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MagusMagi
MagusMagi - - 11 comments @ Vengeance of the Blood Ravens 1.35 Patch OUTDATED

I'm seeing an immediate difference in the playability of the faction. Especially with the warp spiders and striking scorpions.

Damage on the dire avengers also helps them compete in early fights!

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Vengeance of the Blood Ravens

Just did an extended unit test with a friend of mine. All units out of cover. The takeaways were:

Warpspiders need a damage increase. 1 guardsmen squad with good hits landed from a plasma gun, was able to kill a regular slugga boy squad faster than the spiders were.

Dire avengers did almost no damage to the slugga boyz. Without artifice, I genuinely believe it would have taken over 10 real-world minutes to kill them.

A single dark reaper squad did very low damage to a nob squad, again, less than a plasma guard squad. And their dps was reduced with a switch to their anti-armor fire mode. Five squads of fully upgraded dark reapers were destroyed by a single nob squad moving from target to target. The nobs were at approx. half health when finished.

Eldar missile launchers also do extremely low damage against both light and heavy infantry. Eldar starcannons do such negligible damage that they did not appear to impact Nob hp at all.

Several eldar weapons present real promise while suffering from RoF problems. That includes the wraith seer D cannon and the various fire prism blasts. The wraith guard manage to provide good RoF on their normal guns, and good damage, but their accuracy is a real issue against moving targets (their D-Scythes did very low dps against a nob squad, and seemed the less compelling option) All of these did damage, but again, were outclassed by 1 or 2 plasma guardsmen squads in terms of DPS while firing at nobs. (Wraithguard are the real exception. They do more dps than a few guardsmen for sure. Their only problem is accuracy, which I don't think would be an issue if they had the range to sit behind a firing line.)

Eldar melee units also struggle in the chaos of battle. They just take too much damage from too many sources when on the front line.

The punchline is: Eldar have trouble with heavy infantry. I can always cast doom on one nob squad and fire everything at them. They lose 4-5 models and retreat. But the introduction of only a few more key targets becomes very overwhelming.

Comp stomps against orc computers with the guard is a fantastic experience, but very challenging. With the SM, the game is as challenging as you want to make it for yourself, which I think is perfect. I need to say, after all of this, that I really am not advocating bringing the eldar into that SM tier of power. The idea makes me shudder. But, for example, however much damage an imperial guard plasma gun does, I'm thinking that eldar starcannons should be more equivalent. Similar idea across the board.

I really appreciate your hearing me out through this. I'm done advocating for the FILTHY xenos now. Emperor forgive me. I disgust myself.

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Vengeance of the Blood Ravens

The maximum two warpspider squads that you can get perform decently against regular infantry but don't dispatch a regular shoota squad as fast as even three upgraded guardsmen squads do. Nor do those two warpspider squads appear to have the impact against heavy infantry and heroes that the guardsmen have. The ability to teleport and throw haywire grenades becomes their primary purpose, which means that in the heat of battle they get bumped for more impactful squads.

The regular dire avengers, which are capped at three squads costing 9 population each, appear to do half as much damage as an upgraded guardsmen squad does when shooting regular infantry. The dire avengers provide some suppression, although less than an imperial las turret, but damage is the problem that I'm grappling with.

I suppose it is worth noting that a quick comparison of rangers and scout snipers also shows a problem for eldar play. Rangers might presumably provide long ranged anti infantry capabilities. But their RoF appears to be significantly less than scouts. A scout squad will devour an enemy infantry squad that comes its way, even threatening heroes and heavier squads, while the rangers take much longer and don't appear to be a viable solution to the problem I'm describing.

I just found the "focused beam" button for the dark reapers. I'll admit, having them provide soft AV helps. In a group of four, they proved more than capable of softening heavy armor and wrecking lighter vehicles (def dread in my test). However, the focused beam state slows their RoF significantly. Having just done a few in-game tests against Nobz, I found it difficult to distinguish their DPS in focused/non-focused against super heavy/heavy inf. Moreover, those four fully upgraded squads of Dark Reapers felt underwhelming when shooting nobz, flash gitz, or the warboss.

I'm genuinely an astra militarum/adeptus astartes guy. If you left the eldar unchanged, I wouldn't be broken up about it. Also, me and my buds are only playing the mod in comp stomps, so I have no idea how a competitive game would go. I am confident that if you start up a game of 1v1 as Eldar vs. Orks, and play a defensive game, your experience will be much the same as mine. At some point the presence of multiple nob squads, super heavy vehicles, and long range heavy infantry, will demand a response that can't seem to be found in any of the long range eldar infantry. Brightlances are a real bright spot (especially when twinlinked on a wave serpent), because they seem to have perfect accuracy against infantry. The Avatar of Kaine is a highly useful line holder, especially when the warlock channeling runes spell fully heals him in 1-2 seconds. The focused blast/AoE blast on the fire prism is also helpful, but doesn't provide the necessary deterrent to super heavy/heavy inf. The resulting effect is oddly static play for eldar. In order to hold the line, the eldar have to construct masses of cheap turrets and back them with large numbers of vehicles. The eldar infantry with the repair skill can do so with incredible speed, which helps keep those vehicles/turrets alive. Fire dragons actually do pretty good damage, so they can help focus fire squads that get too close. Bright lances and d cannons thin approaching enemies. With enough time it works, but it requires a massive expenditure of resources and tier 3 to get enough fire saturation.

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Vengeance of the Blood Ravens

This is nothing short of the best 40k mod ever made for a game. I've scoured the internet for the chance to capture what it feels like to get down n dirty in M41 and this is the only mod that does the job.

I'm a loyal servant of the Emperor, 100%, but my buddy plays eldar and he's having some problems. We've been doing ork stomps and the base dps on many of his eldar line infantry has him suffering against heavy/superheavy infantry. Really, I'm talking about Nobz here. I've been trying to help him find the magic bullet and so far, the best I've got is mass brightlance fire backed with firedragons and D-cannons. I cannot believe I'm typing this, but I feel like some of the eldar aspect warriors need a slight damage boost (warp spiders, dark reapers). Some others feel like they need a mechanic to promote survivability (banshees and scorpions lack sufficient health or an apothecary esc unit to combo with in order to promote survivability, closest thing is channeling runes). The most basic eldar infantry also feels unable to defend against comparable starting infantry (gaunts, boyz, and guardsmen(who really come into their own with special weapons)).

I would like to add that I used to play this mod before you added the veteran health boosts for SM, and you are my hero for doing so.

I feel unclean for advocating for xenos. I need to go beg forgiveness from the Emperor.

Good karma+2 votes
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse Mod (DOW SS)

How does one destroy a great gargant with space marines? Other than with 4 superweapon orbital lasers.

Is the rule really just: "...don't let them get one, same as with Angron."

As a space marine player, I got that ***** envy real bad for the super artillery platforms that the guard have with the EMP/volcano shells...that may be my favorite unit/building in this whole mod, and there are so many to choose from. Those basalisk magnus platforms are boss.

Also, Sternguard feel a bit underwhelming. I'm struggling to figure out an ideal kit for them. Anyone have any advice?

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse Mod (DOW SS)

"If you want to change anything in the mod don't ask the modders to do it...do it yourself..."

So the comment section is for nothing but thanking the modders, and the player base shouldn't provide any feedback in the form of what we disagree with/want changed? Also, doesn't changing the mod result in our inability to play multiplayer games online with other people? Sounds like there is only one "troll" here...

You wouldn't happen to be from the Dawn of War:ELITE crew would you? Because you would fit right in with that lot.

Good karma+4 votes
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse - THB Patch v1.81.0

Looks amazing, plays amazing, great patch!

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse - THB Patch v1.8.2

" All Space Marine infantry armor and damage decreased."

Eesh...

Now, I don't play competitive multiplayer, and I'll admit that Space Marines had some good staying power in early skirmishes, but by the late game Space Marine infantry gets tossed around and annihilated by specialized ranged and melee units. They don't have the range or durability to survive at the end.

I played a game against orks and tried to use hit and run tactics with a few squads of hammernators to knock out isolated super units. The hammernators got rekt. Utterly. Devastators, assault marines, tactical marines...they may be fine early on but they are just awful during the end game.

I couldn't care less about a nerf to the Space Marine early game for all of you out there that want to play this mod competitively. But ffs, give SM an endgame buff so that they can go toe to toe with the baddies in the endgame.

Good karma+4 votes
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse Mod (DOW SS)

Thanks! I appreciate it!

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse Mod (DOW SS)

Out of curiosity, is there a way that I could give SM the shrine of the emperor building with the health buff it provides? Like a mod tool or something? I understand that I wouldn't be able to sync my game up to anyone else without the exact same changes, but I'd like to try playing a version of this mod with that one addition. Also, would that then make it impossible for me to download new updates to UA THB in the future?

Good karma+1 vote
MagusMagi
MagusMagi - - 11 comments @ Ultimate Apocalypse Mod (DOW SS)

Stumbled across this mod and now I can't stop playing it. Started messing with it back during 1.73.8. Best mod on this site in my opinion, and I'm trying to get my buddies back into DoW 1 to play it with me.

I'd like to second the suggestion to add the Shrine of the Emperor end game option to SM.

The SM faction feels fine until you get to the end game. Then it suddenly feels like everything other than termies become irrelevant, and even they can't weather the storm. It's particularly bothersome considering the amount of micromanaging that goes into putting together your SM army with all the attachable squad members etc. They just need a bump in the final stages of the game to keep them relevant. Without it, tacs, devs, and assault marines just don't contribute at all.

Good karma+2 votes