A high quality mod aimed to improve the base game of Soulstorm while also providing a new experience in how the game plays.

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The Tabletop Update of v0.9 (Games : Dawn of War : Mods : Redux Mod : Forum : Changelog : The Tabletop Update of v0.9) Locked
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Jan 18 2020 Anchor

So as mentioned before with the newly constructed armour piercing system, I'm trying to inject some ideas that I've learned from the tabletop game into Redux for a more accurate depiction of the game. That's not to say things will be one to one but things like weapon range, accuracy, and armour piercing will be carried over. Will this make the game unbalanced? Absolutely, though I'll try doing everything I can to balance things out through health, costs and so on.

Again, with armour piercing weaponry, the biggest factor that might contribute to this tipped over balance is that if the weapon's AP is higher, the damage output is more versatile. For example, in Soulstorm a Missile Launcher is great against vehicles but poor against infantry. In Redux, the Missile Launcher has nearly the same DPS as a Heavy Bolter when dealing with infantry. Why? Because the armour piercing is 2, which means it's effectiveness embodies all armours before 3 which include all infantry and low armoured vehicles. So what makes you decide between a Heavy Bolter and a Missile Launcher? Well a Heavy Bolter has an AP of 1 and a strength of 2, meaning it kills smaller units with low armour types and struggles more when the targets are bigger or more armoured. A Missile Launcher has an AP of 2 and a strength of 5, making it effective at killing almost anything. Clearly the Missile Launcher is the right choice right? Well not quite. It has such a high reload speed that when it does fire, it's only guaranteed to kill 1 unit at a time, while a Heavy Bolter deals constant damage to weaker targets. The appeal for a Missile Launcher is that its high damage is versatile enough to wound bigger units like vehicles and Krootox whereas a Heavy Bolter wouldn't deal nearly enough damage in time.

Since the lowest armoured units are pretty much susceptible to every kind of weapon, their costs will be significantly lowered while higher armoured units are majorly more expensive. Same goes for weapon upgrades that have high armour piercing capabilities or strength. Health will also be adjusted accordingly. Strength of melee weapons, much like tabletop, also reflect the unit's strength instead of having an ideal number like ranged weapons. A Power Sword has the same armour piercing value overall but the strength is higher for a Force Commander than it is for a Canoness.

With so many factors being injected, I might have to release the mod's update with only Space Marines and Chaos Marines as playable factions and update with more factions as I go along. Also note that at this point, Redux will not be supporting the Campaign mode and will purely be multiplayer based.

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