the weakest (barring the Deffdread) walker at the moment, and doesnt even have enough speed to make it worth fielding.

    Also, I think that nades need to be made more powerful, not just on buildings, or at the very least thrown quicker. I tried to throw a nade on an encroaching swarm in that vid a couple of times, and it just didnt throw before the swarm was on me. That was before the nids were even in the arc of the throw.

    Finally, the Warlock Embolden ability on SG squads is bugged and is never available.

  8. #508
    Right now, the Wraithlord loses its melee resistance aura when you make it a ranged platform. If I undid that "balance" change, then it would be about 85% as good as a Dreadnought, no matter what.

    Another change I considered making is to make normal firearms do zero damage to vehicles. This would prevent focus fire from taking down walkers/tanks. What do you think?

    Grenades got a damage buff versus buildings (a big one) and a range increase of 5 meters. Meltas and Haywires particularly will have a noticeably longer range. I will try to speed up the animations on grenades as well, but that may not be possible.

  9. #509
    Make Scorpions T1 so the Eldar have a decent melee tank, and be sure to make the SS count as heavy infantry, just like they do in tabletop. If Banshees do get moved to T2, up their damage.

  10. #510
    Scorpions are in, they are heavy infantry, and warp spiders will be heavy infantry as well. HP/toughness wise the squad will be on par with Tacs; you scorpions get no av/power weapons but they are very disruptive to enemy light infantry, knocking them around, and Scorpions can infiltrate. They do good damage with the chainsword melee weapon type, and the exarch gets 2 chainsabres, and gives a buff to his squad making them special attack more often.

    Howling Banshees are moving to T2, and the Warshout will now do an aoe stun for 8 seconds. I don't think I need to buff much else than that, since they already do good damage and the stun will make them absolute murder (think of dreadnought aoe).

  11. #511
    wow 8s is too high , just suppression is fine , perhaps if you give them all the spear of their Exarque , banshee would be a great T2 unit.
    Also I am not fond of the increase of the grenade range , that would make ranged too dangerous agains melee and could be a problem for suppression units ... just need powerful grenade and a faster throw.
    One suggestion to balance Eldar , if they get their old nade from before 1.3 (with suppression effect) they could be competitive . And about of seer concil , what change will you do on them ?

  12. #512
    Grenades already suppress units briefly.

    The Seer Council will get the same stats as a Space Marine Veteran squad - I don't hear anyone complaining that they aren't tough enough!

    The banshee howl inflicts a 5 seconds stun, not 8, and the scorpions will have the same level of toughness as a tac squad.
    Last edited by Gabriel Gorgutz; 21st Jan 10 at 11:22 AM.

  13. #513

    Firearms towards Vehicles

    Another change I considered making is to make normal firearms do zero damage to vehicles. This would prevent focus fire from taking down walkers/tanks. What do you think?
    Its an really interesting subject. I do not have any damage report to get a grip on the implications on this very subject. If its global we would have to reassure that all races are touched by this change - evenly. Otherwise I wouldent know how to back up this change.
    If we did do this I cant help thinking what one might think of producing more than one dreadnought in a game - unless the balance of the lacking firearms would be strengthend by giving Fc's more killing power towards vehicles and there by give another character a more active role towards Vehicles.
    But thats just playing with my own mind. What made you stumble upon such a solution?
    Radical is Heretical -

  14. #514
    Just an idea that AV weapons in general, or at least heavy suppression weapons, should be set apart by virtue of the fact that *only* heavy weapons can damage vehicles directly.

    The only thing that makes me think twice is the way ork and tyranid melee swarms kind of need to do "at least a little" damage per hit to swamp vehicles, especially transports.

    If I went that route, I'd make sure that every race had at least one competent t1 ranged solution to vehicles, and that there was at least one unit or one wargear per hero that could damage vehicles in melee.

  15. #515
    Quote Originally Posted by Gabriel Gorgutz
    Right now, the Wraithlord loses its melee resistance aura when you make it a ranged platform. If I undid that "balance" change, then it would be about 85% as good as a Dreadnought, no matter what.

    Another change I considered making is to make normal firearms do zero damage to vehicles. This would prevent focus fire from taking down walkers/tanks. What do you think?

    Grenades got a damage buff versus buildings (a big one) and a range increase of 5 meters. Meltas and Haywires particularly will have a noticeably longer range. I will try to speed up the animations on grenades as well, but that may not be possible.
    I actually like the fact that normal weps do damage to vehicles, but I think it needs to be toned down just a touch. At the moment they do a tiny bit too much.

    I think the change to the WL would be okay, if you allowed it to have both Shuri and BL upgrades like you did originally. Now you have to choose one or the other, along with its speed and weakness its relatively pointless. Now that you are adding SS as T1 tanks and SC are getting a buff, you run the risk of making it redundant. I would suggest Buffing it in melee slightly with no upgrades, and then allowing it to get both BL and Shuri upgrades.

    Quote Originally Posted by Gabriel Gorgutz
    Scorpions are in, they are heavy infantry, and warp spiders will be heavy infantry as well. HP/toughness wise the squad will be on par with Tacs; you scorpions get no av/power weapons but they are very disruptive to enemy light infantry, knocking them around, and Scorpions can infiltrate. They do good damage with the chainsword melee weapon type, and the exarch gets 2 chainsabres, and gives a buff to his squad making them special attack more often.

    Howling Banshees are moving to T2, and the Warshout will now do an aoe stun for 8 seconds. I don't think I need to buff much else than that, since they already do good damage and the stun will make them absolute murder (think of dreadnought aoe).
    Do the Scorpions get mandiblaster upgrades? If so, it would be a nice bonus for them, and make swarms a bit more careful around them.

    Quote Originally Posted by Gabriel Gorgutz
    Grenades already suppress units briefly.

    The Seer Council will get the same stats as a Space Marine Veteran squad - I don't hear anyone complaining that they aren't tough enough!

    The banshee howl inflicts a 5 seconds stun, not 8, and the scorpions will have the same level of toughness as a tac squad.
    As above, with mandiblasters allowing a stun or suppress effect, that level of toughness would be fine.

    Also, any word on FP buffs, and a fix to the Embolden ability to SGs?

  16. #516
    I already fixed embolden and defend, the avengers' abilities are working fine now, and the bugs seem to have been ironed out.

    The wraithlord might get a cost reduction to make it an attractive alternative to the grav tanks, and its self-heal ability could get a buff and move to t2, giving it battlefield longevity. I wonder if giving it BOTH gun upgrades along with impressive melee damage would make it too much of an "anti-everything" unit with no specific vulnerabilities?

    Regarding mandiblasters, I don't know what I could use to simulate the effect of short range lasers coming out of their heads. This may have to wait until we can get custom models and edit fx directly, so we can just assume that mandiblasters contribute to their close combat ability and add it as a clicky later.

    UPDATE:

    The current plan for Eldar is to set up the 3 tiers as follows:

    Tier 1: Guardian Defenders, Storm Guardians, Striking Scorpions, Rangers, Dire Avengers

    Tier 2: Falcon Grav Tank, Wraithlord, Warp Spiders, Howling Banshees, Dark Reapers

    Tier 3: Avatar, Seer Council, Fire Prism, Wraithguard, Fire Dragons

    I just need to find a way to fit more into the UI, and all aspect warriors will be made available.

  17. #517
    yeah make both upgrades available for the WL if you remove melee resistance with the upgrades, OR keep one upgrade but not removing melee resistance

  18. #518

    suggestions

    Evening Gab and all...

    As for the idea of making vehicles take no damage I think it's a good idea to try it out, atleast as long as we are talking normal guns and not fusion guns / plasma and so on.

    Also consider lowering the firering rate of fusion / melta guns (maybe increase the damage of those weapons to make up for the lowered firering rate) as currently they seem a bit op when you equip your squads with them (goes for both marines and stormguardians), the thing is that eventhough they are supposed to have a short range they actually have plenty of range to rip appart most infanty before they close in for melee and yes they are supposed to hurt but they will still even if you lower their firering rate and just do more damage, difference will be that they don't kill off as many squadmembers of a squad but instead take out hardier targets. Alternatively consider lowering their firering range, although that might mean they don't get a shot off before melee is initiated... Not sure about the best approach but I do seem to observe a problem with these weapons...

    Striking Scorpions sounds good and I think they should be a bit more durable than the shee's allthough the shees should do more damage...

    what if you'll just make the buff/debuff from Tyranoformation last like 20-30 seconds, but not forever. This will somehow solve the "Invincible Tyranid AI" thing.
    Tyranoform is not an issue as long as you destroy the capilary towers, the issue though is that some units refuse to attack them correctly. Etc. range problems have to stand close to them sometimes and also melee units seem to attack them with ranged weapons...

    Regarding mandiblasters, I don't know what I could use to simulate the effect of short range lasers coming out of their heads. This may have to wait until we can get custom models and edit fx directly, so we can just assume that mandiblasters contribute to their close combat ability and add it as a clicky later.
    Maybe add the stim buff from apothecary wargear selection as a clicky to simulate the mandiblaster skill on the scorpions, or is that buff too powerfull?? - I know it doesn't solve the graphical issue ofcourse but then atleast they have the clicky...

    All the updates of your progress on the patch sounds exciting ohhh itchy itchy .... mgghh wanna try hehe...
    He saw streaks of fire dropping through the clouds and closed his eyes as he realised that they were the first salvoes of an orbital bombardment..... - Ben Counter "p. 403, Galaxy in Flames"

  19. #519
    I would see mandiblasters as more of a short-duration damaging aura, it grants an extra attack in tt but of course we can make it do something a bit more impressive.

    Scorpions right now get heavy armor, and the exarch is a detector and is T1. Aspect of Scorpion grants infiltration and a 20% suppression resistance bonus, and the exarch grants an aura that makes his squad special attack 8% more often. They get heavy inf armor and about the same health as a tac squad, slightly more if they have an exarch. They do the same damage as banshees, but it's all normal melee damage - no power weapons. The exarch gets 2 chainsabres, as that is the easiest to implement and it is also the "anti swarm" build from tt - he gets frequent aoe attacks and does good damage, like having 2 extra squad members.

    Total in squad is 9 scorpions and 1 exarch - 10.

    The placeholder graphic is warp spider body with a banshee head.

  20. #520
    Mandiblasters just add an extra attack in tabletop, nothing more. They don't need to give any special abilities.

  21. #521
    Later on I could just add mandiblasters to the normal melee animation for chainsabres, a sort of blue lazer zap/flash in between sword strikes.

  22. #522
    yeah, scorpions sound prettymuch perfect the way you've made them if you ask me

    Mandiblasters just add an extra attack in tabletop, nothing more. They don't need to give any special abilities.
    As for madiblasters adding an extra attack (first round of close combat or am I mistaken? - been a few years since I updated myself on eldar codex...) in tt, yes true. But that doesn't seem to me as something that can be implemented off the bat so in order to reflect this extra punch I think a clicky is in place, a damaging aura sounds good...

    Btw - Teddy thx for the link to the Kasyr Lution update, allways were my favorite map in dow1.

    Also lets settle on which days for testing... - what about tuesdays and wednessdays??? - Call the name of the games Codex edition?
    Last edited by xenanator; 21st Jan 10 at 4:23 PM.

  23. #523
    for vehicles not being damaged by normal weaponry, it is a good idea. you have to consider that all weapons should affect the rear armor. also CC attacks should always affect rear armor except for walkers, even if the unit(s) are attacking front armor (it's a TT mechanic). that would allow hormas+sluggas to counter vehicle rush.

    the problem with WL is that in TT it is a monstrous creature, not a vehicle. it can take more damage than normal walkers because it has wounds, not armor values. it is not as strong as the other walkers in CC.
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  24. #524
    Actually i disagree with almost everything that xenator said about the fusion guns/melta guns. I think they are fine. Their rate of fire is already quite slow, considering, and especially on SG they are on a squishy unit so its quite easy to take them out of force them to retreat.

    As for Striking Scorpions, they sound fine. Nicely implemented from the sounds of it. Just out of curiousity, how are you making them up graphically. Also, Fire Dragons sound great. They dont need to be as heavily armoured as SS or WS though, as they arent in TT IIRC.

    As for WLs, I think they would be okay in losing the melee resistance buff with both addons, or only having one, keeping the buff, and maybe making them a bit quicker. I do think the repair option is a good idea in T2 - especially considering how deadly dreads are at the moment (I havent heard you are changing them so I am assuming they are staying the same).

    I also think you should keep standard weapon damage to vehicles, but lessen it a bit. It seems silly to me that if your AV has done the hard job of say whittling a pred down to 10hp, that 3 squads of normal infantry couldnt then finish it off. I think just lessening it slightly would work. Plus, I havent heard, I am assuming you are lessening the Pred damage vs vehicles right?

    Finally, a drop pod behind a vehicle appears to stun it, I dont know if you knew. Also, please tell me you have done something about the fire prism. It REALLY needs a buff. With vehicle pathing the way it is its impossible to keep it alive at the mo.

  25. #525
    Member TDATL's Avatar
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    I think I should mention this. As much as I abuse this (and it is fluffy) it is a bit unfair.

    Bolt weapons completely destroy generators and power nodes. A scout squad or two without upgrades can destroy a gen farm in a under a minute.

    Granted in vanila flamers would do the same but they required you to be closer and to buy an upgrade.

    It may just be a matter of perspective but it seems to me that the space marine's can power raid far far easier than the other races.

  26. #526
    actually, all flamer units can do that, albeit at slightly closer range. Storm Guardians can do it just as easily as well.

    BTW, posted a replay to Games Replay, and left instructions and links for anybody who wants it on the following link.

    http://www.gamereplays.org/dawnofwar...5&st=0#6811975

    Oh, and Gorgutz. If you check out the comment it says it would be helpful if there were instructions for how to install the map pack (s) in an easily locatable place. I kind of agree with that. What do you think of putting the links to the map packs along with instructions on how to install them on the first page?

  27. #527
    I could certainly improve either generator health, or make bolter_pvp template do less damage to it... how much do you reckon we should reduce damage to gens by? 30%? 50%?

  28. #528
    Hey gusy just a quick thing, if you can, lets all get on steam and join the group that way we can all put in info at the same time, just thought it would be easier, but hey.

  29. #529
    i think reducing damage to gens by 30% will be okay, dont want to make them indestructible.

    BTW, Scout flamers. They need a nerf. Firstly, they shouldnt be cloaked suppression, secondly, Burning area should definitely not be possible whilst cloaked. Thirdly, Burning area should not suppress. It takes out an entire squad of DAs with that skill, which is just ridiculous.

    It might be okay for cheap swarmy units (but even then possibly not) but it is absolutely deadly to Eldar, and they have no defence for it because you need rangers to detect (I am assuming you are making warlocks detect in the next patch right? Because they certainly arent in this one). I have a replay I can post of GR if you want to see what i mean.

  30. #530
    Apoth heals too much. Its like, I can Focus Fire a tactical to near death, and then they are suddenly back to full health. then my shees die.
    SO yeah...think we could reduce the healing?

  31. #531
    Member TDATL's Avatar
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    For the apoth healing situation. I think the apoth could use an overhaul in general.

    In TT he confers "feel no pain" to his squad. In fluff he is a combat medic and is there to recover gene seed from fallen marines.

    The problem in vanilla and in CE is that it is very hard to balance a healing aura and ability on a high health army like the SM's. Nerf it too much and he isn't worth it. Too much healing and he steam rolls. Not to mention he gets more/less effective based on the rank and number of troops around him.

    I was thinking, why not change his primary function to damage reduction instead of healing? I don't know if it would work in multi but the campaign has gear that adds to the armor rating of nearby troops. Why not give him a similar "aura?" It would simulate "feel no pain" while being much easier to balance. It would also stop the situation sov mentioned where you cannot be reasonably expected to know if you are winning or not.

    He could still have that area heal that takes energy. But instead of making it a battle ability. Why not add some serious penalty to it that makes it a tool for fixing up between battles? Like make the surrounding units take a ton more damage while it is activated. That way people would be able to fix up their army without running back to base but wouldn't be able to stand in gunfire and heal away.

    It also makes sense from a fluff perspective. Any marine the apoth would be healing would either be unable to fight (on the ground out of the line of fire) or it would be after a fight. A marine would fight until he couldn't. So the only time to heal would be inbetween battles. Not to mention the apoth couldn't help him if the marine was busy fighting. The only help could come from his suit (which the apoth doesn't need to be there for.)

    The last idea I had probably isn't possible. I was thinking you could make it so that marines that die near the apoth (in a big area) give back a portion of their req cost. That would simulate his recovery of their gene seed.

    His diffferent wargear could then boost different parts of the above or add some "combat drug" type skills (breaking suppression, supression resistance or some such.)

  32. #532
    Right now I'll just adjust his healing ability, the regen part after the initial heal is taking squads up to full, I'll reduce that regen to 50% of what it is now, and see if that's enough.

  33. #533
    TDATL's Ideas for Apoth are just awesome!
    It'll be even more awesome if you'll use all his ideas about abilities but make them weaker.

    I.e. Give him a starter ability like:
    Feel no Pain - passive aura, makes nearby allies take slightly less damage and after death return req (not much tho).

    Make his AoE healing heal less but have TDATL's mentioned penalty.

    And remove his singly target healing, or perhaps make it a self heal.

    Just my 1.2 cents.

  34. #534
    I also love TDATLs suggestions. I have another one, though I also dont know if its possible. I was wondering if you could target a squad with an ability, and if they die during its duration, the dont die but become unconscious like a hero, and the Apoth can then raise them like any other hero? That would be a good T3 or T2 ability.

  35. #535
    If the Apothecary is there to recover gene seed, would it be possible to refund the player requisition invested into the fallen marines? - only some of the requisition and only under certain conditions... maybe when they are within a certain distance from him or when they are under the influence of some defensive ability. If something like this is possible to code, it might reflect his TT and fluff role well.

    Claymore

  36. #536
    Member TDATL's Avatar
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    Right now I'll just adjust his healing ability, the regen part after the initial heal is taking squads up to full, I'll reduce that regen to 50% of what it is now, and see if that's enough.
    I really don't think that will treat the problem though. The problem stems from the random god mode he induces on a fight (even if just for a second or two.)

    The Apoth player only needs to heal wounded troops. Even if he only heals 1/4 of their life he is still altering the rate at which they die in a dramatic and unpredicable manner (which will he heal? Will he heal? Will it help? When?)

    The opponent has to watch the battle and estimate who is winning or losing based on damage inflicted, model losses, and so forth. This is made near impossible when you have a unit healing troops in the manner the apoth does. Be it area heal over time or spiking on squads, the very nature of him applying these buffs makes him a force that would be avoided in another situation. He is like a mini angels of death ability or the nightbringer in DC. A activated "god mode" that you are best running away from.

    What makes his powers so agrivating though is unlike angels of death or the nightbringer his effect is much harder to spot. It is also much more regular. That is why I suggest a standard damage reduction of some level. It would keep his purpose of keeping his troops alive longer without making him unpredicable. Both the SM player and the opponent would have an equal ability to judge if they are winning or lossing the battle.

    The only other option would lead to him ending up with an ability like spiritual rites. A nice healing battle turner, but not something that deserves a dedicated hero just for it.

    In short, the apoth as a healing commander is fundamentaly broken. Weaken his healing to where he doesn't turn the battle in his favor on a regular basis he won't be picked. Both the FC and TM can put out some hefty damage and have support abilities. Why pick a commander with just weak support? Let him have healing that turns battles he will be unbalanced. There just isn't a way around it.

    The solution is to change him from a "healing commander" to something different.

  37. #537

    Afterthoughts about Commissars and IG's

    In all this tweaking numbers amidst grinding teeth in anticipation

    - I just want to point out how much I hope the commissars will play a leading role among infantry units - with attachment and detachment. Their role is clear and not apart from infantry...not some happy sidekick you can call in when shit hits the fan. Hes and inspirator and allways going front battle with his troops. I just enjoyed the dark humor represented in the "execute" skill ind the first DOW game. It should be integrated if you ask me. But aside that i find it hard to think about what would happen if the commisar was more in a free role running around the map capturing points and when needed run into battle. I think it would be a too deminished role for the legendary commisar who stays with his troops in thick and thin. Besides that i think it would be wise to integrate his role as a character in the mod by keeping him a unit thats much stronger among "someone" to lead. Thereby making him a unit that leads others to succes. Alone he should do some damage, but he wouldent win over any lowcost units.

    There should - and im only saying this because I know it would come up - be a restricted type of units to attach a commissar to. It would in my oppinion be not logical to let a commisar attach to a Baneblade ... that would be so off fasion This would allso make the lowcost guards more fasionable to produce - that there is a commissar in T2 who would love to lead.

    But it will bring up another solution for the answer of how to distribute melee damage among IG's. Instead of a second type of melee unit besides ogryns I just think you could spare that spot for some other new type of IG unit and let the secondary melee damage be handed out at maybee T2 when you can bring the commisars out in the game and inspire your guards to some differentiated and more powerfull damage both in melee as well as with their weapons.

    I have maybe said "should" many times but I really just mean could. I'm mostly into the gameplay experince and from a players point of view I had some good moments in glee when my commisar went across half a map to attach a fighting unit rescuing the day with an execute - poetry Attachment was fun because it was like an installment progress from when you got the commisar 'till u have him attached to a squad on field somewhere. The progress being you who take a chance and move forward only to postpone the attachment, or the one who moves back towards a newly produced commissar to unite as an defensive act. Its just perspectives but it made sense on a tactical level. Instead of retreat you could try to team up with your newly produced commisar and turn the fight. Otherwise many would automaticly retreat as the only option to defeat - and that makes the game a little too revealed in its flow and movements.

    In the DOW game the dps got raised when the commissar executes a trooper. The IG's lasguns got allmost doubled in DOW - for you as an inspirational platform to think it out as long and wide as you like - but i found the area of effect buffs of being fun because you were more active in battle.

    I dont care if its not applicable as long as it has been discussed. Take it as an afterthought.
    Last edited by Vampone; 22nd Jan 10 at 6:21 PM.

  38. #538
    I want Ibram Gaunt For hero commissar !!!!
    And Ciaphas Cain as unit commissar (he will always back to save is ass ).

  39. #539

    Gaunt

    Ibram Gaunt as an attachment would be more perfect as long as we are clear on only having 1 Gaunt in a game. This I say only because it would look wrong clicking around with 2 units both led by Gaunt. But if anyone found it fun to introduce Gaunt as game commissar it could be interesting to have 2 choices of commissars. One being at a reduced cost in T2 (lets call him basic), but with a choice to produce Gaunt as well - in T3 - at a higher and more differentiated cost. As a little sidekick it would be fun to be able to produce an unit of the "Tanith First-And-Only" - better know as the Ghosts. They were Gaunts ghosts - and the ghosts could be whatever kind of unit as long as we let them be an ideal match for the Gaunt commissar gameplay.

    It would just look a little silly or funny to be able to make 2 Ibram Gaunt in one game. The reduced cost of the "basic" commissar is an option i thought about because I thought it would be imperative for IG's in general to have some kind of leadership amongst the guardsmen - the reduced cost being a nice trade for making that happen more often. But if Gaunt came as an option in T3 you might work to reach a higher goal saving your chips for later. This produces different game tactics.

    As I think I have understood - the IG's tend to be a defensive race and if there was a commissar option in T3 allowing them to deal higher melee damage it would allso suit nice to the questions regarding IG and melee damage and then it might produce a crusial platform for the guardsmen to become more offensive - like withholding the offensive role of the guardsmen until they are led by Gaunt in maybe T3.

    But thats just me stretching the picture not knowing what kind of modueling is possible or not. Some might think that you could play Gaunt as a commander unit choice - I dont know about that because then you allready have him and that might become boring - annulling the anticipation in producing him... but that just me being a romantic.

  40. #540
    I think we should avoid named personages. However I do think there is a space for your basic Commissar and your Commissar Lord - which could either be a hero or a tier 3 unit with a cap of 1 - with wargear that would allow you to approximate the great Commissar Lords - Gaunt, Yarrick, etc

  41. #541
    we just change his name ... call it "colonnel commissar" ^^

  42. #542
    Gabriel Gorgutz worte:
    The whole point of the IG army is to organize and maintain troop formations while you roll out the heavy armor and crush the enemy under a rain of fire and steel. You'll take losses somewhere between Eldar and Orkz, but there's always another squad.

    And the globals will reflect this: Send in the next wave! will be like Call Da Boyz in principle, and We have reserves! Will spawn a couple of IG squads at base, kind of like Without Number. The other 3 globals will be nukes, one being an Earthshaker round, one being a Valkyrie strafing run, and the last one being the uber-nuke, comparable to orbital barrage: the Deathsrike Missile - an actual nuke (well, plasma warhead, but similar effect). IG will rely heavily on mortars, weapon emplacements, bunkers, and globals to thin enemy numbers while the tanks grind ever forward and the troops march on.

    It'll be glorious, trust me. You like what I did with SM, right? I will do the Guard similar justice.
    "i love the smell of the napalm in the morning. it smells like... victory..." (c) unknown sergeant
    \m/

    you guys are doing great job indeed, i was reading this topic and news about IG just made me to register

    as a braindead fan of IG, i have just two questions. alas im not very educated codex-wise.
    1) will IG have Baneblades?
    2) can you make ogryn squads bigger? give us more ogryns, mooore, moooore ogryns!!! pleeeeez!

  43. #543
    A Baneblade would be a bit much for DoW2 considering the only other super-unit in DoW2 is the Avatar of Khaine, which is bipedal and takes up little room compared to all the other super-units in 40K. The Avatar also doesn't have eleven barrels of hell. A Baneblade would be a bit much with its main cannon, Demolisher cannon, two lascannons, coaxial autocannon, and three twin-linked heavy bolters. No other race would have something capable of competing with it, except the Avatar which could melee it do death.

  44. #544
    Member TDATL's Avatar
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    Wherever the enemys of The Emperor hide; I will be there to smite them.
    ...except the Avatar which could melee it do death.
    Not with the way melee and vehicles work. Baneblade could kite it or just drive past it. Walkers just move out of the way.

  45. #545
    If Gabe added the Baneblade, chances are it would be incredibly slow and its main cannon and Demolisher cannon would have a restrictive minimum range. It would basically be a slow-moving battlefortress. How could you kite an Avatar of Khaine with a slow-moving super-heavy tank?

  46. #546
    Member TDATL's Avatar
    Join Date
    Nov 2005
    Location
    Wherever the enemys of The Emperor hide; I will be there to smite them.
    By backing up. Avatar is slow also. Not to mention it can just drive forward (no matter how slow) and the Avatar will just step aside.

  47. #547
    The Baneblade would be too powerful combined with the Imperial Guard's masses of meatshields. Honestly the only units that wouldn't be sacrificial are Storm Troopers, Veterans, and Ogryns.

    Frankly the Guard's regular tanks will be evil enough with that wall of troops.
    There's also the fact that it wouldn't be killable by anything in the game (except maybe the Avatar if it can walk through all the Guardsmen). Then again, if you have the requisition and power to actually call it you would probably have won no matter what.

    Still, it should be set up so that players can't just rush to it and hold out until it comes. Basically, make it so that, if a player decides to just rush there and pump it out, it can be taken down.

  48. #548
    After all other changes have been made to the standard MP skirmish and we have someone write good AI for the mod, the Baneblade and Land Raider will probably make an appearance in an "Epic" game mode with larger squads, huge maps, and super-units.

  49. #549
    ooo, does that mean we might get to see Scorpions or Cobras too?

  50. #550
    Alright, after playing some games, I got a few balance ideas for orks.

    1. We know sluggas die pretty hard after T1, going down to fire and all. Well, in the Game Replays test mod, they made T2 slugga boys gain a 10% ranged resistence upon purchasing.

    Knowing how fast squad leaders die in this mod, I would say that this not feasible. However, I would LOVE to see an 'ard boyz upgrade added that does what is described above. maybe it will help them survive, help orks keep units too.

    two, nobs are seemingly expensive for T1, so maybe they should be moved to T2 and buffed up, with a passive 10% ranged resistence bonus.

    three: Orks seem to be lacking a good detector unit in T1, so why not give it to the burna boyz nob, or the shoota mob(if he does not already have it.) If the shooty nob does have it, then he needs a greater detection distance.

    now, to Eldar.

    Apperently, GU do courage damage with their standard guns. Metal Gear commented on this, though I do not know if it is true. If it is, remove it.

    finally, general.

    I feel that T1 goes by too fast. Mainly because 100 power in this mod is nothing. So... Think you can bump up the power costs for T2 to 150 and T3 to 175?

    just my ideas so far.

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