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Comment History
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.64

the assasin is still a bit expensive, 200-250/50-100 for around 1500 hp as she is still difficult to play in the lategame could be an idea. 300/0 would be an idea if she would be earlier available like the building of the mechanised command during tier 2,5 as alternative to tanks.
speaking of tanks: is the blight drone still planned as detector?

instead of stims for the ogryn they could have some ability which sends them really berserk with something like doubled/trippled damage and speed at the strategical cost of the whole squad who doesnt take any orders except the designated target prior to the abilities activition, moraledamage or rainforcements anymore until they are all destroyed. fluffwise logical and gameplayreasonable unique.

gameplayreasonable i think the earthshakerround should be removed from the renegadebasilisk, the harbinger is enough. so the warlord still makes sense in tier 3.

Good karma+1 vote
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.64

its time again for some suggestion. the mod greatly improved since 0.60. except for the trigger happy enforcers running and shooting around instead of protecting their wards with their sabers.

maybe its just personal favor but i think the turret teams still looks a bit hilarious. 5 big guns at once (say for 2 pop cap in a squad) looks like the warlord gets sales discount on heavy weaponry. maybe something like popcapcost 1 for maximal 3 turrets (which would make maybe more sense for such a fireteam maybe with some more damage) and something like hardcap for turretteams 4 or 5 so players are forced to use rocket and mortar at all.

another idea would be upgrades for rocket and mortar squads. rockets maybe some customrockets for infantrydisruption or some warpcharged big boom / moralekill with cooldown and mortars something like gas (biovores iam looking at you!) and the generic rhinos smoke screen to support the militia.

the militiamansquad need some moralerebalancing. the idea with 150 0.25 morale is not bad, but they could still have a decreased death penalty at least without grenade launcher upgrade.

the warlord also needs some balancing. he should be more of a ranged teamplayer and stay with his soldiers instead of running around and killing other smaller heros without needed support from his militiaman. some more hitpoints, really big moraleboost to attached squads and reduced meleeoutput maybe more around necron lord or chaos sorcerer, more of course than the loyal commando squads boss. he is stil a tiny human with chaos powers and no space marine with chaos powers. xd

Good karma+1 vote
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Codex

are red corsairs already in the mod - i dont think it as their are already 9 legions - or maybe at least planned?

Good karma+3 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

something new?

Good karma+3 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

the builder unit should be attachable to units and could have some more melee output/hp/morale, as a dark mechanicus with a big drill this guy could stop enemy rushes and participate in early battles like his loyal counterpart. of course not something overkill like comissars output so you could rush the enemy just with builders.

just a little suggestion, i post bigger posts in the forum if i recall all the things i wanted to write.

Good karma+2 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

i already liked the idea that autoguns are used by the militia instead of lasguns, one of the points i prefer them over their dark prophecy counterpart in terms of uniqueness. sure old fashioned autoguns are fluffwise even worser than the standard lasguns but "chaosblessed/special guns from the dark age of technology/random possesed autoguns from the warp" or something could be an excuse for that. the advantage of chaos, every weird idea can be allowed. xD

are the guerillas planned as infiltrated too? also i would suggest the basic-cultists or something like that available for the militia too. without heavy weapons, upgrades or champion of course maybe just attachable for preacher etc. useful in the early game as fast buildable cheap (around 10 or maybe even 5 cost and maybe hardcapped to 1 or 2) capper, suicidescouts for artillery and meatshield when commanders are running around and later useless when the caplimit becomes full. as the weakest combatunit in the game it isnt that much of a problem for balance i think. or maybe something even more crazy like suicidebombercultists.

i like the idea too of getting the drone in the mechaniced command, in dark prohpecy for example it is summoned which i think is kinda weird (plaque ogryns too). they just need a litlte bit finetuning as 10 to 15 drones jumped in a base quickly decimated entiere necronarmys.

sry for all that text, maybe i just search the relicforum if i remember more suggestions

Good karma+2 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

increasing the maximummorale of the squad at all instead of just refilling could be a idea too, as long as the squad survives long enough. the ig-psyker does 150 moraledamage to itself when using his abilities
ht tp://wiki.relicc ommunity. com/index.php?title=Psyker
i never or rarely attach the ig-psyker to squads becaue of the selfinflicted moraledamage and his melee-disruption so i hadnt known that he like the roque too gives the squad no moraleboost. but especially on the low-morale militia some 50 or 100 points with psyker would be a nice boost, especially as most of chaos is a fan of psykers. chirumek could get some attackpoints or abilities too. i saw some posts about a idea of a possesed psyker, this would be awesome too, like the prince-ascension-ability of the chaoslord.

i think the brigade as the best of the militia could be moraleunaffected right from the start, they are crazy chaos after all. especially if it remains tier 4 which is for infantry unique. is something planned for the disciples?

Good karma+2 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

as long as it is not pathingbugged like the most flyer units in soulstorm. 100 req-cost for this regenerating firepower helps the small miliaman a lot and gives the milita besides the stalk tanks a little bit more individuality.
the militiaman have some moralproblems trough, except for the enforcer they gain not that much more. sure they are not more that proapgandadrilled (except for the "elite" steel legions 200 points, who is maybe a gamebalance reason) like the normal guardsman, but that could be balanced by their madness for the chaos gods. for example when the roque psyker is attached and fires his warppower on the enemy as a bonus it could restore the squadmorale instead of the opposites imperial psyker and squads which fear this power. and that would be a reason to attach psykers at all xd.
after playing the mod again here some suggestions: finetuning for most units (disciple maybe 2 squads and brigade tier 3 and/or moraleunaffected and back the stims for ogryn berserks and maybe some of the aforementioned militiaman-upgrades and cost/capissues. iam really curious about the next release, good work.

btw are their more detectors except for the psykers? the drones would be crazy capperhunters.

Good karma+2 votes
Perturabos_Giraffe
Perturabos_Giraffe - - 9 comments @ Renegade Guard 0.60

what is the point of the preacher? this guy does nothing. and some caps need finetuning. why need the warlord 2 cap for example? it is possible that the drones remain in tier 2? they balance the fragile militilaman quite well.

Good karma+2 votes