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Post news Report RSS Melee Weapons in Mod

Good day, dear lovers of our mod! Today I will tell you about the new melee system, which is currently being worked on.

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In the old version of our mod, the characteristics of melee weapons were not systematized. The stats were mostly taken from other mods or the vanilla game.
In the new version, we split all melee weapons into several classes, each with its own distinctive feature. For example, hammers can knock enemies down, power claws deal area damage, and chain swords are more effective against light infantry and morale.

We've also added fractional differences: the Eldar weapons have larger DPS compared to the Imperial counterparts, but are very specialized (for example, the Eldar chain swords is extremely ineffective against heavy armour). Eldar Aspect Warriors have low HP, but they have the abilities that can temporarily disable an enemy and allow them to safely put their high melee damage into use. This is how Eldar’s "hit'n'run" tactics is emphasized: they are vulnerable to prolonged battles because as soon as they've used up all of their abilities, they become defenseless.

If you take a look at the Orcs, you'll notice that their melee weapons are slow and inaccurate, but can deal high damage and penetrate heavy armour due to the sheer strenght of the green-skinned. Even the elite troops will be quickly sent to Warp for regrouping if they allow themselves to be surrounded by a large squad of Orcs. But with skillful maneuvering, this can be avoided.

Black Templars Sword Brethren Squad Melee

All melee units and some ranged units (Tactical Squads of Space Marines, Ranged Warriors of Tyranids, Warp Spiders of Eldar, etc) got additional resistance to melee weapons. Furthermore, all melee units can now charge into enemies, so that retreating enemies will suffer at least some damage if they don't cover their retreat. Elite melee units are now more effective at clearing cover areas from enemies (this modifier is disabled when units lose their morale). Charge can be temporarily disabled by some abilities (such as grenades) and weapons (vibro cannons, sonic weapons).

We returned the finishing moves (sync kills) mechanics to how they were in the vanilla game. In the old version of our mod, the chance of the finishing move for all units was 100%. Now it's 35% for ordinary units and 50% for elite melee units, walkers and heroes. During finishing move, the unit becomes temporarily invulnerable, which strongly affected the balance of melee fights when set at 100%, usually in favour of the units that had higher base damage. Now, such units can be dealt with more effectively, while elite troops will be more durable in close combat.

We didn't forget about special attacks. These are the attacks that a unit can inflict with a certain probability in close combat (usually they simply knock down enemies nearby). We've optimized the probabilities of these attacks, adjusted the damage, knockback strength (so that they no longer launch enemies into space), and also added special modifiers to some of them. Dreadnought and their counterparts in other factions now can stun, slow down enemies and reduce their resistance to melee damage with their special attacks. Space Marine Captains can damage enemy weapons and reduce their accuracy (Stinging Scorpions of the Eldar do the same with their mandiblasts), and the Bloodletters can steal enemy HP to restore their own.

Another detail: new effects for all melee weapon attacks (energy bursts, bloodshed, fire, etc) have been added. So watching the battle will be even more pleasant.

The melee combat update is ready, and the changes will affect all fractions. The exact date of release will be announced.

Imperium Cops!

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D.Va-N
D.Va-N - - 418 comments

Sounds great, keep it up!

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Guest
Guest - - 689,920 comments

Where i can download this fantastic mod??

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T.Muller Creator
T.Muller - - 42 comments

Hello, all download links on our Discord channel.

Reply Good karma+1 vote
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