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Ultimate Apocalypse - 1.72.5 Released!

  1. #3651
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    nothing to do with vid but was holding rubber band inbetween my lips (?) and i pulled on the bottom and it flung up into my nostril
    I second this question: how the **** does it work? is it an orky suprise?

  2. #3652
    hmm, it's true this would push the games capabilities to its limits.

    Technically a lifta droppa should work like some kind of bizarre artillery tank. Visually, I'd make it form projectiles out of rock/debris/those orky balls that fall down when you build a structure. Then I'd make a skill for a 'charged shot' that picks up a vehicle and throws it away. That's what I have no idea if the engine would allow...

  3. #3653
    @dowman dark eldar are not balanced, they're way too powerful. However I was talking about Eldar Dark Reapers

  4. #3654
    Member PsykoTenshi's Avatar
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    This is what the Lexicanum says about the Lifta-Droppa:
    This invention uses traktor beams to lift enemy vehicles, drag them through the air and drop them ( usually atop the enemy troops)
    Now if that can be done in DoW, it would be some serious AWESOME.

  5. #3655
    The new patch should be out? Where is hanov?

  6. #3656
    Member dowman's Avatar
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    hmm maybe hanov working hard and it will be big updates.....

  7. #3657
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    nothing to do with vid but was holding rubber band inbetween my lips (?) and i pulled on the bottom and it flung up into my nostril
    One thing, the lifta droppa model looks like a giant CLAW, Let's throw some stuff around in a video, now.

  8. #3658
    I think that the best option for the lifta droppa should be that it should have a single attack where it throws a "ball" of metal and rockat a taget which does high single target damage and a small aoe, then the attack has to cool down this would make the unit both powerful and balanced.

    Also there are many other alternatives to the lifta droppa like the mega shoota dreds , deff coptas, the kill busta tank and kill shoota

    Also id like to say that the stompa model is very nice but plese make a range varient but plese dont use change the "head", on the model for the stompa as i like it very much, and finally there should be an option to have either a belly gun or troop transport capabilities on th stompa

  9. #3659
    I'm really pretty sure I'll find a way to make it... functional.

    Keep up the great work. I'll be back to modding in maybe one week or so, ta!
    Mods In Progress: Ultimate Apocalypse | Daemons Mod

    Beware, my Ultimate Apocalypticinator!

  10. #3660
    Member dowman's Avatar
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    I dont like range variant because it isnt look powerful.This model looks realy destructive. With lifta dropa.......

    inharntdispoile: Lexicanum says it throuws enemy vehicles not own metal balls.

  11. #3661
    Cylarne please use as a base hanov's version..it's much more balanced than 1.6.535..Oh and I suggest not to nerf dark reapers but making them able to be recruited after the machine cult (don't remember the exact eldar name) has been built otherwise dark reapers are overpowered and warp spiders are useless

  12. #3662
    Member BIG BEAST's Avatar
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    inharntdispoile no way!!!! It must have melee weapon.Read lexicanum dude.

  13. #3663
    @Zack Fair: What's Hanov's version? More balanced, how? Please reply soon or else I won't get to you until next week.

    EDIT: Dang it, too late, gotta go man, sorry.

  14. #3664
    hanov version are the unofficial developed updates by hanov..he has come to 1.6.542 patch

  15. #3665
    No i was only saying that the stompa should come with a range variant or an option for ranged weapon addons; also the rage variant GW model has a titan close combat, arm, all i really wanted to say was that i hate the head on the GW ranged stompa model

    Also with the lifta droppa i know how it functions in 40k, i was just suggesting a way to make it work in dow without causing too many coding issues

  16. #3666
    Member PsykoTenshi's Avatar
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    (Not related to orky stuff) I have noticed that there's a superheavy tank already in game and absent on the the Ultimate Apocalypse mod!
    The Stormsword, in the Steel Legion mod of course.

    How comes it isn't fighting in the Apocalypse?
    Because yeah, IG has some superheavies already, but as they say: The more the merrier...


    (Related to orky stuff) I think inharntdispoile means that one arm to have ranged weapons and the other a meele weapon, or maybe some rocket-pod-like add-ons for the stompa.
    I also second (even while knowing little to nothing about coding) that lifting a vehicle and throwing it would mean a huge amount of coding work (at least it looks like it, judging by how vehicles move in DoW).

  17. #3667
    Member Cosmocrat's Avatar
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    @ Lifta Droppa Debate: I've already have an idea how to implement the lifta droppa. As maybe some of you remember the Vortex Grenade we've added to the Spess Mehreens some time ago and removed already due utter glitchines. The Grenade actually did no damage at all but "throwing" / "Lifting" people and even tanks up in the air! Pretty much the same effect artillery does upon infantry on impact throwing them around. What about REUSING that code we've done for the Vortex Nade and outfit it to the Lifta Droppa needs.

    So my plans about it are like that yet:

    The Lifta droppa causes MASSIVE physical damage upon a vehicle throwing it up in the air. I don't know if the vehicle is still lifted up in the air if it's killed instantly. If it does not then we might leave it some little amount of energy forcing the game to not neglect it on physical calculation. This is actually the easiest way of coding with the best aproximative results of the Lifta Droppas function and requires just some nifty Corsix trix (Not big really i guess for Cylarne ).
    I've also planned that the lifta droppa is due it's size and slow movement of the turret to be completely unable to target infantry units which i also considered as balance as vehicles get quite quickly busted. In addition to that it should be limited to a few tanks (My initial guess is 2 Tanks at time) because it's very rarely seen on the battlefield. Finally i thought about giving the Lifta Droppa a weapon toggle mode to switch between a single shot firemode (Busting Tanks) and persistant beam (Like SoB Melta but more awesome, i've already made the FX ) to take out Buildings merely quickly. I think that's fair because imagine a massive traktor beam tearing your bunker apart like it was made of wood while infantry is it's nemesis regarding that the Lifta Droppa is quite instable it can be fairly quick busted by infantrymen so it would be necessary to have infantry also and not only tanks in late game .
    These are my plans for it yet and i would be curious about what you guys think about it.

    @ PsykoTenshi: There's a stormsword? Really? Did the Steel Legion Mod Team released a new version? Because i can't remember having a stormsword in the steel legion mod but i played it some years ago the last time um yeah :P. But if that's true we indeed need it ^^.

    @ Stompa Debate: Yeah i've also thought about giving the Stompa an alternative Ranged weapon as the Lifta Droppa arm is supposed (As mentioned above) to be unable of attacking infantry units. Thus i thought about some weapon beeing more effective against infantry but less against vehicles in ranged combat. We don't speak about close combat yet lol.

    That's all from me yet and i hope you liked the little glance in my mind i gave you ^^.

    -Cosmocrat
    Join the Ultimate Apocalypse Mod on STEAM today! LINK TO STEAM And our mod on

  18. #3668
    Member dowman's Avatar
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    Is it possible to add two stompas ?

    This not so powerful and big as cosmocrats m.youtube.com/watch?gl=US&hl=lt&client=mv-google&v=OQe4VWavX-w

    And ofcourse big and powerful cosmocrats stompa
    Last edited by dowman; 14th Sep 11 at 5:04 AM.

  19. #3669
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    nothing to do with vid but was holding rubber band inbetween my lips (?) and i pulled on the bottom and it flung up into my nostril
    SUGGESTION: Savlar Chem Dogs. Surely they can have a paint scheme?

  20. #3670
    Member Cosmocrat's Avatar
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    Imperial Guard Reaver - Reworked Legs and Texture W.I.P.

    As the headline already states i just started to texture the reaver and made the legs bigger because some people out there asked me for that. For the texturing i actually use the pictures of the Reaver from forgeworld and cut out the pieces i need and i wonder how well it turned out even with me having almost zero skills in painting and stuff .

    So here are the pics:

    Spoiler



    I hope you like it and i am always open for suggestions and/or helpy hands ^^.

    After that tiny piece of news you can continue having a nice day now

    -Cosmocrat

    P.S.: Do i have halluzinations or is the function for doing Spoiler tags gone? I mean it was possible before to make Spoiler Tags with text inside and stuff and now i can't even find the button for the default Spoiler-Tag function. If you wonder how i did it anyway: I still had the text-command for spoiler tags in mind even after two weeks of vacations and now you see what a nerd i am .

  21. #3671
    Resident AI guy thudmeizer's Avatar
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    Hot damn! That Mars Pattern Reaver Titan looks absolutely incredible! As always have full scripts written for it but need to get them voiced for it. No worries .

    Bloody.. Keep going Cosmocrat!!!

  22. #3672
    I love you Cosmocrat.

    That is all.

  23. #3673
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    Very good job, indeed, friend!
    -In search of Papasmurf...

  24. #3674
    Member PsykoTenshi's Avatar
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    @Cosmocrat

    Those Reaver textures are so... so... I gotta face it, I can't find a proper way to describe them.
    Speaking of Titanic textures, I think that there's a team color bleeding issue with the warhound when the Inquisition is around. (SM warhound taking the Inquisition's colors for example)

    Here's a cut from screencap of a fraps video which I compressed of the Stormsword in game!. I know it's Youtube poop quality, but it's the best I could get in little time.
    http://img64.imageshack.us/img64/9231/stormsword.jpg

  25. #3675
    Ouch! Stop calling me Peter! Peter's Avatar
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    I recently downloaded the 1.62.5 of this mod and I really enjoyed it! It was very fun to create an army of apocalyptic proportions, especially as Necrons. There are a few things which I noticed, though:

    1.) Stealth in general seems overpowered. There is nothing stopping you from creating squadrons and squadrons of infiltrated units, then use them to simply fry spotter units, then wipe out your opposition.
    2.) Either some of the sides are imbalanced or the AI is incomplete. For example, I can leisurely beat the Tau AI, but on the same difficulty, I could not beat Chaos.
    3.) Some tooltips need to be changed / revised. I would really like to see something different for each sides' Apocalypse and Improved Shielding research, something that goes with the fluff, not just the same text.
    4.) The music you included with the mod is epic. I really need to know who made it and where can I get it.

    Otherwise, this mod is excellent, and I am looking forward to the 2012 release. I hope it will not cause the Apocalypse, though...
    ... and the World is no longer what it used to be.

  26. #3676
    Quote Originally Posted by Peter View Post
    2.) Either some of the sides are imbalanced or the AI is incomplete. For example, I can leisurely beat the Tau AI, but on the same difficulty, I could not beat Chaos.

    even ss is unbalanced,with what race u can beat tau and what dificulty?,and can not beat chaos

    strongest races 1eldar 2ig 3tau 4necrons


    which race will get reaver titan???ig chaos??


    my favorite stompa

    http://www.youtube.com/watch?v=NbPU_...eature=related

  27. #3677
    @dermetrius it should be both chaos, ig sm and for shock/lulz factor the orks :3

  28. #3678
    Member BIG BEAST's Avatar
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    play with space marines very boring because SM have warhound like imperial guard.I think reaver titan is realy for space marines.reaver titan can be replace warhound.

  29. #3679
    Reaver is much stronger than Warhound, you need to understand that

  30. #3680
    Member PsykoTenshi's Avatar
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    I concur, the Reaver titan is way more powerful than the Warhound. They're from different categories, Warhound = Scout Titan, Reaver = Medium Battle Titan. I think.
    And how can be SM boring? I have lots of fun firing my lazers (couldn't resist that) with my hordes of Predators upgraded to lascannons.

    Also, I hope that the team color bleeding issue with the Warhound and the Inquisition is going to be handled. At least I'm the only one having that problem... That would be weird...


    @ demetrius: Just saw the stompa on Youtube. It's simply gorgeous. If I played tabletop I would be honored to get stomped by such a work of art.
    But (in my ordinary villager opinion) to get such orkyness into DoW would be modeling/animation hell, specially with all those grots running through it.
    Last edited by PsykoTenshi; 15th Sep 11 at 6:40 AM.

  31. #3681
    Guys after a debate with a friend of mine about the inquisition being OP I ask you...Land raider should require 4 (1 more than standard land raider :O) vehicle cap and crusader land raiders 3?

    In my opinion late game inquisition should be such strong, but my friend says that they should occupy 4..I think that would make the UP cause they're weak early game and if LR cost 4 pop that would make them them weak even late game..so what's the point?

    What do you think?

    EDIT: tested, inquisition without land raiders sucks early game and late game
    Last edited by .:Zack Fair:.; 15th Sep 11 at 7:43 AM.

  32. #3682
    Member dowman's Avatar
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    IG have warhound IDH have warhound SM have warhound.

    PsykoTenshi : wow its realy interesting when you playing with SM against IG or IDH who win?(warhound or warhound)
    They are humans but they not same race every race have unique titans but 3 warhounds its.... Wierd

  33. #3683
    Member PsykoTenshi's Avatar
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    @.:Zack Fair:. How do you edit stuff within the mod? Corsix basic use or something else?
    I can understand Corsix' interface and edit some basic stuff (once I made fast running Rubric Marines, for imba and lolz) but not much further.

    @ dowman: They don't get titans in Ultimate Apocalypse, but I also added Steel Legion and Black Templars to XP2, for a total of six loyalist races... and more fun. But yeah, it's really bizarre to see the exact same titan on different sides.

    @ demetrius: The Dreadknight (my guess is that it'll be a Titan) is already in progress afaik, but I thought that was already stated that adding a Primarch, besides being waaay overkill (they're like marine sized titans) and fluff destructive (in the rare case they're killed) is not going to happen.

    @ BIG BEAST: Even more zoomed out cameras would be so epic that it wouldn't look good in most maps because of the rendering distance limit. And if that limit were to be increased, you'll need some serious graphics card/engine optimization to be able to enjoy it. I have a Radeon HD 4890 and get less than 15 fps on huge battles with the uber view cameras. But it's SO worth it.
    Last edited by PsykoTenshi; 15th Sep 11 at 10:46 AM.

  34. #3684
    idh needs grey knight titan,dreadknight,kaldor draigo,and maybe few more units,they all have warhound titan because than was no other titans to be added.

  35. #3685
    Member BIG BEAST's Avatar
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    .:Zack Fair:. and PsykoTenshi you are right.But realy boring to play with warhound against warhound.What will be strongest titans like reaver in other races I mean sisters of battle,necrons,orks,eldars?And reaver titan i think will be much bigger than warhound so zoom out will be farther?

  36. #3686
    @PsycoTenshi I never edited stuff lol

  37. #3687
    If anyone is still talking about the Lifta droppa, you can set the weapon properties to have enormous "force_max" and "force_min" and "up_angle_max" of 90 under "throw_data" but no (or only a little) immediate damage under "weapon_damage", and apply the damage as a timed health degeneration modifier under "modifiers" (underneath "weapon_damage", like "armour_damage" where you would put normal damage). You would use those modifiers to apply visual effects for the vehicle (or whatever unit) being caught in a tractor beam, you also use them to completely disable the vehicle for the length of time it is caught in the tractor beam.

    I'm not perfectly sure how to make the vehicle blow up exactly when it hits the ground. Not sure you want to do that anyway...at least some vehicles might survive the ride, after all.

    ----------

    Actually, you might want to consider using an ability rather than a weapon. With an ability, you could invoke child_activation to make it so that different effects would apply to the target based on armor type and you could implement a splash damage aura around heavy vehicles as they came down so the child ability would do the damage for "landing on-top" of another unit.

  38. #3688
    Member PsykoTenshi's Avatar
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    @ .:Zack Fair:. I thought you did, because you were talking about different cap requirements of the IDH's Land Raiders and stuff.
    @Chiu ChunLing: I'm not part of the mod team (I so wish I were, I'm just too modding stuff ignorant ) but I'm really think they could use someone like you. I only understood that you... know... stuff

  39. #3689
    We all have things to learn...I myself have to bow in awe of the skills I see a lot of people here showing in their work (particularly some of the modeling and visual effects work...just, wow). But if anyone wants me to help out on a mod, that could be fun. I've recently taken to writing SCAR and it's both fun and frustrating what you can do and how wrong it can go before it starts working right.

  40. #3690
    Member PsykoTenshi's Avatar
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    Wow, that's a really wise-ish commentary. I think.
    In my case I'm a self-taught computer user with 15 years of experience (if using a computer when you're five counts) and I usually can find my way into most technical stuff. I have an almost Chaos cultist-like devoted admiration towards the Ultimate Apocalypse mod, and get simply frustrated by the fact that despite my skill when it comes to use a PC, there's little I can do to aid the mod. That's why I admire (and a little envy) guys like you, who have even recently taken it to SCAR and those modding things that go beyond my current knowledge, and are already capable of making a difference.

  41. #3691
    I haven't made one yet...maybe in the future. If you have Corsix's Mod Studio then a good place to start understanding what makes units, weapons, abilities and so forth unique is to peruse the lua files for the attribs under "Generic" rather than trying to jump right into the full .rgd files under Data. The inheritance structure means that the Lua only has to specify what the attribute files do differently, which makes it much easier to get a handle on seeing how some particular effects are produced. That's why a lot of modders insist that Lua editing is the way to do it. I myself just use the .rgd editor, but hunting down the exact thing you're looking for can be daunting if you don't already know where it is, and a look at the lua rather than rgd tells you that. For example, if you've looked through the entity .rgd files, then you know that almost everything has over a dozen weapon hardpoints, and you have to expand those down three levels to find out if they actually have weapons. But if you look at the .lua file listed under the 'Generic' folder, only the hardpoints that have a weapon are specified, and you don't have to expand anything.

    Be sure to right-click and chose to view the .lua as text...if you try to view it in the default view it will look just the same as opening the corresponding .rgd file...that does no good at all.

    I have to admit, I started my ventures into understanding how Dawn of War works by using a memory editor to look at the program while it was running and altering pointers and float values to change what was happening in the game. Lua (and thus Dawn of War) uses pointers and float values for nearly everything except text strings. That is not the way to gain a working understanding of how to do anything remotely useful. But it was my idea of fun at the time, I guess. If wisdom is as wisdom does, I've got a lot of unwisdom points under my belt

  42. #3692
    Guys I was thinking...What about if we make some guides for UA mod? Newcomers will be surely interested Talking about units, BO, specify match-ups etc..

    EDIT: I'd like to ask if someone uses voobly to play the mod

  43. #3693
    Member PsykoTenshi's Avatar
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    I could try making some basic guides for IG and SM. Even while I'm far away from what you call a decent strategist and tactician...

    I would play online if my 3rd world internet connection was a bit above ultra-lame (I usually get 150ms ping minimum, 400ms is more usual ).


    @ Cosmocrat: If you're blasted to the wall behind you in a massive shock of sheer awesome, then you got the same reaction I got.
    I'm guessing it won't be TC... or will it? Because that would be beyond uber epic great.
    Last edited by PsykoTenshi; 16th Sep 11 at 3:02 PM.

  44. #3694
    Member Cosmocrat's Avatar
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    Imperial Guard The next Stage of Awesomeness

    As it's late already here by me and i am quite tired now i just wanted to show you off the latest stage of the Reaver Development as i couldn't help me to not post these pics because of the pure win they're made of.

    I let the pictures speak for themselves:

    Spoiler



    I hope you're as same as blasted by these screenies as i am (I can't stop clicking the "render now" button in MAX now ) making your day even more awesome as it's already is ^^.
    As always comments and suggestions are apreciated.

    -Cosmocrat

  45. #3695
    Resident AI guy thudmeizer's Avatar
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    Good Frig! Whose doing the Mars Pattern texturing? This is truly going into Apoc mod as Imperial Guard's uber? Who will get the Warhound Scout Titan?

  46. #3696
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    WOW! Dude... WOW! Cosmo you are a dream reviver... again.

    But hey um, I thought Imperial Guard isn't getting anything higher than a Warhound Scout Titan? SM under advanced does not seem fair.

    On a side note I noticed we had 20,000+ views on the MODDB page in one day... today.

  47. #3697
    Member Cosmocrat's Avatar
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    @ Thudmeizer: Actually these "Textures" were done by forgeworld themself ^^. I actually jsut downloaded the pictures of the Reaver Titan Mars Pattern from forgeworld and then cut out the necessary parts i needed thus making it an optical 100% forgeworld copy because i am using the same "paintings" as the "miniature" does. The only problem was compensating the perspective angles the pictures were made of that reaver titan making it UV compatible. The most epic about doing textures that way is: It looks by almost 99% the same as the original miniature from forgeworld and it saves you a lot of time doing the textures by hand which usually won't lead to the same look. Maybe i can upload the UV-Template i am using sometime in the future to let you see what i mean ^^.

    @ ProfessorGenius: Yeah we were the number one mod in moddb now for two days in a row lol with the fact that we haven't released any download yet Oo. I don't wan't to know what happens once we get the full 2012 release out ^^, maybe the Maya were right about the Apocalypse... (Update for you Mr.Genius: We already have 100.000+ Visits today, now that i call apocalyptic ^^)

  48. #3698
    reaver titan will be the best textured unit in the game,as i see the pictures of reaver titan are in high resolution so can be used for texturing,so the other units can be textured in this way??stompa,warlord,warhoundand other units.

  49. #3699
    Beautiful work on the Reaver Titan! Just be sure to give it the weapons detailed in IAA2.
    Will this marvel of Mars-tech be able to survive a direct "solarbeam" hit from the Aeonic Orb, or will it melt to slag like everything else?

    Also...

    hanov version are the unofficial developed updates by hanov..he has come to 1.6.542 patch

    Where can I download this version?

  50. #3700

    News about patch 1.6.543 (good and bad)

    Well im back now!

    I did so many changes in this time.

    I will not be able to post the changes since i change every single unit stats but it do not affect the general gameplay feeling of Ultimate Apocalypse, on most cases you will not notice any changes in the units, but as you play you will be thinking... (damn somehow the game is really balanced now) and on other cases like with DA you will inmediatly see that they are no longer OP, and other units are no longer UP.

    What i can say about the changes is the following:

    10 testers (each using a diferent race) have been playing the mod like crazy, around 7 hours a day, and the next patch will be ultimately balanced.
    All tooltips are fixed.
    Some new maps are included.
    Each unit have a role so the game is alot more about strategy and counters than about spamming.

    My patch will be ready soon but i dont know when, it will be ready when we get a really balanced game, the testers have now to switch races so skill lvl of players do not affect our balance.
    Redundant units were taken out and now all races have the following "classes of units": (YES THAT MEANS MY PATCH HAVE LESS UNITS)

    Raiders, Riots, Assaults, Artillery, Skirmisher, Anti-Armor.

    Raiders: The raider emphasizes speed. They personify blitzkrieg tactics - sheer firepower and the speed needed to get it into the enemy's heartland. Raiders generally have a high DPS for their cost, but they also have poor armor and range. The primary uses for raiders are harassment attacks to interfere with an enemy's economy (this is the back bone of your army, also only raiders can capture points)

    Riots: Riot units emphasize damage. They excel at crowd control, slaying huge amounts of lighter units such as raiders.

    Assaults: Assault units rely on their high armor to tank damage. A useful mainline unit, the assault class is favored for its staying power and ease of use. They usually have fairly inaccurate weapons, making them better against slow, large, or static enemies than fast moving raiders.

    Artillery: Artillery units are generally used to pick off enemy structures from a safe distance. Easily outranging static defenses, artillery can destroy them with impunity.

    Skirmisher:Skirmishers emphasize range. They support your forces by picking off enemies at a distance, before they can do damage. Skirms have light armor, and rely on their speed and range (as well as the protection of nearby friendlies) for defense.

    Anti-Armor: The Anti-Armor units are fast have crazy high damage, crazy low DPS. this units are used to 1 shot kill enemy artillery, vehicles etc... but a single raider team can kill them all.

    So all races have:

    1-2 Raider (some raiders are slower, faster, stronger etc than their counter parts)
    1 Elite-Raider
    1 Riot
    1 Assault
    1 Elite-Assault
    1-2 Artillery
    1 Skirmisher
    1 Anti-Armor
    1 CLASS RACE SPECIFIC (EXAMPLE TAU HAVE AN ELITE Skirmisher)

    Counters are like follows: (and by counter i mean 1 second and the class units scuad is dead)

    Raider is Countered by = Riot, Static defences.
    Riot is countered by = Skirmisher - Assaults (sometimes)
    Assault is Countered by = Artillery, Anti-Armor
    Artillery is countered by = Anti-Armor (sometimes raiders when the artillery is not a vehicle, also Arillery needs to be at some distance to shoot)
    Skirmisher is countered by = Static defences, Artillery AOE
    Anti-Armor is countered by = Raiders


    Of course you can kill Assaults using Riots (really hard), ETC the thing is you always need several classes of units in the field.


    This patch is designed for competitive multiplayer gameplay, (AI is fun, but the great balance make the game alot more fun in MP)



    The bad thing is i will be taking out units and some people will hate that, also it still need sometime and if the official UA team release something first this patch will never see the light, and finaly it will only support as usual UA and XP2.

    Ohhh and yes, no flying units will be in this patch, but there will be some Air support skills etc...


    So thats the news for good or bad thats how my work have evolved, if you guys dont like it and i know some will hate the idea XD im sorry, but in my opinion the game is alot more enjoyable this way =)



    EDIT:

    ALSO ONLY RAIDERS AND COMMANDERS CAN CAPTURE POINTS.

    EACH RACE WILL HAVE

    1 COMMANDER
    1 ELITE COMMANDER

    AND THE ELITE COMMANDERS CANT BE SPAMMED AGAIN, SO IF YOU LOSE YOUR COMMANDER YOU LOSE IT FOREVER (YOU START WITH A AN ELITE COMMANDER)
    OTHER COMMADERS CAN BE SPAWNED AND YOU CAN HAVE A LIMIT OF 3 COMMANDERS. (INCLUDING THE ELITE ONE)

    COMMANDING UNITS MINI COMMANDERS ARE UNDECIDED.
    Last edited by hanov; 18th Sep 11 at 2:35 AM.

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