Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Imperial Guard Balance and Suggestions (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Feedback : Imperial Guard Balance and Suggestions) Locked
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Feb 27 2013 Anchor

Use this thread specifically to talk about the faction; Imperial Guard. The Ultimate Apocalypse mod includes 12 factions in total. We require your personal feedback to improve each and every faction. This thread will definitely help us improve this faction in the future, so if there is no discussion about this faction, it is possible to assume that this faction is perfect as is. We want your every opinion, constructive criticism, and thoughts to make this faction better!

No new content requests are allowed.
No bashing.

What do you feel this race lacks?
What needs to be nerfed?
What needs a buff?

Balance in general - rate out of 10 and state why?

All questions are optional by your choosing. Feel free to also talk about something else not mentioned, but only about this faction! This faction while fighting another race is acceptable.

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Chaos Space Marines - Balance and Suggestions
Chaos Daemons - Balance and Suggestions
Dark Eldar - Balance and Suggestions
Eldar - Balance and Suggestions
Imperial Guard - Balance and Suggestions
Inquisition Daemonhunters - Balance and Suggestions
Necrons - Balance and Suggestions
Orks - Balance and Suggestions
Sisters of Battle - Balance and Suggestions
Space Marines - Balance and Suggestions
Tau Empire - Balance and Suggestions
Tyranids - Balance and Suggestions

Edited by: Lord_Cylarne

Feb 28 2013 Anchor

I have seen in some other mods that they have the Ragnarok Tank as well as Stormlord (Super-Heavy Tank) can be seen here--->http://wh40k.lexicanum.com/wiki/Imperial_Guard_Vehicles#.US9eyDfU2C0

Feb 28 2013 Anchor

@ Kersaw803: HOLYEMPRAHSTORMLORDMODELWHERE?!

Excuse me. I meant "Oh, there's a Stormlord model for Dawn of War? I wasn't aware of that."

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How to improve performance on DoW: Soulstorm
if TV and Beer == nil then
rgd.GameData.crazy = true
rgd:save() end

Feb 28 2013 Anchor

No model requests please, thanks. This is a type of forum in which I... Lord Doofus can fix for any future patch improvements.

Balance issues, player thoughts and possible other feedback is heavily contributed to type of subject.

Feb 28 2013 Anchor

7/10

The only problem I have with the Imperial Guard is that the Valkyrie Bombing run. has no warning before it hits and costs nothing. Basically it reduces your army to rubble and there's nothing you can do about it >.<

Edited by: TheGreatGargoth

Mar 1 2013 Anchor

yeah the valkyrie bombing run just tears appart any infantry around , but it got a huge lolcooldown

Oh and there is a signal , a bit of red smoke and laser shots 0.5 second before the bombs are away :p

Mar 1 2013 Anchor

The Valkyrie bombing run takes ages to recharge and completely fair when taking into account IDH for example, who also have a strike for free which decimates (from both commander and structure). The issue is more with the vulture plane thing. It's not the stats that are OP, its the fact that - like a lot of planes in this game - it can jump to literally anywhere on the map in a split second and unleash rockets. To add to the pain not all races have anti-air.

Mar 1 2013 Anchor

PS: All uber abilities reported, bombing run, IDH ability, etc... were nerfed and tested + recharge timers were balanced, too, plus, I believe the air units were nerfed, too via the jump ability or I am working on that as we speak. :)

Mar 1 2013 Anchor

Kersaw803 wrote: I have seen in some other mods that they have the Ragnarok Tank as well as Stormlord (Super-Heavy Tank) can be seen here--->http://wh40k.lexicanum.com/wiki/Imperial_Guard_Vehicles#.US9eyDfU2C0


I saw a Laser Destroyer tank in a mod simply called "Soulstorm Enhanced" mod, it was really nicely done.

Mar 1 2013 Anchor

But where to put it... :\

Mar 1 2013 Anchor

I think Warhound titans should be faster. They're classified as Fast in the apocalypse rulebook and yet they walk as fast as a Reaver. Maybe not running across the battlefield fast but they should definitely outpace a reaver. Also, are you going to fix the Warhound's footprints? They appear directly in the middle below the model as opposed to the feet, where they should be.

Mar 15 2013 Anchor

I think you should buff basilisks a bit- i liked how they were presented in a firestorm over kronus mod- with removed earthshaking shot ability so it fires in an ordinary manner but at longer range(maybe its a good idea to buff medusa damage but make it s shot an ability which costs resourses and long to recharge which s all quti logical i think) i am writing it all in connection with tau skyray issue discussed in respective tread- so, as it seems that you are not going to nerf skyray, you should buff an arillery of other races.

Edited by: RedStar2017

Mar 19 2013 Anchor

Deployable sandbag walls for cover!!! :) (if you think it'd be OP maybe something the Kasyrkin elites can do - i never pick infantry doctrine at the moment).

Mar 26 2013 Anchor

Hey guys!!! Imperial Guard is now complete!!!

Some things, 1-2 are ignored.
- Warhound footprint fix.
- ok just one :P

But yeah, images posted!

Mar 26 2013 Anchor

Lord_Doofus wrote: Some things, 1-2 are ignored.
- Warhound footprint fix.


NOH!

--

How to improve performance on DoW: Soulstorm
if TV and Beer == nil then
rgd.GameData.crazy = true
rgd:save() end

Mar 26 2013 Anchor

I can't fix it, bro. :| I need 3D modelers to do that... come at my aid!!!

Right still interested in IG suggestions.

Mar 28 2013 Anchor

there is a huge problem with this faction. when you build walls and you upgrade them to have a weapon the weapon is in the wrong turn and when the enemy comes instead of firing to them enemy it fires towards my site(the opposite) in the air

Apr 13 2013 Anchor

Thankfully I didn't push the Marauder Vigilant on UA:
Forgeworld.co.uk

Moddb.com

With its sensors array targeting things and giving your damage multipliers.
With its short burst detection system being able to see up to half of deadmans crossing.
with its 150% sight range on the marauder.....

Guard would rape and rape and rape.
even with just basilisks....

And you want the Fireblade ingame with the Vigilant?

Hey Anakin2505, I have no idea of how to fix the aim on the model.
Otherwise it would of been done when Put it ingame.
The most affluent around here with aim is Cosmocrat.
So there is a potential that it might be fixed in future, as last couple of times I tried to fix it, I made it worse then when I started.
So it has not been fixed yet.
It hasn't been forgotten about. :)

Apr 27 2013 Anchor

Imperial Guard infantry seems to be pushed out of play at the end of matchup. I was playing against my friends SM and i understang that they overwhelm me with quality but still i think something should be done to make us want to choose infantry doctrine. Something like research in Airbase which will give the kasrkins and kasrkin veterans ability to deepstrike faster and with less possibility to be noticed in bigass tunderhawk. I think that Grav Chute research would be great. Wh40k.lexicanum.com I am aware of good balance ingame and sure thah i am not a good IG player but still something should be changed to attract people to use Inf Doctrine. Good idea would be to have another reasearch sticked to Inf doctrine which would increase the hitpoints of Forward Outposts or making them less vurnerable to some kind of damage.

Edited by: KaelaMenshaKhaine

Apr 28 2013 Anchor

I super second the motion for grav-chutes.

You don't have to be a spess mareen to [boreale]DEEPSTRIKE[/boreale]. Seriously though, it'd be awesome. Unfortunately a significant amount of modeling, (mostly, I think) animation, and a good chunk of coding stand in the middle.

Yet, having kasrkin/stormtroopers dropping from the sky would make for a very cool feature. What gives me the idea, why not take the animation from assault marines/raptors when they're "deepstriked" from the barracks and use it for the grav-chute-wielding IG troops? That's one obstacle out of the way.

Edited by: Excogitatoris-Logica

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How to improve performance on DoW: Soulstorm
if TV and Beer == nil then
rgd.GameData.crazy = true
rgd:save() end

Apr 28 2013 Anchor

Yep thats what i meant. The same animation like in mentioned units. Still i dont think if it will be possible to implement it from one unit to another beacuse they have different skeletons.

Apr 28 2013 Anchor

Perhaps if you choose the infantry doctrine, guardsmen can be produced faster and cost less?

Apr 28 2013 Anchor

@ BardockFH2: Yeah, that animation likely won't fit the smaller guardsmen models. Still, it could be somewhat "adapted" instead of having to do the whole thing from scratch :D

@ TheGreatGargoth: Not sure about making them cheaper, that could make a huge difference on smaller battles. Besides there's already a research that makes recruiting squads (not reinforcing them though) FREE! xP
Yet fastah guardmen spammage I always welcome, and if they cost the same it wouldn't be a major difference balance-wise. I'll bring this up to Lord Doofus.

--

How to improve performance on DoW: Soulstorm
if TV and Beer == nil then
rgd.GameData.crazy = true
rgd:save() end

Apr 28 2013 Anchor

Increasing their quality shouldnt be considered beacuse they are well balanced against SM or other heavier races. As we know IG have milions of planets so they never run out of new recruits, TheGreatGargoth pointed the best solution to make IG able to produce constant swarm of new defenders.

Apr 29 2013 Anchor

I noticed the reaver cannot fire his gatling while he is walking, the chaos reaver can, can you fix that? One more point is the warhounds plasmagun has a much longer buildtime than the chaos warhound. These 2 things are not really bugs, but it would be nice if imperial and chaos titans are equally strong. You are doing a really great job!!!

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