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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Gamplay Suggestions (Games : Dawn of War : Mods : Galaxy in Fire RELOADED : Forum : Suggestions : Gamplay Suggestions) Locked
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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!

Oct 16 2014 Anchor

Hi LordRadical, let me get through your list:
The attachment of HWT was my thought too, but we can't attach upgradable squads in DoW due to engine restrictions. I can make them upgradable via abilites (like atermies or IG commander guardsmen) or addons (like predator or commanders), but the AI wouldn't buy them. Maybe, getting them 3 per squad can partially solve the problem?
Meltagun is a very early anti-tank and anti-building weapon, so it cannot be too good. Now they have decent damage, but require a lot of microcontrol (flamer has even lesser range, but is still good). Grenades can damage your own squad, so you troops must master throwing them, or they will blow theirselves.
Riptide for now is, just you said, giant crisis suit. It is equipped with a heavy burst cannon (powerful assault cannon, so don't expect it to blow vehicles) and a smart missile system (that thing is anti-infantry too). You can either heavy burst cannon with a plasma accelerator (It is effective against heavy infantry and super heavy infantry), or replace SMS with twin plasma rifles (not very useful) or twin fuision gun (it is an only AT option of riptide). Overall Riptide is like in the tabletop jump all over the place and gets all the enemy fire (it is tough).

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).

Oct 18 2014 Anchor

Ungolyant wrote: 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).

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.

Oct 18 2014 Anchor

Or why not give HWT a cover save, as if they were trenched ?
(so a bonus of resistance against ranged attacks)

Hi.
After the few proud game we played today, we have some suggestions to increase the balance of the game :

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.
But in the other and, we like this new opportunity of gameplay, so we won't really see it disappear. And also, assault marines are not really resistant, so the threat decrease over the tier (when you to T3, they are less interesting).
So, in suggest to increase the cost of the jetpack for the Captain, or only to make it available in the armoury after the first upgrade for warlord has been done.

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 :
- Raven Guard : all lords have access to the jet pack (whereas, the other chapters won't, at least only the captain)
- Black Templar : replace the psyker with an Emperor's Champion
- Iron Fist : all lords have access to shield
- ...
(would you need to us to find more ideas about that point, to help you ?)

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)

Oct 25 2014 Anchor

Ungolyant wrote: Or why not give HWT a cover save, as if they were trenched ?
(so a bonus of resistance against ranged attacks)


They can't entrench now, and they don't have an animation for that.

Ungolyant wrote:
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 ?


I will think about that, but it will make them very dangerous on small maps (the enemy won't be able to build a counter before he will be outspammed with NWs. Maybe I'll grant the overlord an ability that will instantly recover attached squad's morale (smth like SM Rally).

Ungolyant wrote:
captain jet pack :


The commander with a jetpack is the only thing that keep ASMs useful at tier2. But I'll probably nerf the ASMs at tier1 (maybe they can cost some power?)

Ungolyant wrote:
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).
(would you need to us to find more ideas about that point, to help you ?)


The Raven guard will have their vanguards equipped with jumppacks. But I have no idea how to implement Black Templars (just replacing the librarian is not enough I think), SpaceWolves (one, maximum 2 new squads\squad replacements), DarkAngels (Deathwatch style terminators? It may be too much). The WhiteScars will unlock bikes (the models are not very good, but it's obvious). Blood Angels will replace vangaurds with Deathcompany (fearless, more health). Iron hands will enable vehicles regeneration (maybe sergeants buff, but need to test it).

Ungolyant wrote:
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)

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).

Oct 25 2014 Anchor

Warboss-rus wrote:
captain jet pack :
The commander with a jetpack is the only thing that keep ASMs useful at tier2. But I'll probably nerf the ASMs at tier1 (maybe they can cost some power?)


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).


Warboss-rus wrote:

Ungolyant wrote:
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).
(would you need to us to find more ideas about that point, to help you ?)


The Raven guard will have their vanguards equipped with jumppacks. But I have no idea how to implement Black Templars (just replacing the librarian is not enough I think), SpaceWolves (one, maximum 2 new squads\squad replacements), DarkAngels (Deathwatch style terminators? It may be too much). The WhiteScars will unlock bikes (the models are not very good, but it's obvious). Blood Angels will replace vangaurds with Deathcompany (fearless, more health). Iron hands will enable vehicles regeneration (maybe sergeants buff, but need to test it).


In fact, I have lots of ideas to implement and regulate SM chapters, I'll explain it soon, in another place.
But about jet pack, i suggest to allowonly the captain to have access to it, except for the Raven Guard.



Warboss-rus wrote:

Ungolyant wrote:
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)

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.

Oct 25 2014 Anchor

Ungolyant wrote:
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).


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.

Ungolyant wrote:
In fact, I have lots of ideas to implement and regulate SM chapters, I'll explain it soon, in another place.
But about jet pack, i suggest to allowonly the captain to have access to it, except for the Raven Guard.


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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