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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Scout and Terminator Seargents (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : What do you want to see in the future? : Scout and Terminator Seargents) Locked
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Apr 4 2014 Anchor

I find it out that these 2 space marine units do not have any kind of leader upgrade for them yet, i was wondering if we could be seeing them in the future

Apr 9 2014 Anchor

I was wondering this myself; always did love Sergeants for the terminators and what-not.

Edited by: KimJ0ngillest

Apr 15 2014 Anchor

I will add a Terminator Sergeant AT LEAST for version 1.74. :)

Apr 15 2014 Anchor

Sweet!

Apr 15 2014 Anchor

Lord_Doofus wrote: I will add a Terminator Sergeant AT LEAST for version 1.74. :)

YES FINALLY!
@ Everyone thinking they do not fill a special role: Terminators are the kind of squad that pretty much always has a sergeant in both lore and TT rules. The function they fill however is very hard to translate to DoW and its clunky way of doing everything, since a Terminator Sergeant coordinates the squad in real time.

P.S.: Lord Doofus PLEASE give the termie sergeant an auspex device (either by default or upgrade), and yes, this means the sarge would be a detector. It shouldn't have a huge detection radius, ideally something short, but enough to let the squad know they're going to run into something cloaked before they bump into it.

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 15 2014 Anchor

On the other end of the spectrum, what about the scouts?

Apr 16 2014 Anchor

Someone wrote: P.S.: Lord Doofus PLEASE give the termie sergeant an auspex device (either by default or upgrade), and yes, this means the sarge would be a detector. It shouldn't have a huge detection radius, ideally something short, but enough to let the squad know they're going to run into something cloaked before they bump into it.

No. :3 Breaks my infiltration rule completely and you'd make Terminators even more danagerous and... now annoying if you are to go up against infiltrators.

Someone wrote: On the other end of the spectrum, what about the scouts?


Scout Sergeants with chainswords... I'll perhaps avoid that at all costs. I'll investigate, but no promises.

Edited by: Lord_Cylarne

Apr 16 2014 Anchor

I didnt say they had to have chainswords..:rolleyes:

Edited by: Firelord475

Apr 16 2014 Anchor

Lord_Doofus wrote: No. :3 Breaks my infiltration rule completely and you'd make Terminators even more danagerous and... now annoying if you are to go up against infiltrators.

Ugh, you and your "let's make a DoW mod while completely ignoring how 40k works" policy :I
OK, how do you suggest to implement termie sergeants being squad coordinators then? Afaik we can't have formation changes in real time with the beyond stupid engine we're dealing with, we can't improve navigation whatsoever, termies are morale immune in UA so no Rally Squad ability, making them any faster would affect balance...

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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 16 2014 Anchor

Terminators aren't immune to morale in UA...

Apr 16 2014 Anchor

That's what I get for taking this post as reference.

--

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

Apr 17 2014 Anchor

Well last time I played Space Marines, I was pretty sure Terminators had morale, or at least the assault Terminators anyways, and that was pretty recently.

Jun 30 2014 Anchor

Maybe the scout sergeant can have a passive aura that makes his squad increase their fire rate? That would make him popular for scout sniper squads! As for the terminator sergeant, he could slightly increase the movement speed of the squad a bit since termies are on the slow side.

Jun 30 2014 Anchor

Increasing rate of fire of snipers ruins a bit the sense of aiming carefully and firing. If the ingame modifier worked on a weapon level (which i think would be required), all scouts would benefit from a bonus that was actually meant to be used in a particular squad (the squad with the sergeant). Using the execute's case in IG, in vanilla SS the bonus damage applies to all guardsmen/kasrkin on the map (from the player who used the execute) and can actually be increased by performing sequential executions. Without control the snipers would end up firing like they had a bolter, provided enough scout sergeants in the map. Terminators are supposed to be slow to compensate for their fire power/melee damage capacity (depending on the type), making them walk faster would give them an advantage they shouldn't have.

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Apparently people don't like me :(
Is it because i was tainted by Chaos? Cause I already born that way...

Jul 3 2014 Anchor

Hmm, I was unaware that all buffs worked like an aura in DoW.:P Well, then maybe the scout sgt should be needed for the squad to infiltrate and in compensation for this you no longer need to purchase it in the armory(I think you purchase it anyway!)? As for the termie sgt maybe he can just restore morale then? For terminators that ability can be really useful since they'd be on the field more!

Jul 3 2014 Anchor

Not all buffs work like an aura in DoW but any modifier applied directly to the weapon affects all weapons of that type. Example: imagine that conscripts and guardsmen used the exact same weapon file for the lasgun stats, that would mean a research to increase the lasgun's rate of fire would take effect on both conscripts and guardsmen. Some weapon related stats may be changed on a squad level like what it happens with max/min damage for orks with the mob system but for most weapon stats you need to use a weapon modifier for it to work (engine limitations) thus affecting all weapons of that type on the players side.

Scout sergeant allowing infiltration would be nice as its requirements might be exactly the same as the requirements for the research thus keeping the tech tree similar.
Terminator sergeants could also increase morale regeneration and perhaps provide defensive buffs.

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Apparently people don't like me :(
Is it because i was tainted by Chaos? Cause I already born that way...

Jul 3 2014 Anchor

What about Terminator Sergeants having a short duration ability that would make Termies immune to knockback?

Jul 3 2014 Anchor

Buffing strongest infantry in the game doesnt sound good.

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