This is my old mod for Dawn of War 2 and Chaos Rising Campaigns.

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Please comment on this article and tell me what bosses are too easy, too hard, what doesn't work and such please. I'll be on a trip for 10 days far off to foreign lands so I will finish the mod when I return. Hopefully its a when, not an if. Pray to the plane's Machine Spirit, I'll be flying more than dice at a tournament.

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Currently combi weapons are a no-go, they can't work with campaign wargears.

I'm mostly done with Vanilla items.

What needs to be done is CR items and the balance stuff that I still need more info about.

Demo charge still needs fixing.

So far: Wraithlords, chaos dreads op.

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WackyModder[84]
WackyModder[84] - - 404 comments

That, and again, Assault Terminators are a bit OP too with their movement speed being WAY HIGHER than the other types of Terminators in the game.

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DeusImperator Author
DeusImperator - - 1,293 comments

What type fo Assault Terminator are you talking about?

Thaddeus in Terminator armour? The drop pod termies? the pvp ones?

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WackyModder[84]
WackyModder[84] - - 404 comments

From what I last checked? It was Thaddeus in Assault Terminator Armor. Him and his entire squad were like 3 times faster than Avatus and Tarkus's squads in Terminator armor for Emperor-Knows Why.

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DeusImperator Author
DeusImperator - - 1,293 comments

Thanks that helps me check it out, less files to work with.

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lohannes
lohannes - - 1 comments

From my playthrough(I'll try to make it short as possible):

1. Xenos squad sizes and health:
Eldars - They dying too fast and have too big squads in mine opinion. They are dying race after all, but for them dying like Imperial Guardsmen feels kinda unimmersive. - Lowering squad sizes by half and more health per unit seems good idea.
Nids - I think the squads of smaller nids should be in greater numbers than orcs. Like twice more. But I don't think any PC (or game) can handle 10,000 on screen. So maybe lowering orcs squad sizes a bit would be better idea.

2. Weapons:

Thule's autocannos - They are OP. Every single one of them. They are dealing too much damage, especially to vehicles. In my playthrough every single non-boss (non-chaos) walker or tank was destroyed in matter of seconds. Also, they don't remove the fist slam ability.

Claws - Uhm... It's more like a request. Why not to make normal claws in pairs like those made for terminators?

Melta Bomb - It's UP. I used it few times and... well, a direct hit with frag granade did more damage.

Remote Detonator - Can't be used.

3. Armors:

Every terminator armor - It seems every is having the same armor value. Which armor value at level 5 or 10 is quite useful, but after reaching level 20 (Which is not that hard to do), they become kinda useless, because you can wear the best normal armor which have not much lower armor value (and that you can easily boost above the terminator armor value with certain seals and banner/iron halo which you can't wear with terminator armor) and better bonuses. - Much higher armor values and better bonuses (dunno, base 25-50% damage reduction, because of already build in shield generator of crux terminatus?).

Command Laur - Certain armor value is disappearing when you equip something there (jetpack/teleporter/helmet).

Helmet - Too much buffs on every of them. Also, why not to move them to wargear like was made with haoles and banners? This way I could actually use few of them instead of sending them all to Librarium.

4. Key bindings:

Teleportation is having the same key as Tarkus Tactical Formation and Avitus Concentrate Fire.

Suppresion Fire (while having bolter) is having the same key as FC's battle Cry.

5. Vehicles:

Fire Prism - Main Cannon is UP. Need a damage buff.

Falcon - Main Cannon is not OP, but is dealing too much damage to armored targets in mine opinion. It melted my Dreadnought in a volley (because why not to aim in the terminators in front of it).

Predators (Both in DoW II and Chaos Rising, and both, loyalist and chaos) - Main autocannon and twin-linked lascannon are too powerful. In few missions when I really didn't feel like fighting with boss I just used two tanks. Well, killing Ulkair in less than a minute proves something.

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DeusImperator Author
DeusImperator - - 1,293 comments

1: too much effort honestly. It took me hell to make them bigger.
2: Autocannon having less anti tank damage could be done. Melta could be buffed. Dual claws dont have anims in non terminator armour here.
Remote is fixed.
3: Buff Terminators?
4: I didn't touch these, I don't use hotkeys at all, I use the mouse.
5: I think those may be MP values I'll need to check.

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MillonS
MillonS - - 9 comments

All that comes to mind during my current playthrough on Primarch. I will post and update here, unless told to do it elsewhere. I hope this helps you in some way. This mod is awesome and I look forward to the update.
This will be split between general concerns/bugs and anything that I notice during missions.

General:
-Wargear
+name switcheroo (more for info than anything since it doesn't really cause any issues): Thaddeus=Cyrus, Avitus=FC, Tyrea=Thaddeus, Thaddeus(terminator)=Tarkus, Gabriel Angelos=Thule, Bolter=Termie armor
+

-Squads
+Cyrus is very fragile, which is more or less fine with snipers and grenade launchers, but it makes it almost impossible to use the shotgun during the mission, although it provides a lot of cc against infantry bosses

Missions:
1.Stand with your brothers: hitting the Ork Truck with orb of the Omnissiah in the last half of the mission prevents it form leaving or blowing up, fixing hp at 163, although it doesn't prevent the mission from succeeding and it doesn't seem to do any significant dmg.
2.Retake the hamlet:-
3.1.Skykilla's raid: Stormboyz can destroy any of your squads if they hit with their jump, since it stunlocks whoever they jump the relatively small dmg becomes a one shot during the following stunlock (also very noticeable later in the game on maps with multiple squads of them close to each other); Skykilla has significant hp 500k+, but isn't really difficult only a long fight, FC can melee him without problem with the occasional heal (also because of limited wargear/lvl in the first missions); got 21 pieces of wargear for the full map clear

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MillonS
MillonS - - 9 comments

Ok guess I can't edit forever so I'll just reply instead.
General:
-Certain weapons primarily plasma and melta guns destory the cover you stand in very easily although I don't know if that can even be changed in a practical way. Plasma cannons do it as well but that doesn't really matter since its explosions create more cover where the hit lands.
-EXP gain is very high, probably because of all those xl squads, but doesn't necessarily have to be changed, if it even can be
-not sure if it is a bug or even of relevance, but but I noticed some weird damage numbers on the bottom right when compared to the damage stat on the weapon description; i.e. lvl 2 bolter Righteous Wisdom with 14 dmg on desc., no bonuses other than energy = 219 dmg; lvl 4 bolter Unforgiving Truth with 26.6 dmg on desc., no bonuses other than knockback = 215 dmg; if this issue needs resolving I'll keep a lookout for more examples
-not sure if even worth mentioning, since it only affects players that are interested, but the savior score is incredibly grindy compared to the warrior score; the latter mostly needs kills, which you dole out like space marines probably actually do in the lore; maybe its possible to increase the values for the things you can do for savior points

-Wargear
+related to EXP getting rid of low level wargear is almost necessary since its so much but that accelerates levelling even further
+in the progression of the game some missions reward you with only a couple pieces of wargear, while others just shower you in loot (like I added at the bottom of mission 3.1); again not really a problem except that sometimes the wargear you get varies vastly in levels as in much lower than anything you currently have equipped; maybe it happens with weird/asymmetrical mission progression so it could be a fluke
+the description of the special ammo types isn't all too clear on what it actually does, but if I remember correctly it is only a problem in the DoW 2 campaign since in CR it actually gives you more than just the lore part; not sure if intended but that special ammo can't be equipped on assault cannons
+I believe this was already mentioned somewhere, but the amount of equipment restricted when wearing terminator armor sometimes makes it hard to justify using it over power armour with more versatile wargear choices, apart form when you want specifically terminator weapon loadouts
+lighning claws for power armor are incredibly powerful (dmg, speed, can attack almost anything with it on desc. and in game it shows), while this doesn't bother me by itself it makes using chainswords of any kind pointless with the claws hitting faster harder and doing more damage against anything you can hit with it, and other power weapons almost; only power fists and thunderhammers save themsleves because they have vehicle stun; the latter 2 could probably use a damage buff regardless of what happens to lighning claws since they even struggle against their intended vehicle targets compared to power weapons

Missions:
-Defense missions are generally speaking fairly easy if you place squads well since the enemy wont ever be able to touch the gens.

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MillonS
MillonS - - 9 comments

General:

-Wargear
+grenade launchers need a damage buff, considering they are an aoe weapon even in optimal conditions they tickle basic infantry, where they should excel; I love the idea of a weapon to use out of LOS besides throwables but the dmg limits it severely; bolters are just a better option to reliably kill things; this also brings me back to the point in the previous post that with scouts being so squishy and their weapons gimmicky for the most part any other squad on the field is much more reliable (or maybe I'm not using them right); lastly if possible at all the screen shake the grenade launcher causes becomes almsot too much, not sure if or how that could be addressed
+sniper rifle dmg is also too low for their rate of fire once again its hard to justify their presence, since everyone can use demolition charges and even more so after getting thule
+I'm a big fan of the stormshield, not sure if it only adds more armor or does other things that the card doesn't show but it's one of the best items in the game, because it allows to reliably survive getting to and being in melee without spamming heals at high difficulties.
+not sure if intended but I like that you get 2 of each wargear most the time (getting two copies of a weapon only usable by a single squad seems pointless other than to get exp for trading it in) to at least give the option to equip certain items on two squads. That being said maybe a third copy of some useful purity seals might be nice since in the late game there's not much to go around

Missions:
Defense addendum: the generators themselves are very squishy though so a single mistake or sneaky jump unit can really ruin the early defense missions, although from my perspective that is still fair especially on high difficulties
3.2. Gutrencha: extremely easy and surprisingly short compared to the previous bossfight despite 800k hp. Maybe my weapon choices made the difference with plasma on Tarkus and power sword on FC. 19 pieces of wargear obtained
3.3.The true enemy: the Warlock was quite literally one shot by the FC's lightning claw... didn't even manage to look at hp since I didn't expect it. I don't quite know if it's claw op, boss up or both scenario.
PS. this is the first instance of enemies shooting you while a cutscene plays which can't really be skipped (when you reach the comms array) and with squads out in the open, on primarch the enemies can kill you. I don't know if it's possible to lose and less of a problem in this specific mission, but it's dangerous for sure. When tarkus takes place in the tower to defend the chapter relics in the angel gate mission (can't remember which one, I'll specify when i get there on this playthorugh) I remember only having survived because dear old Thule was the only one tough enough to withstand enemy fire for long enough.
4.1Defend the array:nobs seem like a decent challanege for a miniboss, they're tough and do good dmg even against a storm shield FC

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DeusImperator Author
DeusImperator - - 1,293 comments

Thanks I'm still not sure how the wargear ucs is located.

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TheRoyalBastard
TheRoyalBastard - - 79 comments

It's been mentioned before, but Cyrus has more Glass than Canon in the early game.

Could it be possible to add a +10 armor purity seal to the Campaign Start inventory, just to offset his squishyness in the early game.

As for his weapons: it's a mixed bag.
Sniper rifles are mostly useless, due to low damage and low rate of fire, a full salvo by the scouts is not guaranteed to kill even a single basic Ork Boy.
Grenade launchers are just plain bad due to low damage per grenade. Until you add specialist ammo. GL with Metal Storm rounds will kill all infantry they cmoe across. Othe SA have the same effect.
Flamers are OK, but could it be possible to have the entire squad use flamers instead of just Cyrus, if only for the AOE damage since scouts are a bit too squishy to be that close to the enemy.
Shotgun is fine. Good AOE damage with a respectable rate of fire, the knockback is just gravy. The squishyness is OK, if a bit anoying, with such a solid weapon choice
Plasma Guns, Melta Guns, and Bolters are fine for the most part. Specialist ammo keeps bolters relevant in the late game, but GL are just better, although they do compete with Abitus' Heavy Bolter. Plasma and Melta could quiklcy become broken if changed, but Plasma is usually a bit underwhelming, and both simply loose out to SA GL.

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MillonS
MillonS - - 9 comments

Alrighty sorry for the long delay but here's some more info.

Wargear/general:
-Plasma cannon fire rate is way too high considering that according to their description they fire as fast as a rocket launcher and a bit faster than lascannons. In game though the plasma cannon seems to put out shots twice as often as a rocket launcher. I'll try to test it again but since those are all weapons in a similar "heavy" playstyle it might be worth taking a look at.
-I noticed that Tarkus "veteran squadmates" skill is an aura in game. Every squad that comes close gains HP and then loses them again when moving away. Not sure if intended, just thought I should point it out.

4.2 A spider among flies
Warp spider Exarch seems to be avery balanced bossfight, lots of hp good but not overwhelming dmg. Might be a good baseline for similar bosses. Mission description states he's vulnerable to melee but even the lightning claws did "normal" damage. The fight lasted about 2 minutes.

5. Defense of Argus Gate
Badzappa is definetely the tonka-toughest boss so far but his actual threat seems pretty underwhelming. So more dmg might be appropriate.
PS. during this mission I payed close attention to snipers and they didn't perform all that bad. Every shot drops an infantry model, but the problem remains that its still less dps againt anything they can or should shoot at. Maybe increasing their damage at least a little would make it a nice tradeoff between raw dps and more damage potential against infantry bosses. Which is kind of what the shotgun allows, sacrificing range for good damage and being able to play ping pong with some bosses.
PPS. Bit sure how this works but the allied marine squads had 120k hp? how come the players still barely get 10k?

5.1 Eyes of the Eldar
Nemerian the sniper boss is incredibly squishy, but he's hard to pinpoint between the surrounding squads, and if you can't pick himm off quickly he absolutely decimates everyone. FC in termie couldn't even take 2 shots from him. This was the only mission that brought me close to losing so far. I suggest reducing his damage by a reasonable amount and making him somewhat tougher in exchange.
PS. Can reconfirm that Wraithlords do an absurd amount of dmg. I believe it might be connected to their execution animation. If they just swing their sword they do a lot of dmg 30-50% of FC hp but its survivable. Sometimes though even when hitting someone on full hp they are able to 100 to 0 them with the execution, which I would accept if they were low on hp already.
TL;DR: you either fight them from range and kite them forever or you sacrifice someone for Avitus to take him down.

5.2 Vengeance for Thule
Challenging but fair bossfight, lots of hp good dmg, no complaints.

5.3 Threat to Angel Forge
Fire Prism damage is indeed on the lower end BUT I also believe it might be dangerous increasing it more than just a bit. It does not do a lot of dmg against FC or Thaddeus but it chunks some decent HP off Avitus or even Trakus with Tactical Advance active and can almost one shot Cyrus, which isn't a big accomplishment per se, but since it fires an AOE weapon, that with more damage would instantly wipe entire squads and being a Vehicle renders it incredibly resilient against non specialized weapons. With the lascannon and focus fire active avitus still took around 5 shots while FC and Thaddeus were smacking it. So maybe slightly more damage but really not much else it would quicly become a mission ending encounter.

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MillonS
MillonS - - 9 comments

5.4 Lord of Wraiths
Oh boy this was the second mission I almost lost. I expected the worst and it still whooped my ***. Equipped with melta, lascannon, and powerfist I stood before a 4 million hp monstrosity that one shot anything it came close to, its normal shooting (not the I'm gonna shoot here indicator one) was troublesome for avitus and deadly to cyrus and despite specialized weaponry I could barely make dent. It took about 3 shameful retreats to the shrine to get my squads back to power before I was able to end this boss. I think the biggest problem is the seemingly endless hp-bar. Damage is insanely high but I would also accept the fact that an ancient Eldar construct with a F*CKHUGE sword skewers a normal space marine. Maybe its possible to dedicate terminator armor as a specific counter to these kinds of enemies, by actually being able to withstand a few hits with it before leaving this existence behind.

5.5 Genesamples
Zoanthropes, boss or non boss, have too little hp to make use of their strong attacks and just become liabilities, since even a single normal sniper shot or a heavy bolter volley, induces a whole screen of tyranids to chain react into popping like zits.
Carnifexes, non-boss, must have some bug, pun not intended, because a lascannon can oneshot them, which it hasn't done with any other "vehicle" so far. Do they have a different armor type? Just hp numbers would suggest they are strong enought o take a hit but maybe I'll try to write them down and compare to other vehicles.
Raveners/lictors do way too much damage considering they are normal enemies. Their absurd damage in combination with ambush and other enemies nearby makes them more dangerous than anything else in the tyranid army apart from some bosses. I can agree they should shred anything up to Avitus but I believe Tarkus should at least be able to survive for a bit.

5.6 Idranel of Ulthwe
Idranel could use more HP and some dmg, but she mostly needs more resilience to be able to unleash her spells.

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LeoLaski
LeoLaski - - 102 comments

Is there a way to reduce nuber of units per suqard? Cause There are TOO F@@@ING MANY of em on the field... such as: tactical squad should be redused yo 5 marines... instead of 10-12 (it's insane... not lore). As for the enemies: reduse the squad sizes by 10 times!!!
Again: THERE ARE TOO F@@@ING MANY UNITS ON THE FIELD!!!
+ I suggest the hardcore patch to be aded to the mode by default
P.S. The numbers and the difficulty are the only BAD sides of this mod i've found so far (played the 1st and half of the 2nd missions: gave up after that - casuse it sucks!!!)
P.P.S Aside from that - i find the mod as GOOD

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