Hello everybody! My training job is over, so I'll be able to spend time modding again. Here are a few features I would like you to vote on, or tell your opinion about.

Posted by on

Here are the changes that you should vote with comments, like "A: yes B: no" and such.

A: Some tier 1 units getting a general health boost upgrade in Tier 3.

B: Reduce the melee damage of more advanced melee units (Nobs, Vanguards), so that they don't outpace T1 melees that much.

C: Rework heavy anti infantry rapid fire guns (heavy bolters, suriken cannons) to do a bit less damage overall.

D: Rework anti tank (rokkits, lascannons) or AOE heavy weapons (Plasma cannons, baneblade cannon) to fire less often, thus making all units survive for longer.

E: Increased base defeses and turret building. Should turrets be tougher, and more heavily armed?

F: Chapters. Should I try to somehow put in Chapters if I can? Not sure if I can pull this one off.

Other intended changes:

-Fix Catapracti animation error. Done
-Fix Avatar being too weak. Under testing. He has double health now.
-Add Vostroyans and Steel Legion to Ig and Death Korps as an army painter variant.
-Add Eversor Assassin to IG/Gks.
-Rework Devastators/havocs to a more tabletop looks, and add Sergeant choice to have heavy weapon or melee weapon. Cant be done, I'll make different Devastators Chapter specific if I can.
-Add HK missile launcher to SM tanks, and maybe use it for Havoc launcher for HH era Sm and CSM. In the works, may be Whirlwind only.
-Give HH predator Sponson lascannons. Now in the updated fluff, only the lascannon turret is post heresy. Done.
-Add abilities to heavy weapons like immolate to flamers, overcharge to plasma guns.
-Add new plague bearer plasma pistol.
-Add in ork klan customisation to army painter... Deathskulls and Blood Axes.
-Add in Shuma's new nid models. Done
-Crushing claw upgrade for Hive Guard. Can't be done due to clipping.
-Add a small chance for suriken weapons to do an armour piercing attack due to finding a weakness in the armor. Done, under testing.
-Increase damage from Jetpack "Hammer of Wrath" assaults. Coding problems.
-Ymgarl genestealers. Done

I'l let this run until next week.
Results so far:
A: Y 7 N 1
B: Y 0 N 8
C: Y 2 N 6
D: Y 6 N 2
E: Y 8 N 0
F: Y 8 N 0

They seem pretty definite so far.

Also, do not worry. I'm not sure on which units may or may not get it, but the A function won't be just upgrading Marines, and it will have a cost-per-health and not cost per squad member, so it won't backrupt large armies.

Update: CAnt add Crushing claws for Tyrant guard, they dont replace the scytching ones, but add in with horrible clipping.
Ymgarl genestealers are in.

Would static "turret versions" of Hive Guard and Biovore be good for Tyranid base defense turrets?

Post comment Comments
Seregruth
Seregruth - - 795 comments

A: yes
B: no
C: no way!
D: yes
E: yes!
F: yes

Reply Good karma Bad karma+8 votes
Predalienator
Predalienator - - 1,327 comments

Yeah I agree with this guy

Reply Good karma Bad karma+1 vote
OmeG
OmeG - - 816 comments

A: yes
B: no
C: no way!
D: yes
E: yes!
F: yes

...eh basically what ^he said... XD

Reply Good karma Bad karma+1 vote
TheSaltyBrit
TheSaltyBrit - - 142 comments

A: Yes
B: No
C: No
D: Yes
E: Yes
F: Most definitely! If you can pull that off, it'll be fantastic!

Reply Good karma Bad karma+1 vote
happy81
happy81 - - 161 comments

a:yes
b:no
c:yes please! rhino bolter out ranges 90% of infantry, very hard to kill
d:yes
e:yes
f:yes

Reply Good karma Bad karma+1 vote
DeusImperator Author
DeusImperator - - 1,293 comments

Rhino storm bolter should have the 40 range of other storm bolters, also, its supposed to be taken down by anti tank guns, all of them with 60 range.

Or you mean a Razorback?

Reply Good karma+1 vote
1kon
1kon - - 306 comments

a:neutral
b:neutral
c:neutral
d:neutral
e:yes
f:yes, if you can pull that off.

Reply Good karma Bad karma+1 vote
AssClapEarthquake
AssClapEarthquake - - 250 comments

a yes
b no
c no
d no
e yes
f definitely yes! :D

Reply Good karma Bad karma+1 vote
Guest
Guest - - 689,333 comments

A: Absolutely not, a baneblade should decimate tactical marines, considering the primary focus of your mod however seems to be to make Marines powerful and leave most other races in the dust however you might want to make them tougher overall.

B: Are you kidding? I mean if you want to make the mod even more unfair to anyone playing anything but Marines, sure.

C: Hell yes. They tear through everything at the moment but I suppose balance doesn't matter.

D: **** no, if anything decrease their splash and increase their damage, they need to start tearing through vehicles and/or heavily armoured units like tacticals but again, don't do this if you don't want to alienate your core "fanbase".

E: Turrets are so easy to kill, It's laughable.

F: Hell yes, if you can but as a modder myself for Dawn of War 1, I know this kind of thing can be a pain in the arse so don't sweat it.

I'm going to be posting up a gameplay video by the way, 2v1 with myself playing Marines against two decent players, expect that in a couple of hours. Then you can decide how well balanced the mod is at this point in time.

I'd like to get in contact with the mod author via steam or something by the way, I'd like to speak to you in person in regards to the balance of this mod and offer some suggestions.

Reply Good karma Bad karma0 votes
DeusImperator Author
DeusImperator - - 1,293 comments

Whoa, I was not talking about doing this simply to the marines, but a general thing to all races.

So a Baneblade would fire slower with the main cannons, just as Land Raider would for example.

A: It would increase all tier one unit health by X(25%? 50%?) percent.
Not just marine ones, but other squad's too.
Though I mainly wanted this for Orks, as "fighting makes tougher" stuff.
I do not see how this would buff the marines only. I can only guess that it would mean more clicking to swarmier armies?

B: Marines of both variety and orks would suffer from this most. This was meant to check the fact that Nobs and Vanguards and Berzerkers tear tanks apart too fast, even without powerfists and such.

C: That includes all anti infantry weapons being weaker, bolters, lasguns,shootas, shurikens, all. All anti trooper rapidfire weapons. (So far, flamer and plasma guns are not included here) This as a general boost to infantry survival.

D: This is against infantry armies being wiped out easily by AOE weapons, and tanks dying too soon to anti-tank guns.
Basically, this is a straight damage over time decrease to anti tank guns and to AOE guns like Plasma cannons or rocket launchers, D-cannons and Demolisher cannons.
This is to protect infantry again.
I have seen what two plasma cannon devastators can do to a Tyranid army, or a Baneblade's demolisher wiping out half of a CSM army in two shots.

Basically, these changes are not that much of a balance pass, but an overall survivability increase.

Reply Good karma+1 vote
DeusImperator Author
DeusImperator - - 1,293 comments

You seem to not understand what most of these changes are doing, or would do.
I do not mind criticism, but you seem to have missed the point.

Also, this is not a balance or Tabletop mod. That should be indicated in the Readme. This is a mod for book lore, so you should only play it if that is for you.

Balance was always a secondary concern. I never denied that. Do not expect this mod to be something its not meant to be please.

I managed to defeat the normal AI with every race against the other races, that's good enough. That's another thing. This mod was never meant for PVP, more like a casual play against the AI.

If you look for Balance mod, there is the Elite mod for you. Or for Tabletop, there is the amazing Codex mod.

Reply Good karma+1 vote
TheHUNKMrDeath
TheHUNKMrDeath - - 8 comments

A: yes
B: no
C: a hell no !
D: yes
E: yes!
F: FREAKING YES !!!

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: