Search found 121 matches
- Sat 11 Feb, 2017 1:18 am
- Forum: Balance Discussion
- Topic: Webway gates and farsight
- Replies: 9
- Views: 5044
Re: Webway gates and farsight
I remembered that the build time was shorter before and did a quick search on the forums. Was also surprised that it was so long ago.
- Fri 10 Feb, 2017 2:42 pm
- Forum: Community General Discussion
- Topic: 2.6.1 Showcase Vod
- Replies: 17
- Views: 8119
Re: 2.6.1 Showcase Vod
Because squad costs are computed by an entity basis on the squad. I had only put in 133.33 as the req value, and 1.33x 3 = 399.99, which is justttt not enough to be 400. Just changed it to 1.334 and that did it. That makes sense, thanks for clarification :) What reduction in Webway Gate build time?...
- Fri 10 Feb, 2017 1:04 pm
- Forum: Community General Discussion
- Topic: 2.6.1 Showcase Vod
- Replies: 17
- Views: 8119
Re: 2.6.1 Showcase Vod
It seems Mindwar being unretreatable has been overlooked?
Also what about subjugation being retreatable?
And the reduction of Webway Gate build time?
Also what about subjugation being retreatable?
And the reduction of Webway Gate build time?
- Fri 10 Feb, 2017 12:04 pm
- Forum: Community General Discussion
- Topic: 2.6.1 Showcase Vod
- Replies: 17
- Views: 8119
Re: 2.6.1 Showcase Vod
Thanks for the hard work =) Im looking forward to 2.6.1. I have no idea about the modding process of the game. I imagine it being like changing values and moving sections in a xml file. That's why this blew my mind: Ravs cost 399 req, not 400 req. (fixed) I have no idea how something like that could...
- Fri 13 Jan, 2017 6:01 pm
- Forum: Community General Discussion
- Topic: 2.6 Bugs & Issues Thread
- Replies: 77
- Views: 47281
Re: 2.6 Bugs & Issues Thread
Farseer is unretreatable while using Mind War. Just labbed it.
Thought I would mention it here since Torpid said it was unintentional.
Thought I would mention it here since Torpid said it was unintentional.
- Thu 22 Dec, 2016 1:18 pm
- Forum: Community General Discussion
- Topic: Why was DA exarch moved to T1?
- Replies: 16
- Views: 7076
Re: Why was DA exarch moved to T1?
Its pretty obvious that DA have been all over the place. They went from 300 req to 270 req, back to 300 and then again to 270. Health went from base to battle equipment to base yet again back to battle equipment. I think it would be worthwhile to try something different for them. Before patch I ofte...
- Wed 21 Dec, 2016 10:55 pm
- Forum: Community General Discussion
- Topic: Why was DA exarch moved to T1?
- Replies: 16
- Views: 7076
Re: Why was DA exarch moved to T1?
Eldar are still pretty good and the changes were good indeed. However the playstyles are more limited now. You are forced to buy battle equipment for no good reason.
Removing detection from exarch limits the playstyles even more as then you are forced to buy rangers.
I just want more diversity
Removing detection from exarch limits the playstyles even more as then you are forced to buy rangers.
I just want more diversity
- Wed 21 Dec, 2016 10:48 pm
- Forum: Balance Discussion
- Topic: Farseer's weapon Suggestion
- Replies: 24
- Views: 11267
Re: Farseer's weapon Suggestion
Interestingly, I started the same discussion a while back:
viewtopic.php?f=3&t=2177
In hindsight though, I think my initial suggestions were pretty bad. A better special is all it needs.
viewtopic.php?f=3&t=2177
In hindsight though, I think my initial suggestions were pretty bad. A better special is all it needs.
- Wed 21 Dec, 2016 7:51 pm
- Forum: Community General Discussion
- Topic: Why was DA exarch moved to T1?
- Replies: 16
- Views: 7076
Re: Why was DA exarch moved to T1?
Forcing to buy rangers on top of battle equipment on a already power hungry race seems like a bad idea. I agree with crog. Unupgraded dire avengers bleed too fast. It is better to have some tactical decision as a reason to buying battle equipment than "or else my economy is gonna be shit"....
- Sun 18 Dec, 2016 4:17 pm
- Forum: Community General Discussion
- Topic: Why was DA exarch moved to T1?
- Replies: 16
- Views: 7076
Re: Why was DA exarch moved to T1?
Eldar lacks detection in t1 since rangers are a sub optimal choice against specific match ups
- Sat 17 Dec, 2016 9:53 pm
- Forum: Community General Discussion
- Topic: 4v4 in Dow II
- Replies: 13
- Views: 6483
Re: 4v4 in Dow II
4v4 wow that would be crazy. I wish Elite would add one 4v4 map
- Tue 13 Dec, 2016 10:23 pm
- Forum: Balance Discussion
- Topic: Webway gates and farsight
- Replies: 9
- Views: 5044
Re: Webway gates and farsight
Atlas wrote:Idk what is even was before compared to now.
-Webway Gate build time increased from 15 to 25 seconds
Source: viewtopic.php?f=6&t=166
- Tue 13 Dec, 2016 12:48 am
- Forum: Balance Discussion
- Topic: Webway gates and farsight
- Replies: 9
- Views: 5044
Webway gates and farsight
Now that Webway gates cost 75, their build time should be reduced again. The build time is so long, that most of the time it is spotted during construction and then loosing 75 red just like that is painful. Also I think far sight is too spamable. Cooldown should be increased to 90 seconds, since the...
- Sun 11 Dec, 2016 11:13 am
- Forum: Balance Discussion
- Topic: Dire avenger aspect is cheap for what it does
- Replies: 31
- Views: 13365
Re: Dire avenger aspect is cheap for what it does
You completely removed Warlock out of equation (40 range immolator, 50 range desructor = automatic scramble in IG lines) I removed him out of the equation since I'm using Farseer. Of course, Warlock makes a huge difference but he should not be auto-choice against IG. Either way, that is kinda derai...
- Sun 11 Dec, 2016 3:36 am
- Forum: Balance Discussion
- Topic: Dire avenger aspect is cheap for what it does
- Replies: 31
- Views: 13365
Re: Dire avenger aspect is cheap for what it does
It is funny since I, as eldar player, struggle most against IG when the map is very open and there is little flanking opportunity. Banshees and rangers are pretty much useless against IG, so you are left with DA and shurikens, units which are both power hungry. You complain against grenades? Well im...
- Thu 01 Dec, 2016 11:47 pm
- Forum: Releases
- Topic: ELITE Mod 2.6 Release Thread
- Replies: 76
- Views: 55117
Re: ELITE Mod 2.6 Release Thread
Amazing Patch Notes! Thanks for your hard work! I really appreciate it =) new patch means a fresh breath to this game So banshee leap has not been removed? Some Comments: Dire Avengers -Hp reduced from 120 to 100. -Aspect of Avenger now grants a 20% hp increase to the squad. So we have come full cir...
- Tue 22 Nov, 2016 3:25 pm
- Forum: Balance Discussion
- Topic: Drastically reduce the killing potential of grenades?
- Replies: 27
- Views: 11226
Re: Drastically reduce the killing potential of grenades?
As a side note, could grenades be given a minimum cast distance so they can't be used as a counter-melee spell? Its unfair that a melee unit can be completely shut down by a nade dropped at the foot of the enemy unit - I've done it plenty of times and it requires almost no skill to do. This makes s...
- Tue 22 Nov, 2016 3:16 pm
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 116746
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Avensa Stronghold was amazing pre patch, now its a power bashing fest. I agree with the maps you mentioned and would also add: - Fall of Hyades - Soprony Brood Lairs - Valinograd Harbor 1 - Return to Golgotha - Nocturne Inferno I would really like the map list to be tidied up a bit. So Im all in for...
- Tue 15 Nov, 2016 12:05 pm
- Forum: Balance Discussion
- Topic: Potential Shee Change
- Replies: 51
- Views: 19805
Re: Potential Shee Change
Charge 1 happens. 16 sec cool down. charge two happens. 18 sec cool down. charge 3 happens 20 sec cooldown. then reset back to 16. I dont see the need to increase the cooldown. You would rarely chase a unit for 16 seconds. But the charge cooldown is indeed a good idea. Im all for it if they could u...
- Sun 13 Nov, 2016 11:25 pm
- Forum: Balance Discussion
- Topic: Potential Shee Change
- Replies: 51
- Views: 19805
Re: Potential Shee Change
And the thing about nerf, I don't believe that the knockback immunity is taken into account for their balance. If anything, the more predictable charge would allow banshees to be balanced properly since now things like shotgun scouts and catachans will work properly vs them. If they're too weak, th...
- Fri 28 Oct, 2016 3:52 pm
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 116746
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
What I think is also missing is a change to the Valkyrie Leman Russ Drop global. Imo it needs a cost increase of +25 energy or something. It is really annoying when opponent rushes t3 and then drops a leman russ on your transport with no way to save it. Have it had happened to me quite a few times a...
- Wed 26 Oct, 2016 2:54 pm
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 116746
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Wraithlord - This guy needs more love than this. He is still such a rare purchase precisely because the Falcon vastly overshadows everything he can do. I actually like getting the wraithlord. Eldar has a lot of synergy with that guy. Buying him the shuri makes him like a sentinel for t2. Two dire a...
- Tue 25 Oct, 2016 6:55 pm
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 116746
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
As a main eldar player I agree with all eldar changes except for Wraithguard. Losing Fire on the move makes sense, but imo the compensation is too weak. In earlier patches they got fire on the move but as an exchange had their speed reduced by 1. I would like to see their speed upped again or some o...
- Mon 03 Oct, 2016 6:07 am
- Forum: Random Stuff
- Topic: Space Hulk Deathwing Arsenal
- Replies: 4
- Views: 3181
Re: Space Hulk Deathwing Arsenal
This looks amazing *.* you feel like a real tank walking in that thing.
They only need to tone down that muzzle, that's way over the top.
Also I never understood the need for motion blur in a fps. When I move my head everything does not go all blurry.
They only need to tone down that muzzle, that's way over the top.
Also I never understood the need for motion blur in a fps. When I move my head everything does not go all blurry.
- Fri 22 Jul, 2016 4:38 am
- Forum: Community General Discussion
- Topic: Stormtrooper hellguns seem to hit secondary targets
- Replies: 11
- Views: 6130
Re: Stormtrooper hellguns seem to hit secondary targets
There was one funny situation where I have seen the effects of scatter and how stupid it can be. A low on health leman russ was getting away. It only needed one shot to be killed. So I sent my fire prism forward but it was too slow, even with guide it would not be able to reach the leman russ. But t...
- Wed 20 Jul, 2016 3:55 pm
- Forum: Community General Discussion
- Topic: ESL - Elite Stats & Leagues web extension [beta]
- Replies: 170
- Views: 274323
Re: ESL - Elite Stats & Leagues web extension [beta]
Still waiting for 3v3 ESL
I could help out programming if the website had been open source.
I could help out programming if the website had been open source.
- Thu 14 Jul, 2016 11:44 pm
- Forum: Community General Discussion
- Topic: Possible Tyranid Additions
- Replies: 10
- Views: 5099
Re: Possible Tyranid Additions
I dont understand why you would want to buy them from HQ.
For a measly 100/0/35 you can get them almost instantly on the field + buffed speed for your army. A price I would pay anytime of the day for that benefit.
For a measly 100/0/35 you can get them almost instantly on the field + buffed speed for your army. A price I would pay anytime of the day for that benefit.
- Tue 12 Jul, 2016 8:22 pm
- Forum: Balance Discussion
- Topic: Proposal - Make Techmarine Structures Tier 2
- Replies: 43
- Views: 14366
Re: Proposal - Make Techmarine Structures Tier 2
IMO, turret is completely out of place in T1. The Techmarine does not need it to compete. The turret has this property of being either extremely potent in narrow lanes or extremely useless in wide areas. I would like to see it lose its suppression in T1 with an optional upgrade in T2 to get it back ...
- Wed 27 Apr, 2016 7:56 pm
- Forum: Strategy Discussion
- Topic: Counter to Warp Spiders spamm?
- Replies: 7
- Views: 4615
Re: Counter to Warp Spiders spamm?
The best option is always to tech up if you encounter warp spider spam. They do little damage to termies so thats your best counter. Also P-Dev can be quite devastating. A single good shot is all it needs to bleed all his floating resources out of him :) I had a 3v3 game recently where all my oppone...
- Wed 20 Apr, 2016 4:15 pm
- Forum: Community General Discussion
- Topic: Avensa Stronghold
- Replies: 10
- Views: 5007
Re: Avensa Stronghold
I never regarded this a competitive or balanced map. I liked the design because it made the games more lengthy and I think this is the most important aspect for 3v3 games. It was just fun. Now I feel like the average game length on this map has dropped. If one of your mates makes a mistake it is pre...