Yo. I'm Vengefulnoob, community manager for the upcoming indie Red March. Feel free to ask me any questions you might have regarding our project, or indeed just questions in general, I will help where I can!
Great news. Looking forward to a new mod! Please do something with capital ship laser turrets, it would be great to finally fire turbolasers after 10 years!
Loving the mod guys, fantastic work.
For the next release though, could you maybe beef up Lustria a bit? A custom model for Mazdamundi (after all, he's not just a temple guard!) would be great to see, as well as Kroq-Gar and Tehenhuain at some point, maybe as scripted heroes who arrive on a certain turn/After capturing a certain settlement.
Love your work, and hope you keep it up!
Would it be possible to see Biovores, Zoanthropes, Hive guard and Tyrant Guard get their 3 creature broods? Would be a very welcome increase in squad size for those guys!
Capturable Neutral!? That's beautiful!
Definitely a good idea for Eldar. Space Marines maybe, but less so than the Eldar as they have a good hitpoint pool and armor to survive fights to begin with. Maybe a 10% mitigation for marines and 20% for Eldar?
Amazing mod, Fabricio and team! Just wondered if you have any plans regarding capital ship weaponry? I'm one of those boring people who liked to play it slow and sit in a turbolaser turret blasting away at other capital ships in vanilla.
Will we see a return of such turrets (or something larger, perhaps, like the heavy turrets or some form of controllable turbolaser battery) to the game? Remembering the old Stargate mod, I remember there being controllable frigates, which really changed up the gameplay.
I guess the fantasy of commanding a Star Destroyer in first person has always been quite a big part of searching battlefront mods for me!
I meant making the gates into rally positions like fallback position. It's possible in CoH2, if the coding could be adopted.
Fair enough. I always felt like Path of the Eldar did a good job of placing the Eldar well in terms of individual strength. Maybe selling the marines a bit short in TT vs. guardsmen, but I take your point.
To be clear, I do think that the DA shimmershield is good enough as is in terms of taking damage, but I meant that maybe an equivalent could help some of the more squishy Eldar units last a bit longer at least in initial combat, before they should retreat. Sort of suits the Eldar hit and run tactics quite nicely, especially if you can give the webway gates an upgrade to set themselves as the rallying point.
It'd be great to see those 3 nid broods for sure. They're not exactly Wraithguard or Warrior sized, but even so, it might not be too tragic for pathing perhaps.
Shame about the battlesuits; don't they accept a universal upgrade like a squad? Or is that because they follow some specialised vehicle coding?
Any rate, keep up the amazing work; Your breadth and attention to detail is phenomenal!
Hey, sorry for never replying to this, was busy with university.
How about some sort of shimmer-shield for all Eldar infantry, with the DA's getting a larger pool of energy for theirs? The shimmer-shield gives the DAs that fighting chance as a gunline even against marines, but it's not invulnerable especially if the attack is relentless enough. Feels like it could really help Guardians in particular stay in any way relevant.
With regards to DAs not being good against Space Marines; their weapons are actually Strength 4 vs Toughness 4 in TT, and the sheer amount of fire they can pump out means they can maul a tactical squad in even a single turn of fire, and on top of that, their weapons are longer range (18") with 2 shots than bolters (24 for single, 12 for double).
I was using easy and medium AI while testing, and I deliberately used a map with a single choke point in order to force confrontation.
Another question; Any chance of putting Biovores, Tyrant Guard and Hive Guard into broods of 3 as in the Table Top? Even if they don't spawn with all three members, it would be a nice addition if they could purchase other members, instead of spamming 6 units or something like that. Likewise with Broadside and Crisis battlesuits?
Also, any chance of getting Vypers? There was a model made for the harlequin mod. They could fill a fire-support role for the eldar, like a cheaper grav weapons platform at tier one perhaps. Moddb.com
Love the idea of the separated faction mods, that's genius! One question though is will the portraits update to match new era uniforms? Didn't realise there was support for that, if so!
I get that 8472 can't be a faction, I totally do. Armada 2 was fun, but it had exactly one ship to base a faction on, which is stretching. I'd love to see them, as my favourite faction, but it's clearly not possible as a full faction.
I do, however, think that a flavour event granting a fluidic space rift capable of spawning a couple of bio-ships as Borg-hunting ai allies or player-owned ships would be a great way for a player to counter Borg late-game, and allow us to potentially see a deadly species a bit more often.
Maybe make it a trade-off to development of Nano-probe torpedoes, so you really have to choose if 3 or so bioships is worth stunting your ability to fight any 8472 later if you have to.
I'm happy to dub if needed. Send me a moddb PM and I'll help
Ok, so tried out another last night to see how a firing line of Dark Reapers, Fire Dragons and Wraithguard hold up with Dire Avengers with Shimmershields acting as the front rank. The line holds together reasonably well for a time. It still took a large number of squads (2DR, 2FD, 1WG, 2DA) in order to hold off a charge of 3 CSM Raptor squads, but it was able to kill them off quickly enough that major damage could be averted.
I kept up this defence for maybe 20 minutes without much trouble. The real issue was when the Chaos AI reached tier 3 and brought up dual land raiders and terminators. Using the Lance setting on the Fire Prism, average damage to the land raiders was about 2500 a shot, which just wasn't enough to do any damage before it carved through the dark reapers.
2 Fire Prisms, a Wraithseer, and two wave serpents with Bright Lances were what I had added to the infantry firing line by this point, in addition to a D-cannon platform, but it just wasn't enough, and the terminators (Along with the Terminator Lord) ploughed through the entire line in melee, at which point I had to concede.
Even throwing in striking scorpions to tie up the terminators for a few moments, and banshees as an armour-piercing follow up, didn't do much to halt the destruction of the gun line. To cap it off, the AI summoned a shrine on top of the line which killed them quicker than they could reinforce from the warp gate.
At the earlier tiers, aspect warriors were actually surprisingly survivable; 2 squads of dire avengers and 2 guardians with shuriken cannons were able to force a CSM squad to retreat with only one loss, but against larger targets they are cut to ribbons.
I feel like perhaps the best solution is maybe a major cover bonus or dodge at tier 3? Likewise, someway to keep the Eldar Falcon and Wraithlord in any way relevant to the fight would be good (Maybe a fire rate buff for the falcon pulse laser? It's a long range two shot weapon on TT, I believe)
At any rate, the problem really seems to emerge when terminators and land raiders enter the field since the eldar counters just don't do the damage or take the hits that they need to.
Hi Deus, been trying out the new update and have to say I'm enjoying it, but the Eldar do still seem to have a bit of a problem with heavies like Rubric Marines in particular as they don't really have a super heavy to counter them (The Avatar gets badly knocked around by even standard CSMs in melee).
A couple of bugs: The Wave Serpent has access to the Plasma Missile ability even if it isn't armed with the missile launcher, and gets a second Plasma Missile ability once given the twin linked launcher; Is that on purpose or a bug? Similarly, the Eldar Rangers cost 30 pop, and the webway gate ui is somewhat distorted.
For the most part thematically, it feels like the eldar need to just die a little less. At the moment they're really most viable when set to auto-reinforce next to a webway gate, which feels much more like a tyranid or Guard approach. Perhaps making them much tougher if in cover might be an idea rather than using guardians as bullet sponges?
Finally; Might we one day see other guard regiments?
Keep up the awesome work, this is by far the best DoW2 mod that I've had the pleasure to play (and I've tried a lot!) :)
There's just something about that face that just screams "Trustworthy". Of course, that could just be Saruman doing his thing too...
My God, what have I done.
Elijah, is that you? Oh, no it's a Mathijs texture.
I wasn't sure until I read about the campaigns, but the faction maker was too funny :P
Amazing work, Lorul, this has really made me enjoy BF2 again. I've been looking to use the heavy ship turrets since I bought the game as an excited kid back in 2005. Just found that they don't seem to inflict any damage on enemy capital ships; Is that intentional?
Good to be back, Ominous. Hope we can actually keep you more updated in 2016!!!
Working on it! Hope to have something to show you guys ASAP!
Hey, Rebel, thanks for the question, it has indeed. Unfortunately for the team, a lot has been happening recently on the personal front, however we haven't forgotten about you guys, and we'll bring you a new update as soon as we're able
Hey Snake, it's going to be a standalone game. Still working on which engine!
I love this. There are so many stealth and infiltration games, but so few take the approach of using dialogue to get by, when it's probably the most important method of covering up. Keep up the good work!
As we know from the Havoc Squad intro, it's a transport, but what kind of secondary abilities is it going to have, I wonder?
Well, damn. Good luck at uni!
Shame to see this go, was looking forward to seeing another release at some point... :(
Uninstall the Edain Mod