This mod is about strategy, resource management and map control. It has the following features: - Unique weapon system that forces you to adapt to your enemy tactics. - The unique gameplay for each of 9 races. Playing the Inquisition is very different, than playing orks. - The cost and squad/support caps of all units now depend on their power so a squad of terminators will be much more expensive than the squad of tactical marines. But it may be much more effective... - Low tiers are now has extremely important, because you will need a strong economics to step into tier2 or tier3. - A lot of new models, some of those were made especially for this mod. The mod is still in beta and has some placeholders (like chaos Hellbrute or tau Riptide). Stay tuned for new patches and releases.
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Oct 16 2014 Anchor | ||
Hello, there. I'm making this thread because I've noticed the gameplay in this mod can be either counter-intuitive or just plain clunky. This thread's purpose is to bring everyone's suggestions concerning gameplay to attention. Not necessarily balance or bugs, but hey why not. It's not to ask for new units/races/etc, just things that make the game a bit easier/more fun. For example, I'd like it if the Guardsman heavy weapon teams could attach to squads. They're too big of targets on their own and they just take up icon space in mass-combat. Second, I'd like the range of meltaguns to be longer. It's a problem when the only range a meltagun works at is spitting distance. Heck, grenades have a larger throw range. Third, about the giant Crisis suit. I get that it's a giant robot, but could the shooting power of it be viable? Really, if I ever use the thing I just lock it in melee mode and that's not what battlesuits are about. If I had knowledge of how to change these things myself, I would. I have Corsix and everything. So what say you, players and developers of Galaxy in Fire? Am I nuts? Do you have gameplay suggestions of your own? Post your opinions here! |
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Oct 16 2014 Anchor | ||
Hi LordRadical, let me get through your list: |
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Oct 18 2014 Anchor | ||
About IG heavy weapon squad, another solution could be to make them available directly inside infantry squad. Like that, two problems would be solved : HWT will have more life, and IS will make more damage. Of course, this upgrade would only be available at T2. The fact is that in previous DoW, HWT were either in IS, by three (like Renegade's one), or resistant against ranged damage (like in SS). |
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Oct 18 2014 Anchor | ||
Including the HWTs into the squad won't solve the upgrade problem, only abilities style upgrade (like in FoK) will be availible. It is hard to make AI select ability upgrades properly. I would prefer attachable HWTs so you can attach them to veteran squad too. But the most prefereable way for AI is HWT squads. |
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Oct 18 2014 Anchor | ||
Or why not give HWT a cover save, as if they were trenched ? Hi. nec speed : in std SS, the more point nec captures, the faster they moved/built. Whe have seen that they were really slow, and that could be difficult to play with. So why not include this system ? captain jet pack : on both games I played SM, the Captain equiped with jet pack was the key of the victory. I think this wargear offer a too important advantage, because with this you are able to smash with the strong of a powerfist wherever you wan't. To comeback on the suggestion we made about SM chapters, we forgot to say that the differenciation between the chapters can also be done by offering different equipments to the lord (Captain, Psyker, Chaplain, CHapter Master). For instance : SM honour guard : in our opinion, we think they are too expensive for the few damage they do (they were unable to kill the nec lord) |
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Oct 25 2014 Anchor | ||
Honour guard is Super Heavy infantry with power swords. They cost less than terminators do, but cannot kill vehicles and terminators. And the necron lord after second upgrade recieve a Super-Heavy-Infantry type too, thats why they won't be able too kill him. So Honour guard is a cheaper version of terminators (especially in squad cap) that can absorb a lot of damage, but cannot deal so much as terminators). |
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Oct 25 2014 Anchor | ||
I've already be screwed at tier I even if I had created an assaut squad (it was with Chaos). I don't think to nerf them would be a good idea, and I would prefer to make it more difficult to create. Such as : ASM need Barack AND Armoury (like in SS).
In fact, I have lots of ideas to implement and regulate SM chapters, I'll explain it soon, in another place.
Honour guard is Super Heavy infantry with power swords. They cost less than terminators do, but cannot kill vehicles and terminators. And the necron lord after second upgrade recieve a Super-Heavy-Infantry type too, thats why they won't be able too kill him. So Honour guard is a cheaper version of terminators (especially in squad cap) that can absorb a lot of damage, but cannot deal so much as terminators). Ok, we thought that the Nec Lord was still Heavy Infantry. |
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Oct 25 2014 Anchor | ||
I'm thinking about nerfing ASMs because nobody seems to go with tacticals. Even if I'll move ASMs to t1.5 (armoury requirement), it won't help either: ASMs will still be better choice TSMs.
It will make other seconday commanders (except vendread) even more useless, because you won't be able to use them with ASMs (chaplain + ASMs is a good anti-DE combination, cause they are immune to morale damage and can fight lots of wyches) |
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