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Dawn of War 2: Codex Edition

  1. #701
    lol someone has already mentioned it but yeah, misrepresenting CR there a bit gabe.

    As for Codex Edition - I would suggest shrines are buildable in T1, where in your troops can get a mark of the appropriate god as an appropriate upgrade. Then, in T2 your troops with a mark can become chosen marines, like Rubric, Berserkers, etc.lol

    Then in T3, you get all the demons, with T3 Call ins being greater demons.

    I think this will work showing nicely the expansion of chaos forces as they mount up their presence - plus also leaves plenty of space for chaos preds, dreads, havoks, raptors, cultists, chosen, possessed, etc.

  2. #702
    I don't see chaos tacs as transforming into specialty chaos marines. Instead, I see them functioning much the way SM tacs do, with good all-round abilities, high hp, and the ability to get special weapons upgrades - not as dakka-heavy as devs/havoks, but they can get Chaos Marks to provide a unique buff specific to that god. The Aspiring champion will be similar to the Sergeant of tac marines, and instead of ATSKNF they will get a special clicky depending on what god they serve or what mark they have.

    Khorne = blood frenzy, similar to the nobz frenzy. Also a prerequisite for replacing their bolters with chainswords and bolt pistols.

    Tzeentch = either some kind of resistance arua or a doombolt like cast, something like warlock destructor but not quite as powerful.

    Nurgle = hp buff and a damaging/debuffing aura or cloud clicky.

    Slaanesh = open to suggestions here, perhaps they can move faster, sprint and detect?
    Last edited by Gabriel Gorgutz; 6th Feb 10 at 2:39 PM.

  3. #703
    sorry, I may have miscommunicated my point. The thing is, I was going with what is available at each tier. Anyway, I have a bit of a major bug to report.

    If you watch this video...

    http://www.xfire.com/video/20f277/

    Its only 30 seconds long, you will see a warboss destroy a completely fresh unwounded SS squad with one stomp...

    Happened twice in the same game. I have no idea how or why it happened, but thought you would like to know. I have the full replay should you want it.

  4. #704
    Okay, tried giving this patch another try, and it didn't work. I just cannot get the bloody latest patch to work for no fucking reason. Tried re-installing and all kinds of crap and it's getting on my nerves now.

  5. #705
    Morti , what do you use to make video from the game ?


    For Slaanesh , Emperor's Children want perfection , it could give them 25% more Xp and be faster or a better range for attacks !

    For Tzeentch , give them power and why not some decoy or illusion on mini map (show more squad or make them disapear), and the possibility to see the position of you ennemi (like the farseer) ?

    Khorne should give more Zel (the more you kill the more you are rewarded by your Bloody God) and buff the damage of his army.

    Nurgle , life regen and damaging/slow down aura and for Globasl the possibility to reinforce troops on battle field (like a Call da boyz) , and to infect an ennemi squad (it get damage and do an aura damage to his ally).

    Sorry double post , Caeltos , don't install the "DOW2CodexEdition.module" , and it will work !

    You crash because you haven't the mappacks , just keep the "DOW2CodexEdition.module" from 1.5.2 and install the rest.

  6. #706
    I use Xfire, its free, and comes with a free screen and video capture for compatible games, it even gives you a fair amount of space to host such videos, and handles the upload and translation of resolutions for you. Very user friendly, and as i say, Free!

  7. #707
    I think it's the boss's stomp that needs to come down.

    Fixed. Ork warboss will no longer one shot or two shot eldar squads.

    If you don't have the map packs installed, just use the dow2codex.module file from 1.5.2.

    If you DO have the map packs installed, use the module file from 1.6 test.

    You must also add the chapters and banners sm_chapters.sga into your gameassets/archives folder.

    This is because the module file looks for those archives, and if they aren't present the game will crash.

  8. #708
    Member TDATL's Avatar
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    Been playing the prepatch 1.6 and thought i'd share some notes
    Was there a secret release or something? This was the first of what is becoming many posts that seem to mean a new version is out.

  9. #709
    yes , a beta test of 1.6.2.

    Thanks Morti , I'll try to use it

  10. #710

  11. #711
    Replace the exisitng ones and install the community map pack, and all will work perfectly.

    If you do NOT install the community map pack, you have to open your dow2codex.module file with notepad and edit the last few lines at the very bottom.

    The ones that reference "dow2key.sga" and the three lines for "map pack" HAVE TO be deleted. That's if you don't want the map pack.

    The eaiest way to play is just to install the map pack, and then place all the files from the 1.6 download in the appropriate folder.

  12. #712
    Member Scarâ„¢'s Avatar
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  13. #713
    Hey guys, couldn't follow the thread in the last weeks: Can someone post a changelog for version 1.6. Thanks.

    Edit: Oh. It's on the first page: "Changelog coming soon."
    Sorry. Was too lazy to read through the whole wall of text.
    Last edited by Wortverdreher; 7th Feb 10 at 2:58 PM.

  14. #714
    well, sorry to say it gabe, but you have totally gimped eldar late game

    I understand FP spam was OP, but at the same time, by upping its price to where it is, eldar now have no other thing thats good against horde armies.

    Against 3 nids or 3 orks eldar have no defence. Seer council gets swamped and killed easily, Fps are too expensive, missfire too often, are as slow as tar, and still too fragile (especially for the price), and the avatar goes down to combined fire of a loota and a couple of Tankbustas.

    The problem is, whilst FP spam was OP, a Fire prism or two were the only hope that Eldar had late game vs masses of warriors, fexes, mega armoured nobs. D cannons are pinpoint weapons, they dont do knockback, and dont really do enough damage. SCPs are pointless, and nothing else slows a horde down.

    Basically, eldar are completely useless against large swarms now. And I just dont see the point in playing them vs nids or orks

    If people want to prove me wrong, I will gladly say so if someone can provide me with a 3v3 replay where the eldar dont massively and totally outplay the nids/orks - probably from early game

  15. #715
    I can always fix it later. Let the patch run for a few days to find bugs (like the one I just fixed with Flash Gitz not having energy for shootier snazzgunz) and I'll do one or the other - fix prism price or remove the cap.

  16. #716
    Why not just make the avatar immune to small arms fire? Or give it a 50% ranged resistance aura?

  17. #717
    Are you guys playing the same Eldar I am playing?

    A single FP is MORE than enough to destroy any fodder unit in a single strike, a zoan on steroids! SCP's are not useless in any way, shape or form, they keep a horde in place for even more devastating attacks to push through.

    A BL will chew up heavily armored targets and vehicles, a D-cannon will do similar.

    Why are you guys not using things like Time Field, phase shift, or warp throw?

  18. #718
    About the crash when you choose random , on the French-forum someone said:

    I think it would be a SCAR file with the names of heroes and their SBPS, everything is drawn with a random number, and as SBPS originals no longer exist, there's a bug.
    So in my opinion is feasible to solve the problem by finding the file SCAR rule that the randomness ...



    We should do more test on Eldar vs nids and Orks , and if they really can't fight swarm army , why not get back the bump on D-canon ?

  19. #719
    Quote Originally Posted by Teddybigboyz
    We should do more test on Eldar vs nids and Orks , and if they really can't fight swarm army , why not get back the bump on D-canon ?
    Actually, as I said last night that might do it. Although the Fire Prism needs a buff too for the price you pay. I would suggest adding holofield to it or something, so it is a little tougher. Either that or make it A LOT faster, which might make it OP even for the price. So, if you were to make the FP tougher, add knock back to D Cannons (and make the AOE of the Dcannnon strike similar to a Plasma Dev) then I think that would work.

    Also, the Avatar. I am not a fan of that unit anyway, but I think immunity to small arms fire (or some sort of buff) is necessary. Basically, because of this mod's damage increase to all units (which is fine, and one of the reasons why I love this mod), the avatar goes down too easily. IT is too slow on approach, and is immediately focus fired. Even at its current cost (which is better) it is still not great. It should either have far more hp, or do far more damage with a strike (it should at least equal a WraithLord melee dps, after all - i dont think it does at the moment right?).

    On the plus side, Seer Council are a lot better now, although it would be nice if they could have an extra ability embolden to break suppression. But that is a plus and not necessary.

    So, after testing it a bit more last night, Fire Prisms/Dcannons and Avatars are the main problem with eldar late game I would say.

  20. #720

    Just a suggestion...

    Eldar problems and fireprism durability...

    Instead of increasing damage or adding knockback on d-cannon or whatever which might also just result in further tweaking, as it is likely to screw up balance further vs other units , I suggest adding a hoverjump skill to fireprism, exactly like in dow1, it's a hover vehicle and unlike other vehicles in dow2 it doesn't have charge ability, so I say let it get charge or a jump ability (if possible) and maybe even an armor upgrade.

    As for Avatar, damn yes he is slow but craps he can be a pain if backed up by an army. He doesn't die that fast to focus fire when he has a fireprism at his heels, rangers or some other units backing him up. I do however think it could be an idea to let him get a charge or runboost ability since he is definately painfully slow...

    Seer Council health regen is bugged, they do not get the health ticks when retreated to base, meaning they take just about forever to regen. I talked to Gabe about it and I don't know about the conclusion yet, I think he mentioned that he might have to change armortype back to heavyinf from commander as he wasn't sure if that had something to do with it. Anyway I suggest adding the distort field ability to Seer Council as a skill that costs energy instead of red stuff. Seer Council are kickass in some aspects but they still die too easy for a unit that takes up 20 pop cap and at the cost they have...

    BTW,
    Basically, eldar are completely useless against large swarms now. And I just dont see the point in playing them vs nids or orks
    - Whack, Mort me boy , when people draw conclusions on one army being gimped vs another army, it is vital that they don't just hit the forums and calling a nerf or crying out their frustrations first thing they get pwned twice in a row. Take your time to get a good feel on this patch. Play and experiment with different tactics, using different units and buildorders before you draw conclusions. Also keep in mind balance doesn't necessarily mean that all races have to be equally strong in T1, T2, T3 but that they all have just about equal outcome of games won if played by equally skilled players. I realize some of us have had the chance to fool around betatesting for a few days but the actual patch was released yesterday, play - cry or have fun, test test test and find bugs
    Last edited by xenanator; 8th Feb 10 at 7:07 AM.
    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"

  21. #721
    Prism doesn't need a buff , perhaps a change on his price (all the T3 units have a very high cost for Eldar and a limited use for some like Avatar).
    For a similar cost Carnifex is better than Avatar (he can regen on the battlefield , charge , upgrade is armor and damage). So Avatar need some news skills , he could have a charge and a regen too or some powers like immolator or warp throw ...

  22. #722
    I'm working on adding some new things to the game, including new armor types for monstrous creatures and greater daemons like the Avatar.

    This would allow a Carnifex to tank like a vehicle but be vulnerable to things like Mind War without actually "counting" strictly as a vehicle.

    Also the Avatar's armor type would be immune to small arms, melta, and flamer damage types. Only plasma, heavy av weapons, power weapons, and heavy power weapons could damage him. Normal guns and melee will barely scratch him.

    I could also give him a super immolator type ability. I think the sword slam with the line is supposed to represent his "melta" shot from tt, so no need to give him a melta clicky.

    The Avatar will be much better once I get the new armors implemented.

    UPDATE: Success!!! New armor type implemented and testing, new fire prism cost (next patch) will be 500/125/100, less power but more req than its original, plus 100 red because it IS very powrful and I don't want them spammed.

    Avatar now takes damage equal to a vehicle from most heavy weapons, except power and plasma do full damage to him. His new armor type is like a hybrid of vehicle and super heavy infantry, with the exception that normal weapons do extremely low damage to him (like 5 percent) and heat-based weapons do zero - you can NEVER kill the avatar with multimeltas, melta guns, fusion guns, flamers, heavy flamers, or immolate.

    Seer Council went back to heavy inf armor, but their cost came down to 500/60/0. They function in many respects like a fast vanguard vet squad with spells instead of jump, so they will cost about the same - their suppression resistance aura and buffs are worth a slightly higher power cost.

    The Avatar still costs 800/200/300 but should be quite the juggernaut now. I sped up his melee attacks to be about as fast as the WL, and he does as much damage per hit as a ven dread. Still has 10k hp and his aura is the same.
    Last edited by Gabriel Gorgutz; 8th Feb 10 at 10:08 AM.

  23. #723
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    Sounds wicked.

    Are you planning on adding this "monstrous creature" armor to the Wraithlord? It would prevent him from getting melta bombed and such.

    While I can see possible balance issues with a few things what is more important is that it adds cool features to the different units. They can be balanced to the coolness after.

  24. #724
    All those changes sound perfect Gabe, thanks for the prompt response. Although, I dont wish to sound like someone is never happy, but I have a fear that you might need to up his price back to 1000/250/100-200 with those buffs - he may not be OP but he might be underpriced. However, no way to tell till we can playtest him.

    I wholeheartedly agree on no spamming on FPs, but something else to cause knockback other than FPs would be quite nice. See my starcannon plat idea below.

    Quote Originally Posted by xenanator
    Instead of increasing damage or adding knockback on d-cannon or whatever which might also just result in further tweaking, as it is likely to screw up balance further vs other units , I suggest adding a hoverjump skill to fireprism, exactly like in dow1, it's a hover vehicle and unlike other vehicles in dow2 it doesn't have charge ability, so I say let it get charge or a jump ability (if possible) and maybe even an armor upgrade.
    See, I have to say I think adding a jump ability on a Fire Prism will be OP. It would be like allowing the FP to infiltrate. That being said, I dont even mind it being as slow as it is, though it still handles like a pig, its just too squishy, especially for the price. I think Gabe's price reduction is a good start, but I still think giving it a shield will help. Plus, I was thinking, perhaps D cannon shouldnt have knockback. But what if you gave the Star cannon a knockback ability - call it overcharge or something. It would certainly help is usage, because at the moment I hardly ever seen them used. Their damage is respectable, but compared to Spike AV damage of BLP, Suppression from SCP, and Artillery damage and singularity from Dcannon, a star cannon is not really useful. Giving it a knockback ability on a relatively quick cooldown would help i think.

    On an unrelated note, and perhaps for future consideration, I was wondering if Gabe could maybe make the Falcon more customisable. At the moment, its default load if you will, does good AV and good AI damage. But I think you should be able to customise it like you can in TT. Especially with CR coming and adding the Predator Annihilator.

    At the moment I believe it is armed with Brightlance and Scatter laser. But what if you could arm it with two brightlances, or a Brightlance and a Missile Launcher, or Scatter laser and starcannon, or Scatter Laser, starcannon and Shuriken cannon (i realise the last might be considered OP, especially since I am not sure if the preds side bolters suppress - if it does then its not). A thing to consider is whether or not you can change the weapons load out on the falcon unit. Although I was thinking, and Eldar missile launcher does look a tiny bit like a small Prism Cannon???

    Quote Originally Posted by xenanator
    BTW, - Whack, Mort me boy , when people draw conclusions on one army being gimped vs another army, it is vital that they don't just hit the forums and calling a nerf or crying out their frustrations first thing they get pwned twice in a row. Take your time to get a good feel on this patch. Play and experiment with different tactics, using different units and buildorders before you draw conclusions. Also keep in mind balance doesn't necessarily mean that all races have to be equally strong in T1, T2, T3 but that they all have just about equal outcome of games won if played by equally skilled players. I realize some of us have had the chance to fool around betatesting for a few days but the actual patch was released yesterday, play - cry or have fun, test test test and find bugs
    LOL, i was in a really annoying stage of nicotine withdrawal, having given up smoking last week, so whilst my protestations may have been a bit frenzied, I still stand by them. Eldar are really weak now vs late stage swarm armies - especially a mix of Orks and nids. However, it ocurred to me this morning that I havent tested the synergy of using avatar, seer council, and fire prism on a combined front of advancing late game swarminess ( I have tried out FP, DC and Avatar though, and can assure you it sucks ), so I will try that tonight.

  25. #725
    You misss nicotine ? I have the solution: SEX !

  26. #726
    Member Scarâ„¢'s Avatar
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    You misss nicotine ? I have the solution: SEX !
    Best used early game. The cost is not always proportional to the usefulness, but lowering the price will just cause spammage and other units will be ignored.


  27. #727
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    I think the main reason you don't see much star cannon is that it is a T2 weapon on a T1 squad. The shuri plat handles infantry mass and surpresses. The brightlance handles tanks and can handle heavy infantry decently and very well with a guide.

    Since the other two cover all the areas so well most people aren't going to wait for T2 to get a shorter range version of the above even though it does both their jobs. At that point in the game they are going to be trying to get D cannons or some other thing with long range and big firepower.

  28. #728
    Talking so much about Eldar and Avatars, I have a question:

    Why isn't there a uber-unit for every faction? Chaos players have their Greater Daemon, Eldar have their Avatar, but why not give Orks the Squiggo (and please don't say it's too big for small maps), the Tyranids whatever they call uber-unit and the Space Marines a Land Raider? Have you seen the Nurgle Daemon in the new trailer? So the reason can't be that a Land Raider would be too big.

  29. #729
    http://www.gamereplays.org/dawnofwar...ails&id=110168

    Jus had a really good game wit Metal gear, neckbeard jones and burnforit.
    Giv it a watch, have highlighted a few problems in the post underneath the replay but i didnt get a chance to watch the nids as i was too busy tryin to keep my scouts alive :P

    however i saw 3 carnis go down pretty fast to wat looked like jus slugga boys so not entirely sure wat was happening ova the other side of the map.

    good job wit the pred now, is much more balanced it eats infantry like a hungry squiggoth but doesnt do much dmg to vehicles.

  30. #730
    I want uber units for each faction, just have to decide what they'll be... although in SM's case, nothing can really match assault termies 1v1, you really have to sacrifice some troops and focus fire them to death, even if you have appropriate weaponry... they're more uber than most races' big, stompy endgame unit.

    I suppose I could have the "honor guard" come in for SM... a land raider, well we'd need to import a model for that, but I'd put one in if we could. Same with the squiggoth.

    UPDATE: I NEED IDEAS. I need to get the "lackluster" heroes up to snuff for this weekend.

    Namely, the Kommando Nob, the Mekboy, the Rav Alpha and the Techmarine.

    Give me some good ideas on what could be done/what they need, I will be changing them this week.

  31. #731
    nooo dont change the kommando nob, or make him the squad leader for flash gitz

  32. #732
    I am going to improve them and add more tricks to their repertoire.

  33. #733
    for the sake of it I better point out that since you are using the map pack remember that some maps will have been updated and that those updated versions have not made it into the map pack. Sturm stopped updating to take a break and noone took up the reigns while he was gone.

    In particular I would point out my own map, Kasyr Lutien, in the map pack it is Version 1.1 and has a few bugs including a bugged bridge, I released a version 1.2 that fixed these bugs.

    I say this only so that people can be made aware so they dont whine about bugs when map makers have already solved them. Its a shame the map pack is no longer being updated, I'd do it myself but having a kid means I dont get much time on my PC these days.

    Still I try to keep up to date with this mod, really enjoying it, great work!

  34. #734
    I suggest that we vote for the most good maps and that we make a new mappack (that'll be the codex supported mappack) , and we could upgrad with news versions of the maps ...

  35. #735
    i second Teddy's suggestion on the map pack voting, as there are loads of them, and alot of them have bugs or are not very good.

    Also, for Techmarine, I was thinking. CR is supposed to give us vehicle wrecks. If so, then the TM should have either the ability to salvage req and energy from a wreck, or if it is an imperial vehicle, have a % chance to restore it to health (like with 10 hp or something), thereby allowing it to be repaired and added to his forces.

  36. #736
    Great job on the mod so far Gabe, I am really enjoying it. I'd like to point out a few nitpicks to help the mod get ready for the weekend. These are all for the Space Marine army since that is what I have the most experience with. A few units still have upgrade/ clicky hotkey commonalities. Here is a list of units and their hotkey problem spots.

    Tac Squad - f for frag nade, and f for flamer
    Techmarine - W for Bionics wargear, and w forpowerful sweep. Also if you get the third upgrade for him, his repair option disappears. For his starting bolter, the sniper shot doesn't seem to work at all, and the text has an error range. (might just be me)
    Scouts - F for frag, f for flamer
    Devs - T for sprint, t for targeters, T for special frag missile
    Assault Marines - Powerfist has Error range (might be problem exclusive to me)
    Sternguard- F for frag, f for Vengence rounds. No hotkeys for Hellfire rounds or Kraken rounds.

    That is it for now, I hope this helps. My ideas for spicing up the Techmarine are as follows: Give him a more cohesive role within the Space Marine force. He should have some sort of ability to help nearby SM aim more accurately ( advanced targeters or something like that ) or have an ability that helps reduce nearby squad cooldowns due to his technical mastery. I also suggest that his weapons be changed to something with more variety. I know you tried to do this early on, and ran into some model issues. The techmarine needs some sort of dedicated anti-vehicle weapon or ability. The orb doesn't really cut it due to the time it takes to toss and detonate. Maybe a mechanicus power axe or somesuch. Could have it do something extra vs. vehicles or something. The techmarine should also do a bit better in melee combat. In TT and fluff, a master of the forge can raise unholy hell in the thick of things. Thats all I can think of for now, hope some of this random 5 in the morning babble helps you in some way.

  37. #737
    Well I just played the 1.6 and I still feel the Avatar is useless. When attacking the orc base just now by the time he had finished his stupid sync kill on a worthless fodder unit he had lost 6000 health! He then proceeded to die in about 2 seconds flat from ork nobz and small arms fire. No tanks, no dreadnaughts, no mega armoured nobz.. nothing. Just weak tier 1 units, I mean come on!?

    He keeps getting swamped and then you have to sync kill every individual unit which just neuters him. He wastes so much time sync killing.... arghhhh! Also his ability that fires a bolt of energy in a straight line is difficult to use. I click in the general direction I want it to fire and then he has to walk over to the place I clicked on.

    His sync kill chance should be reduced to 5% on infantry but keep it high for commanders/dreadnaughts/elites. Also every swing with his weapon should do splash damage and knockback infantry so he can actually get through all the fodder to the important targets.

    I would much rather just spam wraithwalkers than this big noob. They're a damn sight cheaper, build faster, have a charge attack to smash through infantry, can get ranged upgrades and can self heal. Oh and they're tier 2. Need I say more?

  38. #738
    I think the 5% sync kill should be for all units, not just the avatar(except on the commanders like you said) It just takes way to long because some units just love to sync kill stuff, even when they're outmatched number wise.

  39. #739
    Read the above posts; the avatar will be more efficient in close combat, knockback troops more often, and will definitely take no damage from heat weapons and normal firearms and melee weapons will barely scratch him. The problem was that Reric gave him "super heavy infantry" armor, the same type that termeis have, which while good for infantry, isn't really sufficient for a fire magnet like the Avatar. I gave him his own armor type and added it to the damage tables, and now he's unstoppable by normal weapons.

    UPDATE: I will TRY one more time to make the techie's servo harness animate, and I will use that as the basis for his melee attacks.

  40. #740
    excellent stuff gabe. One more hint about the techmarine.
    The WSE gets his haywires as standard now. I really think that the Techmarine should get his orb of the omnissiah as standard as well. After all, its not like its as good as a haywire anyway, so it wont be OP IMO.

  41. #741
    I done my first video for the mod: a presentation of Tyranids and their new gameplay

    on Youtube: http://www.youtube.com/watch?v=IwyP4...=youtube_gdata

    on Dailymotion: http://www.dailymotion.com/video/xc6...ids_videogames

    Gabe if you like it , I can do movies for all the races to show the changes and later some videos on new tactic and strat ... Like that we could take the videos on the 1rst post to advertise for new player ...

  42. #742
    After all, its not like its as good as a haywire anyway, so it wont be OP IMO.
    No, it's better. Can hit multiple vehicles and drains energy. Aswell as the bigger picture needs to play a vital role, SMs AV + Orb instead of following scenario;

    Eldar + Haywire.

  43. #743
    I like the video but there were a lot of spelling errors in the text I don't know if this was on purpose to be cute.The video quality was a little fuzzy but over all it was a great job out of you Teddy!

  44. #744
    Just a first try, for now I learn to use vegas ...

  45. #745
    On sync-kills:
    I suggest units being invulnerable while sync-killing like in DoWI. And all units should have the same rate of sync-killing.

    By the way:
    Would it be too much to be allowed to build two squads of Terminators (one of each version / DoWI)?
    Last edited by Wortverdreher; 9th Feb 10 at 1:29 PM.

  46. #746
    Quote Originally Posted by Caeltos
    No, it's better. Can hit multiple vehicles and drains energy. Aswell as the bigger picture needs to play a vital role, SMs AV + Orb instead of following scenario;

    Eldar + Haywire.
    sorry, what was the point you were trying to make though?

    Do you think it would be OP, do you think its not suitable? Are you saying they are not really comparable?

  47. #747
    Techmarine ideas (directly from the Codex)

    1.Techmarine increases effectiveness of cover. Units in cover are hard to kill with the Techmarine close to them.

    2. Servo-arm: Extra weapon for the servo-arm and the ability to repair and fire simultaneously.

    3. Ability to shut down one piece of his opponents wargear for xy seconds. (Thats not from the Codex.)

  48. #748
    why avatar not recieving dmg from melta?
    plasma is a heat weapon too

  49. #749
    sorry, what was the point you were trying to make though?

    Do you think it would be OP, do you think its not suitable? Are you saying they are not really comparable?
    I said the Orb was better in almost every possibly way, therefor I mean do not make it a standard ability. I would have hoped you could figure that one out without an explanation.

  50. #750
    In the eldar codex, it says that certain types of weapons don't harm the avatar. Flamers and melta weapons can't damage it, but plasma and power weapons can. Yes, I know from a "real science" persepctive that plasma guns shouldn't harm it either, but according to fluff/codex the avatar is only immune to flame and melta weapons, and highly resistant to normal firearms and melee weapons.

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