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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Space Marines - Balance and Suggestions | Locked | |
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Feb 27 2013 Anchor | ||
Use this thread specifically to talk about the faction; Space Marines. 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. What do you feel this race lacks? 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. QUICK NAVIGATION! Edited by: Lord_Cylarne |
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Feb 27 2013 Anchor | ||
There are cases wherein the Commanders lose the ability to train honor guards, I have only seen it happen to Killeus but am unable to isolate the cause (Honor guards are on)... It has only happened twice (I have only used Killeus thrice) |
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Feb 28 2013 Anchor | ||
7/10 I personally think Space Marines are the weakest race in the game currently. The space marines themselves are only slightly more durable than guardsmen, and bolters only do slightly more damage than lasguns. A volley of bolter-fire should rip infantry apart, but it only does minor damage, and barely scratches heavy infantry. My suggestion would be to reduce the squad size of space marines, to maybe five or six, but also increase their damage output and durability drastically. This would make them seems like actual Space Marines instead of disguised guardsmen with pelletguns. This also goes for all space marines, including Terminators. Yes, terminators are strong, but a single squad of ten terminators should be able to lay waste to anything and everything. Just look at the terminators in DoW2, they got it right! Another big problem I face when playing Space Marines in the lack of anti-vehicle weapons during Tier 1 and generally weaker vehicles compared to other races. Land-speeder Tempests are good, but they are also too cheap to produce. They cost more than the regular land-speeders. I think their production costs should be switched around. I also think the Hellfire Dreadnaught's assault cannon too weak and the damage should be increased. Edited by: TheGreatGargoth |
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Mar 1 2013 Anchor | ||
A few less Space Marines (of all types including vanguard, terminator, etc.) in squads. But make them stronger in every way to compensate (more attack, more defense, more accuracy, etc) |
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Mar 1 2013 Anchor | ||
I noticed that Space Marines' plasma guns do little damage compared to the Chaos Space Marines' plasma guns. |
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Mar 3 2013 Anchor | ||
EVERYTHING noted, said here, said elsewhere about the Space Marines is 100% completely done. :sweats: Thanks guys! 11 races to go for the final 1.72 super check... Uh... yes still do report any bug finds for Space Marines. There is STILL some things I could've missed. I don't have 1000 eyes... |
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Mar 4 2013 Anchor | ||
Space marine are too weak. will post details later. --
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Mar 14 2013 Anchor | ||
I wonder if this has been noticed but the chaplain is a bit much weak, he doesn't lasts long in battle, so if possible give him a buff. |
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Mar 15 2013 Anchor | ||
It's been 10 days since then... |
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Mar 15 2013 Anchor | ||
Well 1st of all like someone said above for them to be space marines their amour is really petty, & I took the time to do a true infantry test when SM infantry vs Tau/Eldar/evenDE/chaosect. 80% of the time every other race wins in infantry battle. Now with the addition vehicles things get even messier but the game is win-able Especially if the AI does something stupid EX. lock themselves in their base. They deserve something like Chaos they are said to be," Marines are physically, mentally, and spiritually superior to any other Imperial soldier." --
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Mar 15 2013 Anchor | ||
I completely agree with this - i think, a bit of wh40k lore wont be bad for that EPIC mod- cause currently space marines are not space marines- theyr just fastly dying IG in disguise. But i really dont think that you are going to do these changes- theres enormous work done already and requested changes will take quite a lot of time, but if you will someday...... |
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Mar 16 2013 Anchor | ||
terminus ultra,contemptor?? Edited by: mauritos |
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Mar 16 2013 Anchor | ||
Yep, a Space Marine is able to defeat twice adversary in melee in the codex. They have to be the strongest. At least for the Emperor's pleasure. :3 |
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Apr 6 2013 Anchor | ||
Space Marines are now my primary concern! Imperial Guard is now almost perfect with everything new added! It is the Space Marines turn. Space Marine feedback and comments in progress. Bug reports about them will be fixed very soon, including the Immortal Chapter Master and Force Commander in Terminator armor. Any last feedback about Space Marines, say it now! |
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Apr 6 2013 Anchor | ||
I also thought the SM were weak. I played several games where my Vets and Dreads were easily mowed down by Eldar. Why not keep the SM Tactical Bolter squads at 8 + a sergeant, but add 100-200 to their HP, increase bolter damage slightly, and drop their weapon upgrades to 2 total. For Devastators, give them 8 + a sergeant with bolters being standard, but give them 4 weapon upgrades (missile launchers, heavy bolters, lasers, multi-melta, and plasma cannon). This would make the Tactical Bolters and Devastators similar to the tabletop game. If you increase the HP on the Tactical Bolters, Devastators, and Assault Marines, you could put a cap on Vanguard/Sternguard or Terminator at 4 total. I also thought that the the Whirlwind Hyperios was an anti-air vehicle according to the TT game? Why not make it an AA vehicle, and give it HK missile ability for ground use (similar to TT), and lower the support cost. I also thought the HK Missiles on the Ironclad Dread were weak, as they barely damage enemy vehicles. If possible, the Land Raider Achillies, LR Ares, and LR Terminus Ultra (for Titan killing), as well as the Baal Predator and a Company Champion would be good additions (allow 1 Apothecary, 1 Banner Bearer, and 1 Company Champion). Any way to represent different SM chapters and tactics would be awesome, similar to the Codex and Firestorm Mods (have Chapter or tactics icons in the HQ that would either unlock certain units, increase/decrease certain squad caps, or give you access to different abilities). Lastly, what about giving air units a sight of 60, but no keen sight (since they are airborne), and adding a Tunderhawk Gunship as a relic unit? Edited by: heat077 |
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Apr 8 2013 Anchor | ||
Did that, done that but with 6 or it will be unbalanced. All Space Marine infantry were revamped about a month ago. Second thing about the Hyperios was added ingame! 3rd thing, why only one of each? Apoth./Banner Bearer? Fourth thing: Isn't that already in the mod? 5th thing is noted, thanks! There is already a Thunderhawk in the mod. Not as a relic unit. I like to build many of those. |
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Apr 11 2013 Anchor | ||
Did that, done that but with 6 or it will be unbalanced. All Space Marine infantry were revamped about a month ago. Second thing about the Hyperios was added ingame! Fourth thing: Isn't that already in the mod? Any chance of the LR Achillies or Terminus Ultra making an appearance sometime in the future? I believe the Baal Predator and the LR Ares were already done in other mods and could be added easily. I also thought it would be awesome to have a Rhino with 2 marines standing up in back using their bolters when it's loaded with a squad, similar to how a squad in a Chimera can fire lasers in the back. I also wanted to know if it would be possible to cap elite squads (Veterans, terminators, etc) from all the races, so that the standard squads (tactical bolters, etc) are still in use in the mid to late game. |
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Apr 12 2013 Anchor | ||
Yes Hyperios will have AA. 3rd thing is not possible to do, then. 4th thing may as well be very considered. Though new units are never promised as we lack modelers. However they were created before, they are not ingame yet. NO CAPS! This is not a limit mod, sorry. Instead, there are bigger squad/support caps and cost may still be efficient to use lesser tier units. |
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Apr 14 2013 Anchor | ||
And about the Chapter master, why not giving him weapons like Dual Claws, Stormbolter ... ? |
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Apr 14 2013 Anchor | ||
Is their gonna be any expansion of weapon types on this race? And which units you take directly affect game-play because another space marine AI might Of only chose White Scar Physic abilities. While you have a "Gift" from a mixture of Chapters for simplicity I'll only name the ones with the most interesting Gear Iron Hand: A squad Of modified assault marines but with Forgebreaker's (Legendary Hammer) for more intense Brute melee Ultra Marines:Upgade Allow Maser grade Combi-Flamer "Infernus" White Scars:"Honour Gift" Ability to boost health of Some Squad's 30% or what you see as balanced (They gave each other gifts) Grey Nights: I'm pretty sure you all could just give them like 2 Daemon hunter units (like how Chaos & Chaos Daemons share a couple of Units) Raven Guard: "Raven Pattern Shotgun" Silent Shotgun wielded by scouts Would be helpful when I get spotted by melee units 5ft away Please let them fire on move And that's all I feel like writing now Will edit/finish this after later or after Feedback --
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Apr 18 2013 Anchor | ||
And Blood angels with the sanguinary guard ? |
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Apr 18 2013 Anchor | ||
Chapter Master Gladius is a 100 times better than Terminator Armour Killeus |
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Apr 18 2013 Anchor | ||
True @R3PT0R ^^^ --
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Apr 19 2013 Anchor | ||
Every single thing has been looked at and fixed for Space Marines, yay. If you don't believe me, play 1.72, but here is my feedback: * Chapter Master and Force Commander Killeus is now no longer super duper unstoppable with the fury of the God Emperor. ^^^ That's huge, here is why: Many other things too were fixed / added. I believe the Hyperios was added anti aircraft launchers for striking the air and ground missiles. Some other things, vindicators weapon damages were buffed, too low damage. Entire Space Marine weak thing was taken care of. Chapter choices: iffy. I might have to deal with that in 1.73. It is noted. Last and final thing, Space Marines win and lose all the time, they are pretty balanced. I also have a few ideas of my own for the chapters ^^. But the biggest bug of Space Marines are fixed, especially the Path of Combat / Soul Binding removed, I did not like it. Librarian can have everything now, Space Marines are pretty sweet. But that's only Space Marines. Ta! |
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Apr 20 2013 Anchor | ||
THANKYOU!! Lord_Doofus you are the head of the God of mods --
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