Search found 201 matches
- Wed 08 Jan, 2014 6:15 pm
- Forum: Strategy Discussion
- Topic: Quesshun: 'Ow ta be moar Orky?
- Replies: 55
- Views: 20095
Re: Quesshun: 'Ow ta be moar Orky?
For the first engagement use buildings. Deliberately start shooting the chaos lord when your shootas are nears building and then kite into the building when he starts to chase. pop out again when he wanders off and shoot him again. You must watch his heretics and abandon the buildings as soon as the...
- Mon 30 Dec, 2013 1:45 am
- Forum: Community General Discussion
- Topic: AI players cannot bash gens?
- Replies: 7
- Views: 3353
Re: AI players cannot bash gens?
I don't think that bit of the AI is accEssible What could be tried is going into ai_tuning.rbf and raising the priority of "support" . Generators are a support structure and I think they usually have a low priority. I was going to fiddle with this in the new year and let you know If it wor...
- Sun 29 Dec, 2013 7:23 pm
- Forum: Strategy Discussion
- Topic: Games for People Who are Bad at this Game
- Replies: 18
- Views: 8846
Re: Games for People Who are Bad at this Game
Add me: kankrusha
- Fri 27 Dec, 2013 8:08 am
- Forum: Balance Discussion
- Topic: Important balance stuff
- Replies: 97
- Views: 30343
Re: Important balance stuff
I posted a suggestion elsewhere a sugestion that the warp vomit duration could be reduced if the zzap was reworked so that it debuffed the target with extra damage and did not Jump from unit to unit (the anti-blob role of zzap is already covered by the weird boy's basic attack). This would mean Orks...
- Sat 07 Dec, 2013 7:20 pm
- Forum: Balance Discussion
- Topic: Eldar Howling Banshees - Chase Potential
- Replies: 119
- Views: 43090
Re: Eldar Howling Banshees - Chase Potential
Aaah snap, each ability also has a stop_ability_on_retreat setting and it is false for both mellee resist and the banner aura They do both have can_work_on_retreat ='false though; so, does banner work on units that are retreating past the commander? (I assume can work on retreat applies to the targe...
- Sat 07 Dec, 2013 2:47 am
- Forum: Balance Discussion
- Topic: Eldar Howling Banshees - Chase Potential
- Replies: 119
- Views: 43090
Re: Eldar Howling Banshees - Chase Potential
Hi Guys melee resistance should not work in retreat - it is in the ability itself rather than a modifier applied by retreat (can_work_in_retreat = false) In Beta 8 the files say Channeling runes does not modify damage So it should be 35*1.3*1.3*0.85 = 50 (which you say it is not) Melee damage on ret...
- Fri 06 Dec, 2013 6:59 pm
- Forum: Balance Discussion
- Topic: Terminators
- Replies: 213
- Views: 62028
Re: Terminators
Yeah, I realized that when i pressed submit. Specials do change the way that units fight tho, so instead of hitting a single model the unit is hitting multiple. edit - instead of killing a single model with a strike they could wipe a whole squad I am not saying 70 Melee skill is wrong, I just think ...
- Fri 06 Dec, 2013 6:21 pm
- Forum: Balance Discussion
- Topic: Terminators
- Replies: 213
- Views: 62028
Re: Terminators
I would think twice before buffing ass terms melee skill. I suspect it is 60 so that they can be tied up by high melee skill units like seer council. Perhaps the other terms should have melee skill 60 too
Re: 2.2 beta
Hi, this is an idea to consider for the beta, it is a different working of the weird boy vomit Most people feel the weirdboy vomit has too long a duration of action and shorter durations down to 6 seconds have been suggested (i havent seen comment on how current beta reduced duration is going) My co...
- Sun 01 Dec, 2013 3:30 am
- Forum: Community General Discussion
- Topic: Tournament Wall of Shame
- Replies: 31
- Views: 12087
Re: Tournament Wall of Shame
You clearly not married
- Sat 12 Oct, 2013 8:34 pm
- Forum: Strategy Discussion
- Topic: The "Lets Help this @!$%'ing Noob get Better" Thread.
- Replies: 52
- Views: 20444
Re: The "Lets Help this @!$%'ing Noob get Better" Thread.
Try delaying upgrading your catachans. They are a great squad but the leaders add a lot of population
- Thu 10 Oct, 2013 2:17 am
- Forum: Balance Discussion
- Topic: Dark Reapers
- Replies: 177
- Views: 54831
Re: Dark Reapers
For dark reapers in tier one, in order to differentiate them from guardians they could start armed with flamers (not fluffy but practical) upgrade able in tier two to reaper launchers (I have been working on a similar idea for storm guardians) They don't have fleet and they dont have infiltrate so t...
- Tue 08 Oct, 2013 7:57 pm
- Forum: Community General Discussion
- Topic: IG guardsmen (HELP ME)
- Replies: 17
- Views: 7964
Re: IG guardsmen (HELP ME)
Do you have dlc enabled? You might need to replace the dlc models too (look for "chapter animations")?
Sometimes people forget to save the tab after making changes when modding. You might just need to try again.
Sometimes people forget to save the tab after making changes when modding. You might just need to try again.
- Sun 29 Sep, 2013 12:33 am
- Forum: Community General Discussion
- Topic: IG guardsmen (HELP ME)
- Replies: 17
- Views: 7964
Re: IG guardsmen (HELP ME)
Hi, there is an easy way to do this which uses the "mod foldering" of the game I assume you have downloaded Shuma's "Beauty Guard" which are the Chaos Rising models http://www.mediafire.com/file/eahbd970dwr5q8w/BeautyGuard.sga place the folder in your game assets folder C:\Progra...
- Fri 06 Sep, 2013 5:09 am
- Forum: Balance Discussion
- Topic: Terminator Force Commander Heavy Flamer
- Replies: 55
- Views: 26069
Re: Terminator Force Commander Heavy Flamer
I get the impression Relic were trying to copy table top where you lay down a "template" on an area with the heavy flamer Also, the current set up adds risk to playing the FC (or flamer terminator squad). You get one shot and then you have to back off. If you use up all your energy you are...
- Fri 06 Sep, 2013 5:00 am
- Forum: Community General Discussion
- Topic: Elite on thin ice
- Replies: 21
- Views: 8424
Re: Elite on thin ice
Wrex,
Host your own games. Call it "For fun" or something then everyone knows what they are getting into. People will join
Host your own games. Call it "For fun" or something then everyone knows what they are getting into. People will join
- Fri 16 Aug, 2013 8:33 pm
- Forum: Modding
- Topic: Adding (modded) Last Stand to Elite...
- Replies: 11
- Views: 8865
Re: Adding (modded) Last Stand to Elite...
He lost his levels and his levelling is stiffed up a but (not hugely). This means all the wargear unlocks won't work properly, ever again. And this one guy is Bloodravage. Plus gorb said same. Both incredibly experienced modders Probably worth trying it if you have a spare copy or account so you can...
- Thu 15 Aug, 2013 9:08 am
- Forum: Modding
- Topic: Adding (modded) Last Stand to Elite...
- Replies: 11
- Views: 8865
- Mon 15 Jul, 2013 7:13 am
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48909
Re: Eldar detection and Destructorua
But with cleverly interacting requirements you don't need to do that
You can probably also use the hero layout for any squad which I think is what Lulgrim is hinting at
You can probably also use the hero layout for any squad which I think is what Lulgrim is hinting at
- Sun 14 Jul, 2013 4:42 am
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48909
Re: Eldar detection and Destructor
It could be done
Put the new upgrade in the same position as commissar, now make commissar upgrade require sarge or the new upgrade to show
Put the new upgrade in the same position as commissar, now make commissar upgrade require sarge or the new upgrade to show
- Sat 13 Jul, 2013 7:37 am
- Forum: Balance Discussion
- Topic: Imperial Guard Topic
- Replies: 135
- Views: 55527
Re: Imperial Guard Topic
I have a little Suggestion: Increase Sentinel levelling from 10% health per level to 15% Issue: Several people have commented lately that Sentinel is fine in Tier 1 but usually dies in tier 2 Increased sentinel health leveling would improve sentinel survivability in tier 2 while having minimal effec...
- Sat 13 Jul, 2013 2:49 am
- Forum: Community General Discussion
- Topic: 2.2 preview
- Replies: 212
- Views: 86190
Re: 2.2 preview
Well if rangers do it too then "sniper formation" is not the fix Probably still worthwhile Lulgrim or Adratus adjusting the mellee leash lengths for squads that should be shooting instead of mellee-ing (I assume Asmon means the secondary squad members move to shoot rather tan mellee in the...
- Fri 12 Jul, 2013 9:53 pm
- Forum: Community General Discussion
- Topic: 2.2 preview
- Replies: 212
- Views: 86190
Re: 2.2 preview
At Nuclear In sbps there is squad_combat_behaviour_ext and squad_formation_ext In formation there are lines for formation_default (which I think references to a separate folder attrib\formation which describes the pattern of formation) and there is squad_distribution. It is probably distribution tha...
- Fri 12 Jul, 2013 5:01 am
- Forum: Community General Discussion
- Topic: 2.2 preview
- Replies: 212
- Views: 86190
Re: 2.2 preview
Hi nuclear I don't think the "sniper formation" is so straight forward. Rangers have "eldar" formation whereas scouts have "default" formation and I can't find anything in the upgrade that changes that With regards weapons teams, eldar shuriken cannon have eldar formati...
- Thu 11 Jul, 2013 8:10 am
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48909
Re: Eldar detection and Destructor
Inferno damage!?! - slightly increased damage against hi while preserving damage multiplier against normal infantry means you could reduce damage output
(also plasma damage remains good against nids because of warriors)
(also plasma damage remains good against nids because of warriors)
- Sat 22 Jun, 2013 8:48 pm
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 115522
Re: Ork Topic
I've always thought Warboss should have wartrukk+shoota squad global drop. This would be better in Elite now that shootas scale better in tier 2
- Wed 19 Jun, 2013 11:57 pm
- Forum: Community General Discussion
- Topic: FC terminator with thunder hammer + storm shield
- Replies: 21
- Views: 11816
Re: FC terminator with thunder hammer + storm shield
Is adding abilities to him when he is in terminator armour going to be balanced? Doesn't he pay for having access to Assault terminators, and supplementing terminators by being an additional terminator himself, by not having abilities?
- Sat 08 Jun, 2013 3:56 am
- Forum: Balance Discussion
- Topic: Please please can we fix Cata bleed?
- Replies: 86
- Views: 33783
Re: Please please can we fix Cata bleed?
Hi This is purely a technical post suggestion for Lulgrim rather than a comment on what "should" be done The heavy weapons guy is only there for visuals. The barrage ability is dependent on him (requirement). If you were to try to adjust this I would suggest making the ability no longer re...
- Fri 07 Jun, 2013 2:01 am
- Forum: Balance Discussion
- Topic: Imperial Guard Topic
- Replies: 135
- Views: 55527
Re: Imperial Guard Topic
(Following is mostly for 3v3s but does count for 1v1 too as the Inquisitor's other armors pay off better in tier 3 1v1 than they do in tier 3 3v3) I think the Purgatus armour is great and doesn't need a buff, but in terms of cost I can see where crazyman is coming from. For the inquisitor it can be ...
- Mon 03 Jun, 2013 8:12 pm
- Forum: Balance Discussion
- Topic: Tyranid Topic
- Replies: 122
- Views: 52108
Re: Tyranid Topic
I can't help thinking that removing synapse benefits to gene stealers would help. It seems an unnecessary bonus to me (from my pov if complete ignorance)