Having worked as a farmer and woodcutter for most of my life i became determined to do something that would leave my mark after i was gone. Since then i got back to studies, and i have now a master degree in Electrotecnical Engineering as well as a degree on Electromechanical Engineering. On my free time i like playing and so i became interested in creating my own games or, in the shorter term, modding games to get something closer to what i would like games to be.

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Report RSS Fixed Basilisk (still needs testing) (view original)
Fixed Basilisk (still needs testing)
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Sakura Matou
Sakura Matou - - 8,388 comments

It's a neat concept but how will it effect balance?

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GreenScorpion Author
GreenScorpion - - 1,935 comments

To be honest i haven't thought on all the details but this will be a one drop basilisk like artillery turret and so once it is positioned it won't move again. Like the vehicle version it will have more range than actual sight so it will need spotters to work at its best. For defense this kind of turrets should work nicely against infantry but vehicles are just too armoured for it.
At siege warfare it should be powerful also but it would be too fragile to really do heavy damage as anything with missiles or other heavy weapons would pretty much destroy it. If your concern is related to artillery turrets spam, i could limit it just like how the basilisk vehicles have a limit of 3 (in DC at least). If you played on the DC campaign this concept shouldn't have an effect much greater than the basilisk positions in the IG stronghold (when all turrets are added up). It would also be ocupying the build queue of a building that could be recruiting something else (this is supposed to work on late game for desperate defenses or final sieges).

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GreenScorpion Author
GreenScorpion - - 1,935 comments

Side note: I run away a bit on balance related questions as i will probably only know for sure what will be required to balance out a race when those concepts get all together with what is already there. It makes no sense to balance a unit in my opinion without really having the rest of the race in mind and of course its supposed opponents and/or allies. I will of course need to train the AI to step up to the standards of the balance itself or it will be just a waste of time unless people play my mod with human enemies.

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Lord_Cylarne
Lord_Cylarne - - 7,166 comments

Balance usually comes after concept and once it actually gets ingame. Balance is all about making it work without making it super OP or having this thing when other races are lacking. Balance is an issue in the long run for once you release the mod. MEanwhile feel free to one shot stuff and spam them for the sake of fun entertainment. :p

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GreenScorpion Author
GreenScorpion - - 1,935 comments

Man prepare the factories! You all heard Lord Doofus, now get to mass produce the items on the list! Deliver those sniper rifles to the commissars on the front line by massive airdrops if needed! We need to create the most massive army the Imperium has ever seen. You there! Yes you! Release the ogryns right away, they are itching for a fight. They want war, we will give them the last war they will ever fight on!

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Description

So i pretty much used a few tricks on the leg but i still haven't tested to see if it really works correctly.