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Space Marines Balanced and More Features (Games : Dawn of War : Mods : Redux Mod : Forum : Changelog : Space Marines Balanced and More Features) Locked
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Jan 25 2020 Anchor

So I believe at this point, I've found a healthy balance with the new armour system following Space Marines that I can continue integrating it into the rest of the game. The dilemma was that anti-vehicle weapons like Missile Launchers and Lascannons either dealt too much damage to single units just to make a dent in vehicles or that they didn't do enough damage to destroy any vehicles that you'd find yourself having to spam as many of them as possible just to win. A fix to this was to make durable vehicles have 95% armour instead of 100%, as this makes the high damage weapons hurt a lot more. Keep in mind this is mostly temporary. Missile Launchers have an AP of 2, which makes them more ideal for tough units and light vehicles rather than dealing with Dreadnoughts and Predators. Eventually when Devastators come into play, Lascannon upgrades will be an earlier option for countering heavy vehicles. Also to prevent the obvious spamming of Predators, they now have an extremely high vehicle cap and take a really long time to build.

Following this, anti-vehicle weapons cost a huge amount of resources which isn't tough to acquire as the reinforce costs of all units are half the build cost, which saves you a LOT of requisition and power in the long run, meaning Space Marine squads are reasonably expensive. This will also benefit a faction like Imperial Guard who have low armour as they can stay super cheap. Commanders also run on the same armours that infantry units do, meaning they're just as a susceptible to damage. One fix to this is making commanders passively immune to all forms of damage by 20%. If that's not enough, Commander upgrades also give them an additional 20% damage resistance with the Iron Halo for Force Commander and Rosarius for the Chaplain (no visuals currently for these features). These additions make them pretty tough to kill despite having the same armour as a Tactical Marine. And, in case you find commanders to still be too risky or too expensive to use, you will receive 33% of their build cost if they die to help incentivize building them more often. Later on, I do hope to make either the Force Commander or Chaplain acquire Terminator Armour to fit this resistant build better.

Imperial Guard will be the next faction I work on as I'll need to see how a low-armoured faction takes on a race with nothing but high armour. They also have a bunch of new weapon fx which I'd like to make viewable in this next release. Chaos will be afterwards and then when all three are ready and balanced, the update will be released.

Jan 26 2020 Anchor

One question Eranthis, have you ever thought of making some weapons like the lascannon that when hitting a vehicle it reduces their speed, just like DOW 2. And maybe the melta bomb of the ASM could do the same effect.

Jan 26 2020 Anchor
The-Turkish-Man wrote:

One question Eranthis, have you ever thought of making some weapons like the lascannon that when hitting a vehicle it reduces their speed, just like DOW 2. And maybe the melta bomb of the ASM could do the same effect.

I've read that but while Dawn of War 2 has maybe one Lascannon per unit, Dawn of War 1 gives Predators 3 Lascannons and Land Raiders 2. That effect just wouldn't be fair. On top of it, Lascannons are extremely versatile that they don't need more benefits. Not sure about Melta Bombs but we'll see.

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