2.2 preview

Generic non-balance topics.
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Lulgrim
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2.2 preview

Postby Lulgrim » Thu 09 May, 2013 10:57 am

Looks like we might get some mention-worthy bug fixes & new art for next version so I think we'll call it 2.2.

Visuals

  • Changed Army Painter backdrop to match the main menu
  • New custom army: Legion of the Damned
  • New custom army: Alpha Legion
  • New custom model: Apothecary for the Imperial Fists (DLC)
  • New portrait: Vanguard Veteran Squad (by Kilgarn)
  • New portrait: Painboy (by Kilgarn)
  • New portrait: Chaos Raptors (by Kilgarn)
  • Recolored tracers: Hellfire Bolts

Maps

  • New map: (2p) Jarilo's Forge (by LondonDuncan)
  • New map: (4p) Argus Desert Gate 1.2 (by Indrid)
  • New map: (6p) Estia Province 1.3.1 (by Indrid)
  • New map: (6p) Valhalla Oilfield 1.4 (by Max Power)
  • Updated map: (2p) Pale Tooth Gorge 1.1 (by Indrid)
  • Updated map: (6p) Arena of Ashes 1.2 (by Indrid)
  • Updated map: (6p) Boranis Refinery 1.2.1 (by Indrid)
  • Updated map: (6p) Garvus Ice Gate 1.2.1 (by Indrid)
  • Updated map: (6p) Tartarus Harbor 1.9 (by Max Power)
  • Updated map: (6p) Valderus Refinery 1.2.1 (by Indrid)
  • Removed map: (2p) Catachan Lowlands
  • Removed map: (2p) High Risks
  • Removed map: (4p) Gorkamorka Boondox
  • Removed map: (4p) Maiden Forums
  • Removed map: (4p) Rokk of Waaagh
  • Removed map: (FFA) Rokk of Waagh
  • Removed map: (FFA) Skull Masha Brackens

Fixes

  • Unit (squad) tabs will now be shuffled according to control groups so that they are always in numerical order
  • Integrated Adratus's AI for Elite (version?)
  • Imperial Guard units no longer forget their orders when a model is executed
  • Apothecary "Purification Vials" fx duration now matches effect duration
  • Shoota Boyz "Big Shoota" renamed into "Big Shootas"
  • Warlock "Providence" visual fx duration now matches ability duration
  • Farseer "Psychic Storm" hotkey changed from eld_destructor to eld_fortune
  • Warp Spider Squad Exarch with powerblades (Aspect) no longer hits friendly models on special attacks
  • Wraithlord "Brightlance upgrade" renamed to "Brightlance"
  • Tyranid "Infestation" towers can no longer be spawned on unpassable terrain
  • Ravener Alpha Hive Nodes now regenerate health
  • Warrior Brood "Adrenal Glands" hotkey changed to H
  • Doom of Malan'tai "Paroxysm" no longer affects buildings or vehicles
  • Plague Champion "Touch of Nurgle" damage from detonating Havocs increased from 37.5 to 75
  • Plague Champion "Touch of Nurgle" custom 3-second cooldown added to Havocs
  • Chaos Sorcerer "Warp" global now teleports allied units (instead of just wasting Favor)
  • Chaos Raptor "Daemon Maul" should no longer transfer to non-AC models
  • Commissar Lord can no longer execute Inquisitorial Storm Troopers
  • Brother-Captain "Dark Excommunication" should no longer trap Chaos Heretics in Worship state
  • Brother-Captain "Canticle of Absolution" should no longer trap Chaos Heretics in Worship state
  • Grey Knight Terminator "Psycannon" now does splash damage

Balance

General

  • Bolter_kraken damage to heavy infantry armor increased from 0.87 to 1.0
  • Bolter_kraken damage to super heavy infantry armor increased from 0.39 to 1.0
  • Bolter_vengeance damage to heavy infantry armor decreased from 1.5 to 0.87
  • Bolter_vengeance damage to super heavy infantry armor decreased from 1.5 to 1.25
  • Explosive_pvp damage to commander armor increased from 0.75 to 1.0

Spess Mehreens

  • Vanguard Veteran Squad health increased from 400 to 450
  • Vanguard Veteran Squad health progression decreased from 15% to 10% per level
  • Whirlwind default missile damage increased from 45 to 50
  • Whirlwind "Hunter-Killer Missile" cooldown decreased from 90 to 60 seconds

Waaagh

  • Slugga Boyz "Burnas" cost decreased from 65/20 to 65/15
  • Shoota Boyz "Big Shootas" damage decreased from 29 to 27
  • Watrukk cost decreased from 220/30 to 200/30

Loldar

  • Webway Gate XP value increased from 50 to 150
  • Webway Gate build time increased from 15 to 25 seconds
  • Howling Banshees damage (power sword, power sword 2, executioner) to retreating units decreased from 0.9 to 0.85
  • Dark Reaper Squad "Tempest Launcher" moved from T3 to T2
  • Dark Reaper Squad "Tempest Barrage" cooldown increased from 60 to 80 seconds
  • Wraithlord "Brightlance" moving accuracy increased from 50% to 100%

OMFG They Copied Zerg

  • "Infestation" tower health decreased from 300 to 250
  • "Infestation" tower XP value increased from 0 to 75
  • "Infestation" tower synapse effect no longer affects units with vehicle armor
  • Hormagaunt Brood can now be upgraded with an Adrenal Gland Warrior squad leader in T3
  • Termagant Brood can now be upgraded with a Venom Cannon Warrior squad leader in T3

Stupid OP Noob Race

  • Chaos Lord "Icon of Khorne" healing effect increased from 1% to 1.5%
  • Plague Champion "Touch of Nurgle" duration decreased from 30 to 25 seconds
  • Chaos Sorcerer "Subjugate" now makes the target unit immune to damage for the duration
  • Chaos Predator "Mark of Nurgle" now grants 0.5 health regeneration

Zero Power T1/2 Race

  • Inquisitor "Purgatus" cost decreased from 200/50 to 150/50
  • Commissar Lord "Carapace Armor" cost decreased from 100/30 to 100/25
  • Sentinel no longer has energy
  • Artillery Spotter Squad can now detect infiltrated units (30 radius)
  • Chimera no longer has energy
  • Manticore cost decreased from 300/100 to 300/90
  • Leman Russ no longer has energy
  • Leman Russ "Executioner" damage increased from 25 to 27.5
  • Leman Russ "Vanquisher" weapon family changed from autocannon_tank_pvp to autocannon_av (custom) so that it will now prefer vehicle targets

Super Spess Mehreens

  • Brother-Captain "Nemesis Force Sword" cost decreased from 100/25 to 100/20
  • Brother-Captain "Nemesis Force Sword" damage increased from 50 to 60
  • Brother-Captain "Blessed Aegis" health regeneration bonus increased from 0.25 to 0.35
  • Brother-Captain "Unending Purge" now grants a 20% damage resistance when active
  • Inquisitorial Storm Troopers "Plasma Guns" upgrade now grants the "Overcharge Plasma" ability
  • Inquisitorial Storm Troopers "Recon Kit" removed
  • Inquisitorial Storm Troopers may now purchase the "Proximity Mines" upgrade in T1
  • Rhino health decreased from 900 to 650
  • Rhino cost decreased from 250/25 to 180/20
  • Rhino "Reinforced Armor Plating" health penalty decreased from -400 to -150
  • Rhino "Reinforced Armor Plating" cost increased from 90/30 to 120/35
  • Rhino "Heavy Bolter Turret" cost increased from 75/0 to 110/0
  • Rhino "Lascannon Turret" cost increased from 75/0 to 110/0
  • Grey Knight Dreadnought "Maelstrom" ability now requires the "Dreadnought Claw" upgrade
  • Grey Knight Dreadnought "Plasma Cannon" wind-up decreased from 1.2 to 0.6
  • Grey Knight Dreadnought "Plasma Cannon" wind-down increased from 1 to 1.6
  • Paladins passive inspiration buff reworked; now increases health regeneration of nearby allies by 2.5 hp/s and decreases received courage damage by 50%
  • Land Raider Crusader health decreased from 3500 to 3250
  • Land Raider Crusader hurricane bolter range decreased from 45 to 40
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Cyris
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Re: 2.1.1 preview

Postby Cyris » Mon 13 May, 2013 10:38 pm

Oh hey! If hotkey updates are going in, can the Webway gates have the "unload" and "activate commander specific AOE ability" be put on separate hotkeys?

currently, if you have no units loaded, Q makes the buff go on. If you put any units in, W now triggers the buff and Q makes units unload.
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Lulgrim
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Re: 2.1.1 preview

Postby Lulgrim » Tue 14 May, 2013 11:13 pm

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Raffa
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Re: 2.1.1 preview

Postby Raffa » Fri 24 May, 2013 6:12 pm

On the plus side, good to see things are being tidied up (infestashun fixed yay) and maps being added/updated.

But..

  • Still no changes to devil bleed
  • Wse can spec attack with vanilla weapons...thought everyone agreed awhile ago he should only sec attack with powerblades
  • Still no changes to gayts
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Lulgrim
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Re: 2.2 preview

Postby Lulgrim » Sun 26 May, 2013 6:28 pm

In other news, here's another WIP.

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Nuclear Arbitor
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Re: 2.2 preview

Postby Nuclear Arbitor » Tue 28 May, 2013 3:11 am

thomas may be able to find something out about tunnels/gates and issues with teleport and shift. iirc you can't queue orders at all with teleport, before or after. probably because it's an ability.
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Re: 2.2 preview

Postby Nuclear Arbitor » Sun 02 Jun, 2013 3:40 am

did infiltrate on gates ever get fixed? cyrus is saying it wasn't. should be w instead of q with grid keys.
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Re: 2.2 preview

Postby Nuclear Arbitor » Mon 03 Jun, 2013 3:15 am

yeah, it hasn't been fixed. please change wind walk/heal ability/energy regen ability to W with gridkeys.
Last edited by Nuclear Arbitor on Tue 04 Jun, 2013 7:37 am, edited 1 time in total.
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Caeltos
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Re: 2.2 preview

Postby Caeltos » Mon 03 Jun, 2013 3:30 am

The balance changes are going to be quite substantial for the Grey Knights, but mostly in somewhat preperation of things to come. Alongside with also easing out some of their 1v1 performance and make changes to their overall consistancy.

The patch, if I would prefer- would require abit of CLOSED BETA so no shipping it out to strangers who aren't ready to commit or bring something to the table, and also of course to ensure the most stable release of a patch available to the public.

This being said, it's mostly gameplay elements that are being tweaked, in order to fit more to the 1v1 primarily, but also giving room for variants of builds, without making some GK team-ups in 2v2/3v3 becoming a somewhat of a headache. Rest assure, the LRC lolol-fast techs and whatnot are being somewhat re-imbursted and re-timed about with these changes in mind, but if you're already comfortable with the existing play, you shouldn't be seeing that significant of a change (That's putting it somewhat mildly I suppose)

All-in all, I'm generally pleased with how things are going. The general balance from what I've gathered seems okay, there's just a few nitpicky things that people are going on about, but it all seems somewhat "concensus" to some degree, and some of it is justified. Not neccasarily unit related to unit performance issues, but mostly related to elements of gameplay which can be re-evalutated and tweaked, without neccasarily hindering the performance of a the race itself and it's units.

I've got some ideas for summer release(s) which are going be abit more limited if we can get this patch 2.2 all done and sorted in a proper and good execution. And then after that, I guess we'll see how things goes. :mrgreen:
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Re: 2.2 preview

Postby Lost Son of Nikhel » Tue 04 Jun, 2013 2:46 pm

Caeltos wrote:CLOSED BETA

I can understand the reasons for a closed beta, but with the relatively little player base that the game (and this mod) have, i'm not very sure it could be a good idea.

Moreover, there are two reasons that an open beta it's better than a closed beta.
1. More players = more different builds = more possibility to found bugs/broken things
2. Except you are very strict with the players that you gives the closed beta, it going to extend very quickly :lol:
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

There will be no forgiveness for us.
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Caeltos
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Re: 2.2 preview

Postby Caeltos » Tue 04 Jun, 2013 5:18 pm

It will be most likely like the previous beta with several builds over the process of development of it, and that wasn't quite popular, yet it is neccasary and required.

If people don't want to deal with it, then they shouldn't be bothered with the beta process. The beta is to find bugs/issues at hand, and not neccasarily polished-version of what should be handed out to the public.

I'd rather want to keep it short-pooled filled with people who can contribute to the development of the mod, rather than flood the gates with ignorant people who will do nothing but complain and bring forth nothing to the table.

That's my take on it. I was quite frustrated over several things last time during the beta process, considering it was never meant to be quite open for the public. I quite enjoyed my previous take on it, which was just me testing the new stuff out and making sure they were working as intended, but alas- I don't quite have the same time disposable, so I sort of need to branch out and ask for assistance.

If the help isn't there, or the feedback/criticsm don't reach the hears of the forums/me then the quality of the modification will falter in result. I think I'm just getting old. :mrgreen:
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Re: 2.2 preview

Postby dance commander » Tue 04 Jun, 2013 6:46 pm

Caeltos wrote: I quite enjoyed my previous take on it, which was just me testing the new stuff out and making sure they were working as intended but alas- I don't quite have the same time disposable, so I sort of need to branch out and ask for assistance.


I hope we don't get another plasma cannon dread with fotm and no friendly fire. :roll:
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Re: 2.2 preview

Postby Ace of Swords » Tue 04 Jun, 2013 6:53 pm

dance commander wrote:
Caeltos wrote: I quite enjoyed my previous take on it, which was just me testing the new stuff out and making sure they were working as intended but alas- I don't quite have the same time disposable, so I sort of need to branch out and ask for assistance.


I hope we don't get another plasma cannon dread with fotm and no friendly fire. :roll:

Or spammable ranged spells which do full damage on retreat :roll:
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Re: 2.2 preview

Postby Caeltos » Tue 04 Jun, 2013 7:53 pm

Because those things were intended. :roll:
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Re: 2.2 preview

Postby Nuclear Arbitor » Wed 05 Jun, 2013 5:03 am

could the stance that causes units not to move forward be added to all base suppression teams, baring warriors? i'm referring to the one that snipers have and that causes issues with scouts.
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Re: 2.2 preview

Postby ushermr16 » Sat 08 Jun, 2013 9:13 am

I found out that the doom of maln'tai's paroxysm will damage the HQ and buildings.
I think this a bug. 4 paroxysm can destroy the HQ.....
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Caeltos
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Re: 2.2 preview

Postby Caeltos » Sun 09 Jun, 2013 1:46 am

Here is draft of the 2.2 balance patch. Now, some people will notice some quite substantial changes, espicially for the GK and the Tyranids. The Tyranid thing is something I'm more keen on simply experimenting, so that little tid-bit of work might be scrapped for the sake of safe-keeping some balance. However, the idea & concept behind it, is simply to furthermore endorse a working build that is consistant of termagant/hormagaunt, whilst their performance is not at the top, they will however be quite an durable-en masse force. However, taking neccasary precautions to this, I implemented some neccasary changes to corresponding factions that I felt needed in order to potentially avoid an issue within the matchup. If they aren't clear, I'll elaborate on that, but again- if it doesn't work out, I'll end up scrapping it.

Of course, then there is the balance-evaluation/with the cost/performance effiency, so it's going to take some games to get a good sense of how the implementation went along. The specifics on that will be forwarded towards Lulgrim, as I still haven't quite nailed down the pricing just yet.

But in an essence, the changelog is quite massive for the GK, as they're a struggling 1v1 faction, however- they can do fine in 2v2/3v3s. The idea behind the changes are more to spice up their early-game performance in their map manueverability and build orders, as well as maintain some zone/map prescence by denying forward agressions with the mines, as they can serve that purpose to give you abit of a heads-up on where the fight is going to end up being at. Again, the cost/balance of the ability itself and how the economy might develop is something I'm looking into. And the GK late-game is going to take abit of a tweak-around. The LRC is abit of a nuissance to deal with, so it'll be more easier to approach and apply pressure against now with it's reduced range + health = easier to push off. The changes are also to endorse more of a synergized-and well-rounded army that fits to your needs. That's roughly about as easy as I can best explain it. But I feel that with some of these changes of the GK play is going to be more fun to observe & play around with, rather than abit of a A-move attack and hope for the best-case scenario. With some improvements to the BC t1 gear, he can be equipped to suit better task to help out some issues you might have in the early-game, as well as have some sense of scaleability if it might not pay-off.

Also, bugs & other stuff and all that jibber-jada is listed by Lulgrim. Pay most of that attention towards his post. The Chapter/Warband implementations might not all see the light of the day, it depends on the proccess of how long it'll take.


Maps
* Removed some maps from the map selection, details on which maps coming soon

General Changes
Added Gunners for Razorback/LandRaiders
Fixed an issue where the GK Terminator + Paladins Psycanons had no splash
Added the Alpha Legion to the army painter (Custom models)
Added the Black Legion to the army painter (Custom models)
Added the Space Wolves to the army painter (Custom models)
Added the Emperors Children to the army painter (Custom models)
Added the World Eaters to the army painter (Custom models)
Added the Night Lords to the army painter (Custom models)
Added the Iron Warriors to the army painter (Custom model)
Removed the energy bar from the Sentinel, Chimera, Leman Russ as it was working unintentionally with the Grey Knights arsenal
Explosive_pvp (Autocannon upgrades) damage to Commanders increased from 0.75 to 1.0
Adjusted the Plasma Cannon GK Dreadnought so it's more reliable (Wind-up) etc.
Updated the Mark of Tzeentch Chaos Space Marine visuals with new models

Balance Changes
Space Marines
Sternguard Kraken Round dps against Heavy Infantry & Super Heavy increased from 18 dps to 22
Vanguards now have 1800 starting health from 1600. Level value from 15% to 10%
Hunter-Killer missile cooldown reduced from 90 to 60 seconds
Whirlwind damage has been increased from 40 to 50

Grey Knights
Unending Purge while in-effect grants 20% damage resistance
Blessed Aegis Health regeneration increased from 0.25 to 0.35
Nemesis Sword cost reduced from 100/25 to 100/20
Nemesis Sword dps increased from 33 to 40
Grey Knight Rhino cost reduced from 250/25 to 180/20
Grey Knight Rhino upgrades increased to compensate the price reduced on the Rhino
Grey Knight Rhino Health reduced down to 650 Health. Vehicle type health unchanged.
Stormtrooper Invis replaced with "Mine-Kit"(OrSomething) for 60/15 that allows the Stormtroopers to place mines, supresses and stuns the targets for 5 seconds. 3s build time, and 20s cooldown. Tier 1
Plasma Gun upgrade for Stormtrooper now unlock "Overcharged Plasma Shot"
"Overcharged Plasma Shot" - Toggle ability , increases(nerf) the reload speed of the plasma guns by 100% (Figures needed) but each shot now knockbacks the target.
Grenade-Launcher Dreadnought available - Compatible with other upgrades
Maelstrom ability is now only available for the melee-upgrade for the GK Dread
Reduced the range on the Land Raider Crusader Hurricane Bolters slightly
Land Raider Crusader Health reduced from 3500 to 3250
Paladin inspiration buff reworked - Now increases health regeneration by 2.5 of all nearby squads and increases courage by 100%.

Chaos
Touch of Nurgle duration reduced from 30 to 25 seconds
Icon of Khorne health restore from 2% to 2.5%
Subjugated units now become invulnerable to all damage
Mark of Nurgle Predator now slowly regenerates health

Eldar
Banshee damage on retreating units reduced by furthermore 5%
Webway Gates experience increased from 50 to 150
Webway Gates build time increased from 15 to 25
Dark Reaper Tempest Launchers now available in T2 from T3
Dark Reaper Barrage ability cooldown changed to 80 from 60s
Wraithlord Brightlance now has 100% fire on the move from 50%.

Imperial Guard
Lord Commissar Carapace cost reduced from 100/30 to 100/25
Artillery Spotter now detect infiltrated units in a radius of 30
Artillery Spotter Squad Incinerate Call-in increases in damage now with upgrades
Manticore cost reduced from 300/100 to 300/90
Purgatus cost reduced from 200/60(?) to 150/50
Increased the Executioner Leman Russ damage slightly

Orks
Big Shoota damage reduced from 29 to 27
Burna Bitz cost reduced from 65/20 to 65/15
Watrukk cost reduced from 220/30 to 200/30

Tyranids
Reduced the health of the Infestation Towers from 450(?) to 250
Experience from killing Infestation Towers from 50 to 75
Infestation Towers no longer apply to Carnifexes and Swarmlord
Hormagaunt can now be upgraded with a "Warrior Brood" in T3 (Adrenal Gland)
Termagant can now be upgraded with a "Warrior Brood" in T3 (Venom Cannon)
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Caeltos
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Re: 2.2 preview

Postby Caeltos » Sun 09 Jun, 2013 2:09 am

Easiest way to explain it is. Squad Leaders :mrgreen:
The (Text) is to clarify what weapon they will be equipped with. Again, I'll express this is more of an "Experiment" to see how the scaling-performance and compulsive need for some tyranids to maybe develop a termagant/hormagaunt/brood strategy, instead of Carnifex spam-ish type of play. It should certainly still be an option, but I feel the strategical investment of possibly going for the "Squad Leader" warrior broods, will improve their ego-centric performance, whereas the existing Squads of Warrior Broods, pack more of a punch, in terms of their overall utility - for an example, 3x AG WB provides a more-consistant synapse & heavy_melee damage, and the 3x VC Warrior Broods provide more anti-vehicle countermeasure & as well as the respective synapses.

One important part is how much the squad leaders will end up costing. If none of these fine-points can be spotted and evaluated correctly during the testing phase, it'll be scrapped like I mention, and the playstyle continues on as they were, and most likely some changes will be reverted in-return. For an example, it might be very beneficial to get 3x Squad Leader if they end up costing around 100/25 , since that'd be 300/75 resource dump on 3x t1 basic-squads that are more or less functional as canon-fodder for the late-game stage. However, if you can boil down the resource/cost effiency of the 100/25 into 1x squad, and get a nicely timed after-purchase on the field in conjunction with another, it can open up for more strategies. (And potentially, more issues - but hey, that's what testing and experimental stuff is all about, and I happend to like that stuff!)
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Lag
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Re: 2.2 preview

Postby Lag » Sun 09 Jun, 2013 2:27 am

All great changes IMHO.
I do have one suggestion (which I don't even know is possible and is not that balance related). Is there any chance that the Lascannon Rhino and Vanquisher Leman Russ can have different target priorities then when in their vanilla form?
They are both dedicated anti-armor units and it has happened a number of times that I was chasing a low health vehicle (which is in range and firing at me while trying to escape) only to have my tank turret turn away from it to fire at hero/infantry. If I give it the attack order on the tank I'm chasing it will stop to fire and let it run away. If I give the attack to fire at the tank and then keep following it, the turret will start turning towards infantry again.
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Lag
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Re: 2.2 preview

Postby Lag » Sun 09 Jun, 2013 2:38 am

One more thing. IMHO the Tyranids already have insane staying power with the new options, especially in t2. The only units which are supposed to bleed hard get a 2 for 1 in t2, nodes give em damage protection, speed to regroup if in bad position, or speed to come back into the field from base reinforcement. Than there's Hive Lord's nest (made cheaper IIRC), the LA's reinforcement thing, not to mention making spores in the middle of the field which can easily turn the tide of battle. I remember thinking to myself, when we played IG vs Tyr, that Manticores have absolutely no use against Tyranids because they don't get the high energy models like Warriors (unless you are really lucky and the guy is not paying any attention), if they do get some Gaunt's, they will reinforce cheap and be back on the field in no time, you don't have any static setup teams to nail, and blobs can just quickly move out of the way because of the speed buff.
Anyway, adding more staying power to t1 units (no other race gets their only hard-bleeding unit from t1 buffed in t3), not to mention making a unit which is surely lvl. 3 or 4 by the time that players hits t3 - be even more un-killable, seems like a bit of an unnecessary feature.
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Caeltos
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Re: 2.2 preview

Postby Caeltos » Sun 09 Jun, 2013 2:48 am

Like I've mentioned. It probably won't be good to get the squad leader, if we exaggurate and say the cost is 300 requisition and 100 power. You probably won't find the cost effiency being worth it.

What I'm trying to say, the cost effiency is just about as important as the overall performance of the unit itself. And least not forget, how the strategies develop and build compositions. If you go for a fairly-standard build, but priotitize the squad leaders, over let's say DoM/SL/Carnfiex, they're set back quite significantly by having a fairly standard Squad Leader cost (75/25), and that's just assuming that's >1< of them. Now if one goes crazy, and goes for 3x of those. You're effectively putting down a rough estimate of 300/75ish (almost a manticore in comparison to the overall pooling of resources) into a very specific ego-centric (no utility) performance increase in your squads.

Keeping in mind with also, it's T3. You won't feel the effects of it, unless the Tyranid actually dwelves into that stage of the game, and it will play probably out just as before, but with some more benefits to you, with the Infestation Pillars being abit more rewarding (+ bug fixes) to take down, leaving you on the exp value advantage, if everyone goes as planned. Meaning you'll have the stronger units, but he'll have the quantities. It's the quality > quantity in skirmishes.

Also, if the Squad Leader does die, that's also backlash to consider. The more backlash = the more damage potential. So i'd say the final verdict hangs very heavily on the final pricings.
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Re: 2.2 preview

Postby Torpid » Sun 09 Jun, 2013 3:10 am

This is a fantastic change log! I'm very very pleased with this. The changes to the GK are looking very nice indeed, and in fact I may actually give them a go in 1v1 now :P

Also artillery spotters detecting is really good because it means simple things like going up against k-nob (especially his damn hide the boys) doesn't force me to get catachans. I honestly felt before that before it was very difficult to avoid going catachans/spotters, but now I guess I can go 2xGM+sent+spotters (or maybe 2x spotters) more often, that's great.

I think a slight big shoota nerf is justified; I played a game the other day and the ork just went 3x shoota and owned my IG. Partly my fault for building a HWT since they're absolutely useless... Glad it's not a significant nerf though because shootas still bleed like mad.

I wanted a red increase for gates, but that build time is one hell of a nerf in itself, not to mention tripling the exp gain, I'm happy enough with that and the tyranid tower changes.

I understand why you tried to buff the whirlie again, but in all honestly what is the purpose of the unit? It just hits so unreliably that it doesn't actually have a purpose as such; there's no point investing all that power in t2 when you can get sergeants/dreads/razorbacks for a unit that may or may not even contribute to an engagement purely based on luck, and the little AV insurance is hardly worth it either. Maybe it would be better if the whirlwind was something to be used to synergise with techmarine play. I know it's rare to see it, but imagine space marine didn't get asm in t1, they went for double tacs, or double devs, tacs, double scouts or something. Now they would need a set-up team counter, maybe the whirlwind could do this by being like the manticore in that you select an area then you choose four individual places to barrage with missles - they wouldn't do nowhere near as much damage as the manticore, but they would travel faster through the air because of this and they would be able to be more spread out. I dunno, i'm just trying to give the unit a unique purpose, a reliable one at that.
Lets make Ordo Malleus great again!
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Commissar Yarrick
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Re: 2.2 preview

Postby Commissar Yarrick » Sun 09 Jun, 2013 3:30 am

The problem being with Nids now and will be with these changes is that their scrubs, hormas and termas, are beefy meats hield with their synapse overlords nearby. Meaning that in a fight you are lucky to get a model or two from the scrubs that are easy to replace, but the cost of taking out such scrubs can cost dearly in count of your model losses. I am not sure but does the synapse give nids more resistances as well as dmg and movement bonuses? If so. I say it should be one or the other not both. Take Guardsmen for example. They get their leaders and makes the unit easy to replace losses and fight harder and longer but they actually take a hell of a beating when it comes to model losses. Hormas and Termas in another hand laugh whilst they fight and run with clearly low model loss if the synapse creatures are nearby to give them this "aura buff". It is hard to me to explain how I see this but I put it as simple as I can. Tyrannid "Key units" aka. Synapse creatures are damn hard to take out or even slow down. Yes, there are some ways to deal with them but none with conventional ways such as attack them straight forward attack or flanking since the scrubs get to you before you can get to the synapse creatures. "Ultimate meat shield".

If Tyrannid units get their 1 model warrior leader it would be a nice feature to replace the warrior squad. As for the t1 "warrior squad" they could start with the barbed strangler for suprerssion but they are there for just that like all other setup teams, when player hits t2 it gets its upgrade for venom cannons for AV. (Costs and HP measured to fit their role and purpose)

I personally like this idea of implementing the mechanic of Warlock upgrade for Wraithguard to hormagants and termagants. When leader dies, the unit is temporarily disoriented and vulnerable for attack.
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Shas'el Doran'ro
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Re: 2.2 preview

Postby Shas'el Doran'ro » Sun 09 Jun, 2013 3:40 am

If you're going to make some changes to the Artillery spotter squad, could you
finally please fix their animation so they shoot like the Kasrkin instead of normal guardsmen? It's an absolute eye sore watching that power cable glitch awkwardly into their leg each time they aim/fire their weapon.
Could also increase their weapon dps slightly, changing their fire-rate making them a bit more useful for ranged engagements other than their abilities.

I see you don't mind making visual changes to the space marines and chaos space marines so why not this edit to this visually-wrong guardsmen squad?
"To divert from Tau'va is stray away from the one true path, and to stray from the one path is to walk into darkness and despair, only together, serving Tau'va can we prosper not only as an empire but as a race." -- Shas'el T'au Doran'ro
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Re: 2.2 preview

Postby Commissar Yarrick » Sun 09 Jun, 2013 4:03 am

Not to mention Commissar Claw. promised while back by Caeltos in one of his 2.2 notes when there were about 9 or 10 beta versions of the mod (Of course all the evidence is gone due the fact that the old forums are gone now.).

Still would like to hear what is the issue. And I have heared the photoshop story but that is folly. There is a mod for it and it just needs to be implemented. Or simply just added.
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Re: 2.2 preview

Postby Nuclear Arbitor » Sun 09 Jun, 2013 5:33 am

does the removal of chimera energy mean that it no longer has extra armour in the current form?

the stormtrooper plasma shot i can see being brutal but i guess we'll have to wait and see.

can we please get sniper formation on the plat, devs, hwt, lootas, and havoks so that they don't run forward on an attack order?
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Re: 2.2 preview

Postby Lulgrim » Sun 09 Jun, 2013 8:03 am

Warrior Broods

The misuse of 'brood' in casts and on forums annoys me so here.

brood noun \ˈbrüd\

1 : the young of an animal or a family of young; especially : the young (as of a bird or insect) hatched or cared for at one time
2 : a group having a common nature or origin
3 : the children of a family


It is basically the bug equivalent of 'squad'.
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Re: 2.2 preview

Postby Lulgrim » Sun 09 Jun, 2013 8:08 am

Commissar Yarrick wrote:Not to mention Commissar Claw. promised while back by Caeltos in one of his 2.2 notes when there were about 9 or 10 beta versions of the mod (Of course all the evidence is gone due the fact that the old forums are gone now.).

Still would like to hear what is the issue. And I have heared the photoshop story but that is folly. There is a mod for it and it just needs to be implemented. Or simply just added.

I said send files. Alternatively, STFU. Another post like this and you will be banned for being an idiot.
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Re: 2.2 preview

Postby Indrid » Sun 09 Jun, 2013 8:17 am

@Lag

The cost of Brood Nest is increased in Elite vs Retail (as well as more pop), but gained HP regen.

@Yarrick

Your posts make my brain hurt.
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Re: 2.2 preview

Postby Raffa » Sun 09 Jun, 2013 9:04 am

Overall, changes seem very good.

Seems an intelligent way to adjust gates, maybe this is the solution? Have high hopes it is :mrgreen:

180/20 is really cheap for a Rhino. But GK aren't competing at all 1v1 so it's probably a good idea.

For 60/15 the mines seem good if they don't stun vehicles.

Really liking the squad leader idea for hormas/termas. And yes finally maelstrom is for melee dread only.

Could you go into more detail why subjugate, which has already been hit, now makes the unit invulnerable to all damage? This nerf with no price reduction?

Since you're experimenting with new things like squad leaders for Tyranids and a GK revamp isn't this the perfect time to try and make catas not act in a stupid, illogical way? Everyone who knows what the fuck they're talking about in that thread says that devils should bleed like everything else. In fact it's only IG players, who think it's ok for everyone else to take huge losses overextending whilst they don't get punished for it, who disagree.

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