:: Game dev & Writer :: Currently working on a post-apocalyptic science-fiction game called AFTERMATH :: I have a some time for a new project. Let me know!! ::

Comment History
NeonLife
NeonLife - - 20 comments @ Black Templars Mod

I've played them a lot vs Chaos Daemons and Tyranids and I don't think so. These 2 mods are often considered stronger but I can beat them easier in UltApo with human factions or in Purgation over Kaurava which also add BT.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Purgation of Kaurava

This is a good mod. I like the fact that all units stay relevant. The feeling of rushing for dreadnoughts then raiders is gone. I also don't have to build 3 barracks and 4 orbital relays anymore ! And new maps are a welcome addition.

I recommend checking the Grey Knights faction of Codex mod as they are great looking (nice icons, building choices, interceptors as scouts).

Could we have your own take for Daemons, Salamanders and DarkAngels ?

Good karma+2 votes
NeonLife
NeonLife - - 20 comments @ Black Templars Mod

Nice chapter addition.

::Note for balance::
In DoW, ranged attacking is superior in most situations because of targeting. You can reach your target with more guns than swords. A melee oriented faction will need some buff/tricks to compensate for this (dmg reduction, speed, etc). Example, Obliterators shoot for 250 dmg and will hit you many times before you reach them. Daemons/Tyranids get ranged dmg reduction and I think Black Templars need something to seriously face any faction.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Dark Angels mod: Repent! For tomorrow you die!

::Things noted for DA::

+Cool chapter/fluff
+Nice icons and art
-Lack of turrets

==Battle Company==
-Underpowered heroes (Ezekiel o_O)
-Underpowered veterans vs Terminators

==Deathwing==
-VenDreadnoughts need Crusader/Raider support.

==Ravenwing==
-Do they have enough firepower/armor by late game ?

I'd really like to see this in UA !

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

Agreed, Daemons and Tyranids are stronger. I play vs them both all the time. Altho, they perform badly on cluttered maps like Bray-Cathedral somehow.
Tyranids have non-descript ranged dmg reduction. By early mid-game, they become unstoppable. Chaos Daemons take less dmg because of the monster category that most factions don't have weapons for. I play 2vs1 on hard/expert on large maps against them. On small maps tho, with an AI imperial guard ally, you could get a quick soda and come back for the invasion (sometimes).

Good karma+2 votes
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

The Chaos Daemons seem OP front mid to late game. Early game seems to favor Imperial Guard and the likes. I still don't know how to counter Angron in most situations. I just used 3 orbital lasers to chase him out and it only worked because AI didn't fly it away enough. If AI had known, it would have went thru most bases.

As for powers, I find I have too many low level stuff. By the time I get them, I only care about massive effects and I don't have the attention for minor issues. Overall, humans heroes could be stronger to face the bigger daemons. Inquisitor Lord has lots of powers that need to be redone to work more broadly (monsters, vehicle crews). Banish helps a lot but space marines have nothing like that.

Good karma+3 votes
NeonLife
NeonLife - - 20 comments @ Salamanders Mod for Soulstorm - Full Release

::A few things on Salamanders::

+Turrets could help.
+Redeemer is not strong enough. By late game, they need the crusader and raider tanks to survive (or be confined to early-mid games, always).
+The fire priest is nice but I find his spells makes him a liability. He needs either to be a tank or to have ranged powers (and enable squad-linking ?).
+Fire Drakes hit for 100dmg vs 135dmg for Assault Termies. Your Drakes could be stronger.
+It would be nice to see the Drakes instant respawn on other units.
+Stormraven is useless with Orbital Relay. It has no attack and takes time to load (not mentionning planes in DoW are akward). Again, they need solid armor vs big daemons, chaos raiders etc.

Ranged attacks are superior to melee in most situations as only 1-2 squads can hit a single target, right ? If you make Salamanders melee-oriented as it seems then you need to give them something to buff up, really, like ranged dmg reductions (e.g. the Tyranids) or massive regen or massive dmg. Dropping Fire Drakes from above is cool tactics but only go so far by late game. Try a game vs Chaos Daemons xD

Good karma+2 votes
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

Noted. And yes the Daemons superwep is a base wrecker.

Btw, the paladin icon on Grand Master never lights up for me. Anyone else has this ?

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

You can nuke/laser him or any other superwep but the Daemons also have superwep. I meant a serious counter, with units.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

::A few things::

+Is there a serious counter to Chaos Primarch Angron ? It basically one-shots dreadnought and takes down Titans due to minimal range issues. Tau could send Gnarlocs but Space Marines/Inquisition don't have anything against it. It looks OP as it is.

+Are there any plans to integrate Dark Angels and Salamander mods ? It would fit right in.

+It would be nice to have a short description of a unit's dmg reductions like Terminators, Daemons, Necron Sentry turret etc.

+Tau Ion Cannon has 2 icons that don't work properly for me. 1 is a pink square that reads "Ceasefire" and the other "Ion Nuke" never lights up even if I have the ressources.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Ultimate Apocalypse Mod (DOW SS)

I'm playing UA New factions and Daemonhunters have urban territories. It allows them to reach the 40 cap. I haven't seen anything similar in Space Marines or Eldars or Tau, except hero's cap boosts. Do you plan to add that for everyone ?

Also, the super weapons are not equal. The Eldritch Storm is way more powerful than the Orbital Laser and it lasts very long. The nuke doesnt even come close. The Tyranids super weapons are much better than the Space Marines and Daemonhunters offering. Really the Eldar's Storm is the beat all super weapon tho, it just wiped 2 titans and my base. By the way, I feel the humans need a better building for their superwep, something smaller, more in line with their bases, style and size-wise.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Codex

I enjoy what you did with the grey knights, I prefer it over the inquisition mod. Really cool looking.

A quick list of things I saw:

+Interceptors upgrades hav wrong descriptions.

+There's nothing in the advanced building menu,no options, no icons, blank. Same issue with other factions.

+could a camera mod be included (more de-zoom the better) ?

+it would be nice to have an option for different hotkey systems for our units. E.g when u get in the building menu, I would like to select the 1st icon with Q, the 2nd with W, 3rd with E etc. Its easier to leave my hand on left side of keyboard xD (its included in Titanium Wars and Ultimate Apocalypse but I just feel your mod is more polished).

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ NeonLife

I play on Steam now. Some bugs are gone, like the supply truck issue, but others are still there. Overall, its better though. I like the new sandbag emplacement for US. Hope you guys continue to push it.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Europe at War

I can't play it anymore now that I've done it once.
It CTD everytime (Win 8.1, Steam, v6.1.9.9)

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ dc132

add me on Steam for EaW games. It's NeonLife also there.

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Europe at War

Hi all,

Could anyone remove/modify the bridges in Province map (Italian Front) ? It's possibly my favorite map and the AI keeps repairing these even if they lead nowhere XD. I know this is in the "nice-to-have" category but still, it would be appreciated.

I'm still playing the mod though and can't wait for your next update. Any hints ?

Good karma+2 votes
NeonLife
NeonLife - - 20 comments @ Europe at War

Great XD

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Europe at War

Hey all,

I finally played the nice campaign mission and something happened : my command trees for Commonwealth have been changed to the ones offered in Nan-Berniere. Is there any way I can get back the other ones without reinstalling the mod ?

Tx

Good karma+1 vote
NeonLife
NeonLife - - 20 comments @ Europe at War

Hi modders,

Playing a lot of paratroop games these days and I want to share this :

Would it be possible to have the Weapon Trucks (both US and Commonwealth) drop their weapons just behind instead of underneath to make it easier to pick up ?

I've noticed that the paratrooper become un-selectable for a while when they are reinforced and was hoping that this could be changed so that they can be moved.

For the US command tree, I'm not sure the Shermans (1st ability of 1st branch) are needed as they are not related to better paratroops. At least, if this ability is seen as relevant to buff up, then it should appear at the end of the branch. The 1st ability should be IMO something crucial in early game for the paratroopers.

Thx

Good karma+2 votes
NeonLife
NeonLife - - 20 comments @ Europe at War

Nwn, I found it ! I had to take arty doctrin right ? I was hoping the Kangas to be always available, would that make the game unbalanced ?

Also, I discovered the 2 transports, really nice, but the weapon truck is bugged. Any move orders more than a truck's length ahead sends it to a fixed point, around the middle of the map (tried it on 3 maps and it always happen).

Good karma+1 vote