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Comment History  (0 - 30 of 36)
cannonfodder101
cannonfodder101 - - 36 comments @ Homeworlduniverse 1.1

Alright they both work now. I had to fully delete my workshop folder and re-subscribe. But it starts now, so progress!

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Homeworlduniverse 1.1

Appreciate the help, I'll give that a go. Sorry to be the 'hurr mod no work help' guy but, as you said, its been a while.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Homeworlduniverse 1.1

Good to hear you're getting your **** together, so to speak. Are you updating the Steam Workshop page as well, or is it just moddb for now?

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Homeworlduniverse 1.1

Welcome back man. Its awesome to have you back, I hope things are going better. I've been eagerly awaiting this mods return, I'm gonna reinstall HW2RM right now so I can test this out.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Return of the King campaign now in development!

Lets ****** GOOOOOOOOOOOOO

Good karma+8 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Faction Selection Menu Alternatives

B. Less cluttered.

Good karma+9 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Battlezone Total Command

Cross-era battles?!? :D

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ 1.7 Release notes

Thank you for the reply, Deus

The Stormtrooper thing is perfectly respectable, although I do still reccomend replacing the GK starting squad with Stormtroopers.

I would like to put forward a few counter arguments for the GK for your consideration, then I'll rest my case.

You bring up that "Tanks really hard counter them" and that the only AT that the infantry has is melee. My response:

1. I'm only asking for price increases on Tier 1 units, because of how dominant they are in the early game. The Tier 2 and 3 (the same tier that the tanks start rolling out) don't need any changes.

2. In regards to melee being their only option for AT, this is true, its what makes them somewhat unique to play, but I've watched 2 squads of GKs shred a predator in less than 5 seconds, and a battlefortress in less than 10. Also, with how fast they are, actually getting IN to melee isn't a problem. Not to mention half of em teleport.

3. This is more relevant to PvP, but the GK squads are SO dominant that I've been able to flat prevent my opponents from actually getting tanks in the first place.

Thats all. Just wanted to put that forward, and I respect any decision that you end up making. This is still my favorite DoWII mod, OP GKs or not :p

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ 1.7 Release notes

Couple suggestions for balancing Grey Knights:

Change their starting squad to the 5 model team instead of the 10 model. The current set up gives them an outrageous advantage over all the other factions in the early game.

Purgaton squads, despite being smaller numbers, should still cost at least as much as chapter Devastator squads.

Interceptors are waaaaay under priced. They need to be more expensive than their Raptor and Assault Marine counterparts. They have the same numbers, but they all get essentially power weapons.

The regular Combat squad probably needs a price increase as well, given again, all of em get Power Weapons.

Just for context, this is coming from someone who regularly plays GK. I love them and the way they play, but I think they are kinda OP with the current pricing. You don't need to change stats at all, just tweak pricing for the tier 1 units.

Somewhat unrelated: Possibly replace the Cadian General's bodyguard with Kasrkins, much like the Krieger has Grenadiers for his escort. You could also just scrap Stormtroopers from IG rosters entirely as Kasrkins and Grenadiers fill exactly the same role, and Stormtroopers are in the GK roster.

Otherwise, keep up the fantastic work.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Pinnath Gelin Knight

Beautiful as always

Good karma+2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ TIE Phantom

TIE Hunter seems to be more of a multi-role fighter-bomber, where as the Phantom seems to be more of a space superiority fighter. I don't know exactly how you have the armaments on the Hunter, but on the wiki its apparently armed the same as the Y-wing (2 lasers, 2 ions, and proton torpedos) where as the Phantom here has 5 laser cannons. So they are different enough in their intended roles it seems. You could also give the Phantom stronger shields, so it can really be an absolute terror to other fighters, while the Hunter can go after larger targets that can't hit the thing with their turbos.

I know you're generally trying to keep all squads at 6 models, but different squad sizes are an option too.

Not sure how this works in the game's coding, but you could also have the Phantoms be permanently invisible on the mini map.

Hope these ideas aren't too stupid.

Good karma+3 votes
cannonfodder101
cannonfodder101 - - 36 comments @ May the Fourth be with you! - New Clone Troopers!

This comment does not have enough upvotes

Good karma+12 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Thrawn

Not sure how this would work with coding but you could have an ability (lets call it "Interrogate" for now) where you cast it on an opposing unit and the whole map gets revealed for a short time. Idk seems like a good way to reflect how he always seems to know exactly whats going on all the time.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ KoA Unit Vote!

Always have loved Arnor but for the sake of variety some Elven stuff would be pretty awesome. Or Orcish.

Good karma+2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ gondorHeavyArmour

My goodness you guys never cease to amaze. Beautiful work as always.

Good karma+6 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Guard of the Citadel Indeed

Looks fantastic. Looking forward to seeing this with pauldrons, if that's still in the cards.

Good karma+2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ New Gondorian Armour

Beautiful.

In regards to the citadel guard, if you are having them with the cloak, I would say WITHOUT pauldrons, especially if the cloak drapes over their shoulders. I suppose an option would be if you have Citadel guard archers as a troop, they could have the no pauldron armor, and any Citadel guard infantry, be it spearmen or swordsmen, could have the pauldrons, which would kind of makes sense, given that archers don't really need super heavy armor as their not really supposed to be getting stuck in melee.

Good karma+4 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Vengeance of the Blood Ravens patch 1.1 -Outdated-

Just did some play-testing (Multiplayer as well, and yes it works). Glorious patch. Played guard (Krieg) and they felt much better. Really love the Heavy Turrets and the new cheap weapon upgrades. Excellent patch from first impressions, DeusImp.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Vengeance of the Blood Ravens patch 1.1 -Outdated-

YEHS, YEEEHSS, YOU WILL NEED THIS PATCH FOAH ME!!!!!

Good karma+2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Ultimate Apocalypse Mod (DOW SS)

To the devs, I apologize if the previous post came off as disrespectful. I meant none whatsoever, and please do not think that we don't appreciate all the the time and hard work that you guys have put into this amazing mod. All that we are trying to say is that there seems to be a fair amount of issues relating to the balance of the mod, and that we believe we can help solve those problems. I second what the people above me have been saying, that we should wait for more patches to come out and see what changes they bring before we start trying to fix it ourselves. Also bear in mind, the changes we want to implement do not have to become the actual mod's balance. When fan-made addons are supported, we could release these as such. All in all, we do appreciate what you guys have done, we do love this mod, all we want is to achieve a level of balance that can be appreciated by as many people as possible. There are explicit issues that have not been addressed, but, we should trust you guys as the devs to listen to your community and fix them appropriately. Again, I apologize if this came off as disrespect, as I meant none.

Good karma-1 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Ultimate Apocalypse Mod (DOW SS)

I was thinking of doing something similar. I believe I will now follow through with this, and perhaps we can compare notes/reports to see if a solution can be found to this mess that is the current balance.

Good karma-2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Ultimate Apocalypse Mod (DOW SS)

Not sure if this is your issue, but when I tried to run the installer, it actually extracted a .7zip file into my SS directory. So you may want to check to see if that happened. If it did, its just drag n drop all its contents back into the SS directory.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Patch 1.1

Happy to help. Also if you need/want an additional play tester/beta tester or whatever, I'd be happy to help.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Patch 1.1

Turrets stuff looks good. Also, MrBaneblade, multiplayer does work, in fact I play pretty consistently with my friends, so something is going wrong on your end. Private matches don't seem to work however, you need (or at least, we do) to set up a public match. Then just invite your friend through steam.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ *Outdated* Blitzkrieg Same Fronts V0.5

Praise be to BeSseR!

Good karma+2 votes
cannonfodder101
cannonfodder101 - - 36 comments @ Vengeance of the Blood Ravens

Basically with any Guard faction, you need to keep your troops around their transports (Devilfish in this case) and leave them on auto reinforce. If you have 3 Fire Warrior squads doing this, especially if they are fully upgraded, they will kill almost anything before they can get anywhere near melee range, and they will reinforce faster than they can be killed by (most) ranged units. Back them up with a couple of broadsides, and basically the only way they can get past you are with relic units. Also if the transport gets damaged, the infantry can just repair it (and still fire their weapons while doing so)

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Blitzkrieg Same Fronts

Hey, any chance of an update for the latest version? The older Blitzkrieg versions aren't available to DL any more it seems, so this mod is pretty much (sadly) obsolete due to that.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Vengeance of the Blood Ravens 1.0 (OUTDATED)

I did manage to get the mod (flash drives are wonderful things) and as expected, it was glorious and of great service to the Emprah.

Good karma+1 vote
cannonfodder101
cannonfodder101 - - 36 comments @ Vengeance of the Blood Ravens 1.0 (OUTDATED)

I sit corrected. Now all of my Moddb and Gamefront Dl's are not working. I apologize. I'll see myself to the nearest Commisariat location.

Good karma+2 votes