Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Elite (and related) releases.
Atlas

Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Atlas » Tue 25 Oct, 2016 5:11 am

2.6 Changelog

Installation:
--------------------------------------------------
Here is the current changelog for 2.6. The test patch download link can be found >>here<<.

Download Instructions:
* Download the file. It'll just be a folder called Elite_test.

* Extract(or drag and drop) the Elite_test folder you downloaded into your game's main directory. The standard directory filepath is C:// -> Program Files (or (x86)) -> Steam -> steamapps -> common -> Dawn of War II: Retribution.

* With the folder placed in your directory, open it. Inside you will find in Elite_test there's a module called Elite_test.module. Copy this file.

*Paste this module into the main directory, just outside of the folder.

*Now go into your Steam Library. On DoW2, right click on the icon.

* Go into Properties -> Set Launch Options

* Set your launch options to " -applaunch 56400 -nomovies -modname Elite_test " This will make your Steam link go into the test version.

* If you have a shortcut on your desktop, make sure you change the target on it as well, if needed.

* You can revert back to 2.5 by simply changing " -modname Elite_test " back to " -modname Elite ".

Extra Tooltip Instructions:
* In the folder you found the Elite module file, this time copy Elite_en.ucs.

* From your main game directory, navigate to GameAssets -> Locale -> English.

* Paste the file in there.

* In the same folder, copy "Elite.ucs" and paste it somewhere safe. This is a backup now.

* With this done, rename the Elite_en.ucs file to Elite.ucs in the English folder. You now have (mostly) updated tooltips.

--------------------------------------------------

Preamble:

Anyway, this is the test version of 2.6. Hope you all enjoy this one! We feel that this patch is going to be really solid and, with the exception of OM, is almost entirely balance focused. Being a test version of the patch, it isn't entirely polished or complete.

To that end, please report any bugs/indiscrepancies you find while playing. In addition, please feel free to add in your own thoughts and feedback in this thread. This is the time to let it be known, before it entirely ships out!

From time to time, I'll be adding in these tickers to the Test Changelog. They are categorized as:

(bugged) - which normally indicates that something is not working as intended, along with an explanation.
(suggestion) - which is usually a proposal of some sort or, at least at first, changes that were documented but not implemented in the test version.
(need clarification) - when something is missing information or not clear.

Alright, with that said, let's get to it!

--------------------------------------------------
General/Bug Fixes
- Main Menu screen updated from Wraithlord to Necron Lord.
- Fix Apothecary aura disappearing after exiting a Webway Gate.
- Fix Scout/Ranger voice lines when entering stealth - enemies should no longer hear them.
- Fire Dragon Scatter disabled - fixes dmg vs transport bug.
- Catachan Devils Explosive Shot costing double energy fixed.
- Dire Avenger Exarch Damage Resistance Aura ranged damage reduction decreased from 20% to 5% while in retreat.
- Nurgle Shrines no longer suppresses Nob squads under the effect of Frenzy.
- Heretic In-combat health regen multiplier increased from 0 to 0.5. (need clarification - Note it's a bug fix, not attempted balance fix.)
- (suggestion - check Flare Global effect on Plasma Cannons (Pdevs/Plasma Dread)

Touch of Nurgle
- No longer deals triple damage when used on Heretics.
- No longer revives the Plague Champion.

Hold Fire Ability
- Hold Fire ability added for most vehicles and setup teams with lascannons/ anti-vehicle weapons.
- Hold Fire is a sustained ability with no cooldown, energy cost and infinite duration.
- When a vehicle or squad is in Hold Fire mode, all weapons are entirely shut down (including sponsons, crewmates etc etc)
- In Hold Fire mode, the unit will only attack when given express attack orders on a target. (need clarification)

Rotation Rates
- Chaos Lord rotation rate increased from 160 to 250.
- Plague Marine Rotation rate decreased from 600 to 250.
- Chosen Plague Marine rotation rate decreased from 600 to 300.
- Brother-Captain rotation rate increased from 160 to 250.
- Model rotation speed increased from 160 to 400.
- Grey Knight Terminator/ Grey Knight Paladin rotation rate increased from 200 to 250.

Hotkey Changes
- Ordo Malleus Cleanse Global hotkey set to F2.
- Ordo Malleus Mind Blades hotkey set to F3.
- Ordo Malleus Canticle of Absolution hotkey set to F4.
- Vindicare Assassin Exitus/Turbo Penetrator rounds hotkey changed from W to Q. (suggestion)
- Vindicare Assassin Target Acquired hotkey changed from E to W. (suggestion)
- Vindicare Assassin Hold Fire hotkey changed from R to E. (suggestion)
- Grey Knight Terminator Hammerhead hotkey set to W.
- Rhino Hold Fire hotkey changed to E.
- Whirlwind Hold Fire hotkey changed from R to W.
- Predator Hold Fire hotkey changed from R to Q.
- Chaos Predator Hold Fire hotkey changed from R to Q.
- Land Raider Phobos Hold Fire hotkey changed from R to E.
- Havok Hold Fire hotkey changed from R to Q.
- Chose Plague Marine Nurgle's Rot hotkey changed from E to Q.
- Chaos Tzeentch Dread now has the Hold Fire ability - set to W.
- Eldar Guardian Weapon Team Hold Fire hotkey changed from R to E.
- Eldar Fire Prism Hold Fire hotkey changed from R to W.
- IG Heavy Weapons Team Hold Fire hotkey changed from R to Q.
- Baneblade Hold Fire hotkey changed from R to W.
- Looted Tank Hold Fire hotkey changed from R to W.
- Looters Hold Fire hotkey set to E.
- Weirdboy Hold Fire hotkey swapped from T to Y (swaps with Foot of Gork)
- Devastator Hold Fire hotkey moved from R to W.
- Plasma Devastator Hold Fire hotkey moved from R to Q.
- Zoantrope Hold Fire hotkey moved from R to E.
- Carnifex Hold Fire hotkey moved from R to E.
-Tyrant Guard Charge Hotkey changed from W to Q.
-Tyrant Guard Shieldwall Hotkey changed from Q to W.

--------------------------------------------------
Chaos Space Marines
--------------------------------------------------


Chaos Lord:
- Blood Sacrifice Global red cost increased from 150 to 175.
- Drain Life ability damage inflicted increased from 120 to 180.
- Lightning Claw wargear cost reduced from 200/50 to 150/50. (bugged in test - still costs 200/50 ingame) - fixed

Chaos Sorcerer:
- Dark Flames Global red cost reduced from 150 to 125.
- Chaos Sorcerer bolt pistol with default sword and flame sword damage
increased from 14 to 21.
- Rod of Warpfire wargear cost reduced from 150/30 to 130/25.

Chaos Space Marine Squad:
- Mark of Khorne upgrade cost reduced from 70/30 to 70/25.

Chaos Havocs:
Autocannon
- Burst duration decreased from 3 seconds to 2.5 seconds.
- Damage decreased from 55 to 50.
- Weapon wind down decreased from 1 to 0.5.
- Reload frequency from 0 to 2.
- Reload duration from 0 to 1.

Bloodcrusher:
- Cost increased from 250/60 to 280/60.
- Experience yield increased from 500 to 600.

Plague Marines:
- Acceleration decreased from 30 to 8.
- Upkeep increased from 10.2 to 12.75.(need clarification - now normalized)

Chaos Dreadnought:
- Blood Rage ability duration reduced from 15 seconds to 12 seconds.
- Frenzied Barrage ability flame damage removed.
- Mark of Tzeentch upgrade cost reduced from 100/30 to 80/25. (suggestion - make a little cheaper)

Chaos Predator:
- Population cost increased from 15 to 18.




--------------------------------------------------
Eldar
--------------------------------------------------


Warlock:
- Cloak of Shadows wargear now grants an additional 1 e/s regeneration.
- Witchblade of Kurnous wargear cost reduced from 100/35 to 100/30.

Warp Spider Exarch:
- Entangling Web wargear moved from T1 to T2.

Dire Avengers:
- Dire Avenger hp reduced from 120 to 110.
- Dire Avenger Battle Equipment grants 10% hp increase for squad members.

Dire Avenger Exarch
- Hp reduced from 275 to 250.
- Dire Avenger Exarch Damage Resistance Aura ranged damage reduction changed from 20% to 10% at level 1/2 and 20% at Level 3/4.
- Exarch leap knockback type changed from light_weapon_pvp to weapon_pvp.
- Exarch leap domino strength reduced from 50 to 0.
- Exarch pop cost increased from 2 to 3.
- Exarch upkeep cost increased from 4.1538 to 7.65.

Howling Banshee Squad:
- Exarch cost reduced from 90/25 to 90/20.

Warp Spider Squad:
- Haywire grenade energy cost reduced from 50 to 40. (suggestion - make sure Haywires don't stack snares with each other)
- Haywire grenade cooldown reduced from 48 to 40 seconds.

Fire Dragon Squad:
- Cost increased from 360/30 to 360/40.

Falcon:
- Falcon Speed reduced from 8 to 7.

Energy Shield
- Falcon Energy shield upgrade cost reduced from 100/35 to 100/30.
- Falcon Energy Shield upgrade in T3 no longer reduces falcon speed by 1.
- Energy Shield conversion ratio decreased from 5:1 health to energy ratio to
3.5:1 health to energy ratio.

Wraithlord:
- Health regeneration increased from 0.5 hp/s to 1 hp/s. (~1.7 hp/s at Level 4)

Wraithguard:
- Wraithguard can no longer fire on the move.
- Wraithguard health increased from 666 to 700.
- Wraithguard Exarch can no longer leap or knockback targeted units. (suggestion)


--------------------------------------------------
Ordo Malleus:
--------------------------------------------------


Globals:
- Dark Excommunication replaced with Canticle of Absolution.
- LRC call-in replaced with Cleanse.

Canticle of Absolution
- Canticle of Absolution unlocks in T2.
- Canticle of Absolution red cost set at 175.
- Canticle of Absolution ability unchanged from Mantle of Terra form. (need clarification - as in it is the same exact ability)

Cleanse (suggestion - some people recommended new name like Purify/Restore/Invigorate/Revitalize)
- Cleanse global is unlocked in T1 and costs 50 red. (need clarification - cooldown time?)
- Cleanse global instantly restores 50 energy to the targeted unit.
- Cleanse works on all allied infantry and hero units. (No vehicles)

Brother-Captain:

- Brother-Captain hp reduced from 1000 to 850. (suggestion)

Blessed Aegis
- Moved from T2 to T1.
- Cost decreased from 110/25 to 100/25. (likely getting cost increased to somewhere near 125/25)
- No longer grants increased health and health regeneration. (bugged in test - still grants hp regen) - fixed
- Now grants the Aegis ability that absorb damage at the cost of energy.
- Aegis shield absorbs damage at a 2.5:1 health to energy ratio.

Mantle of Terra
- No longer grants the Canticle of Absolution ability.
- Health increase increased from 200 to 250.
- Mantle of Terra no longer grants an energy regeneration bonus. (bugged in test - still gives energy regen) - fixed
- Now decreases all Brother-Captain ability cooldowns by 30%.

Unending Purge
- No longer grants health regeneration below 50%.
- Now increases health by 100.
- Now increases energy regeneration by 1.5 e/s when under 50% hp.

Psychic Lash
- Moved from T2 to T1.
- Cost decreased from 100/35 to 100/25.
- Damage reduced from 170 to 80.
- Range increased from 30 to 35.
- Knockback type changed from weapon knockback to ability knockback.
- Psychic Lash now effects allies.

Nemesis Vortex
- Moved from armor slot to accessory slot.
- No longer grants additional hp and energy.
- Cost decreased from 150/30 to 120/25.
- Detonation time decreased from 10s to 5s.

Nemesis Warding Staff
- Ward ability energy cost increased from 45 to 50.

Holy Armor of Titan
- Moved from T3 to T2.
- Cost increased from 200/40 to 200/50.
- No longer decreases all ability cooldowns.
- Immortal cooldown reduced from 80 seconds to 60 seconds.

Inquisitorial Storm Troopers:
- Squad cost increased from 225/0 to 240/0.
- Lasgun damage per hit increased from 16 to 18.
- Inquisitorial Storm Trooper experience yield decreased from 100 to 75. (suggestion)

Sergeant
- Cost increased from 65/25 to 75/25.
- Melee Skill increased from 50 to 70.
- Sergeant keen sight range reduced from 30 to 15.
- Frag Grenade no longer has a minimum range.
- Sergeant now reinforces squad two at a time. (bugged in test - non-functional) - fixed

Acolyte Leader
- Acolyte moved to T2.
- Melee Skill increased from 60 to 70.
- Eviscerator removed.
- Eviscerator replaced with Chainsword and Laspistol. (same stats as Sergeant)
- Acolyte healing aura no longer affects allied units.
- Acolyte healing aura hp regen rate increased from .25 hp/s per model to 1.25 hp/s per model while squad is in combat.

Strike Squad:
- Cost decreased from 450/0 to 400/0.
- Storm bolter damage per hit reduced from 28 to 21.
- Justicar storm bolter damage per hit reduced from 28 to 21.
- Justicar Force Sword dps reduced from 34.62 to 30.
- Now starts with the Purification ability.

Psycannon
- Incinerator and Psilencer upgrade removed.
- Now has the Psycannon upgrade for 75/25.
- Psycannon upgrade now grants 1 Psycannon instead of 1 Psilencer.

Inquisitorial Operatives:
- Squad now has a passive range 30 keen sight. (bugged in test - lacks the detector icon) - fixed
- Ops Shotgun damage per hit increased from 15 to 17.

Fallback Plan
- Fallback Plan Smoke grenade changed to a flash grenade. (this is talking about the grenade the squad drops when it retreats)
- Flash grenade now lowers the sight range and movement speed of all enemy targets caught in a radius 15 by 75% and 25%, respectively. (bugged in test - affects allies as well) - fixed
- Fallback Plan ability no longer grants speed and damage resistance increases.
- Fallback Plan ability now grants 3.0 hp/s per model to the squad for 10 seconds after used.

Sergeant
- Now wields a shotgun, instead of a Lasgun. (same stats as Ops shotgun)
- Now grants the Melta Bomb ability (160 melta damage). (bugged in test - lacks the grenade icon) - fixed

Purgation Squad:
- Cost decreased from 300/30 to 280/30. (bugged in test - 285/30 ingame) - fixed

- Upkeep reduced from 12.75 to 10.2.
- Setup time increased from .6 seconds to 1 seconds.
- Teardown time decreased from .4 seconds to .2 seconds.

Psycannons
- Psycannon upgrade removed.
- Clear Vision ability removed.
- Upgrade replaced with Psilencers upgrade.

Psilencers
- Psilencers upgrade now grants the squad 3 Psilencers, instead of 3 Psycannons.
- Psilencers upgrade cost reduced from 100/30 to 70/25.
- Psilencers upgrade now grants the Rending ability.

Rending
- Rending ability increases damage vs vehicles from .1 to 1 for 15 seconds.
- Rending attributes set to 50 energy, 10 second cooldown. (suggestion - from 10s to 15s to match duration)

Rhino:
- Rhino upkeep increased from 20.2 to 25.5. (suggestion)
- Rhino Heavy Bolter price increased from 100/0 to 75/15. (suggestion)

Grey Knight Dreadnought:
- Grey Knight Dreadnought cost increased from 410/120 to 450/120.

Plasma Cannon
- Range increased from 38 to 55.
- Damage decreased from 180 to 120.
- Cooldown decreased from 2 to 0. (getting reverted - too stronk)

Inferno Cannon
- Inferno Cannon upgrade now grants the Maelstrom ability.
- Range increased from 27 to 30.
- Inferno Cannon Firing Pattern changed.
Inferno Cannon Firing Pattern Changes
- Cooldown decreased from 2 to 0.
- Dps increased from 15 to 20.
- Burst duration decreased from 3 seconds to 2 seconds.
- AoE radius increased from 5 to 7.

Dreadnought Claws
- Claws upgrade no longer grants the Maelstrom ability.
- Claws upgrade health increase increased from 150 to 300.

Purifier Squad:
- Purifier Energy Field cast duration removed.

Terminator Librarian:
- Terminator Librarian cost reduced from 350/65 to 350/60. (suggestion)
- Terminator Librarian now starts with the Purification ability. (same as Strikes/Purifiers) (suggestion)

Vindicare Assassin:
- Vindicare Assassin Target Aquired ability now has decreased energy cost and cooldown. (need clarification)
- Vindicare Assassin now has the Hold Fire ability. Might not have been immediately obvious, so mentioned here.

- Vindicare Assassin Cameleoline Stealth Suit cost decreased from 75/20 to 75/15. (suggestion)
- Vindicare Assassin passive infiltration outside of cover duration decreased from 3 seconds to 2 seconds. (suggestion)
- Vindicare Assassin Round Switch duration decreased from 4 seconds to 2 seconds. (suggestion) (need clarification - might have to alter damage pattern)

Interceptor Squad:
- Interceptor Squad cost decreased from 500/60 to 450/50. (bugged in test - 500/60 ingame) - fixed
- Justicar upgrade cost decreased from 90/25 to 90/15.
- Improved teleport delay decreased from 0.5 seconds to 0.25 seconds.
- Interceptor Squad now starts with Krak and Psyk-Out Grenades.

Grenades
- Psyk-Out grenades energy cost increased from 0 to 25.
- Psyk-Out & Krak grenades cooldown decreased from 50 seconds to 40 seconds.

Land Raider Crusader:
- Land Raider Crusader cost decreased from 800/200/250 to 800/200/0. (Req/Power/Red)
- Land Raider Crusader is now built from base and requires T3. (need clarification - build time?)


--------------------------------------------------
Imperial Guard
--------------------------------------------------


Inquisitor:
- Infiltrated Storm Troopers call-in cost reduced from 250/0/150 to 200/0/125.
- Inquisitorial Mandate cost reduced from 120/35 to 120/30.
- Interrogator's Armor cost reduced from 110/25 to 110/20.
- Holy Pyre ability duration reduced from 30 seconds to 15 seconds. Detection radius increased from 20 to 30. (Matches radius + damage with its vfx)

Assail
- Assail is once again a channeled ability that immobilizes the Inquisitor during casting.
- Damage increased from 7.5 piercing damage per second to 10.

Lord Commissar:
- Lord Commissar Carapace Armor Inspire Courage ability no longer grants the Lord Commissar suppression immunity, but does break suppression upon using Inspire Courage.
- Execute, Inspire Courage and Inspire Determination abilities no longer requires sight after being activated.

Fist of Brokus
- Fist of Brokus' None Shall Fall ability no longer affects non-IG units.
- Fist of Brokus' None Shall Fall ability duration reduced from 30 to 15 seconds.

Lord General:
- Lord General Melta Guns range increased from 20 to 24.
- Vox Operator now increases the retinue energy regen by 1e/s.

Heavy Weapons Team:
- Heavy Weapons Team cost increase from 225/30 to 250/30.

Autocannon
- Burst duration decreased from 3 seconds to 2 seconds.
- Number of bursts per reload (reload frequency) increased from 1 to 2.
- Autocannon damage decreased from 60 to 51.

Catachan Devils:
- Catachan cost increased from 300/30 to 350/35.
- Catachan shotgun damage increased from 20 to 22.
- Catachan Devils hp increased from 140 to 165. (Both Sarge and Leader model hp unchanged)
- Catachan Devils now start with the Smoke Grenade and Improvised Explosives abilities in addition to the Explosive Shot and Ol’Unreliable abilities. (need clarification - Demoman upgrade is now wrapped into the squad at purchase. This is the reason for the hp and ability changes.)
- Catachan Sergeant leader population reduced from 2 to 0.

Artillery Spotter Squad:
- Spotter Squad now has the Flare Shell ability.

Flare Shell
- Flare Shell ability unlocks as a T2 upgrade.
- Flare Shell cost set at 75/10.
- Flare Shell now grants keen sight in a radius of 40 from the detonation point.
- Flare Shell lasts 20 seconds.
- Flare Shell cooldown set to 40 seconds.
- Flare Shell cooldown timer shared with Smoke Shell.

Storm Trooper Squad:
- Storm Trooper Anti-Armor Kit upgrade now gives Storm Troopers a 20% hp increase.

Bane Wolf:
- Bane Wolf speed reduced from 8 to 7.
- Bane Wolf Chem Bomb ability damage reduced from 10 damage per second to 5.
- Bane Wolf Chem Bomb ability cooldown increased from 30 seconds to 40 seconds.

Leman Russ:
- Leman Russ Vanquisher Cannon upgrade cost reduced from 150/30 to 140/25.
- Leman Russ Executioner Cannon upgrade cost reduced from 150/30 to 120/25.
(need clarification - Was Elite Tank Crew removed?)

Baneblade:
- Baneblade cost reduced from 1000/200 to 700/180.
- Demolisher Cannon ability range reduced from 50 to 40.
- Baneblade primary cannon damage reduced from 180 damage per shot to 150.
- Baneblade hp reduced from 3250 to 2750.


--------------------------------------------------
Orks
--------------------------------------------------


Warboss:
- Warboss Boss Pole cost increased from 115/20 to 115/25.
- Warboss Angry Bitz “Now I'm Angry!” damage buff now based on distance charged. (need clarification)
- Warboss Cybork Implants cost reduced from 110/25 to 110/20.
- Warboss 'Eavy Armor wargear cost reduced from 200/60 to 180/50.
- Use Your Choppas global melee skill increase reduced from 60 to 40.

Spiky Armor
- Spiky Armor cost decreased from 100/30 to 100/25.
- Spiky Armor hp regen reduced from 3.5hp/s to 2hp/s.

Kommando Nob:
- Hide da Boyz global cooldown increased from 40 to 70 seconds. (suggestion - 70s to 60s)

Mekboy:
- More Dakka global reload time modifier reduced from 0.5 to 0.
- Overcharged Force Field Ranged resistance reduced from 70% to 50%.
- Mekboy turret cost reduced from 150/20 to 125/15.
- Electric Armor cost reduced from 110/30 to 100/25.

Supa Tuff Beam
- Supa Tuff Beam energy cost increased from 50 to 70.
- Supa Tuff Bean damage reduction reduced from 70% to 50%.

Slugga Boyz:
- Slugga Nob hp decreased from 350hp to 300hp.
- Slugga Nob squad HP buff increased from 10% to 15%.
- Slugga Nob leader upkeep increased from 7.65 to 9.
- Slugga Nob can now build Waagh Banners.

Shoota Boyz:
- Level scaling adjusted so that Level 4 Shootas do 1.3x ranged damage. (from 1.16x at Level 4)

Stormboyz:
- Stormboy Nob leader upkeep increased from 7.65 to 9.
- Stormboy boy upkeep decreased from 7.65 to 6.

Painboy:
- Painboy cost increased from 350/30 to 350/35.
- Painboy now has a 40% melee resistance aura.
- Unstable Fuel Injection damage reduced from 50 to 40.

Stikkbommas:
- Stikkbomma melee skill reduced from 80 to 70.

Kommando Squad:
- Kommando Squad cost increased from 400/40 to 400/50.
- Kommando Squad Burna Bomb energy cost increased from 40 to 60.

--------------------------------------------------
Space Marines
--------------------------------------------------


Force Commander:
- Terminator Force Commander Terminator Armor cost reduced from 200/100 to 150/80.
- Terminator Force Commander Heavy Flamer cost reduced from 70/70 to 70/40.
- Terminator Force Commander Assault Cannon cost reduced from 70/50 to 70/40.
- Terminator Force Commander Lightning Claws cost reduced from 70/40 to 50/30.

Scouts:
- Requires no nearby enemies within range 25 for Elite Training hp regen to take effect. (need clarification - energy regen is unaffected)(suggestion - hypothetical situation was raised where a player could tell there were infiltrated units nearby through the hp regen even without the Sarge upgrade.)

Tactical Marine Squad / Sternguard Veteran Squad:
- Tactical Marine Squad Sergeant cost reduced from 75/25 to 70/20.
- Sternguard Veteran Squad melee skill increased from 60 to 70.
- Sternguard Veteran Squad cost reduced from 100/30 to 100/25.

Assault Space Marine Squad/ Vanguard Veteran Squad:
- Assault Space Marine Squad Melta Bomb upgrade cost reduced from 50/25 to 50/20.
- Vanguard Veteran hp increased from 450 to 500.

Land Raider Redeemer:
- Land Raider Redeemer courage damage removed from flamer weaponry.
- Land Raider Redeemer Heavy Flamer damage increased from 18 dps to 22 dps.

Venerable Dreadnought:
- Venerable Dreadnought cost decreased from 600/100/300 to 600/50/300.(Req/Power/Red)

Terminator Squad:
- Assault Cannon upgrade cost reduced from 100/60 to 80/40.
- Heavy Flamer upgrade cost reduced from 80/40 to 80/30.


--------------------------------------------------
Tyranids
--------------------------------------------------


Hive Tyrant:
Venom Cannon
- Hive Tyrant Venom Cannon cost reduction from 140/40 to 120/30.
- Venom Cannon splash removed.

Brood Nest
- Health regeneration aura reduced from 2.5hp/s to 1hp/s.
- Reinforcement radius reduced from 50 to 40.

Ravener Alpha:
- Ravener Alpha Tunnel capacity increased to hold 7 squads at a time.

Hormagaunt Brood:
- Endless Swarm upgrade changed from adding two 0 pop leader models to the squad to instead merely increasing the maximum squad size by two. (need clarification - 10 member squad in Endless Swarm, but no die-last models in the squad.)

Ravener Brood:
- Ravener Brood cost increased from 350/40 to 450/50.
- Raveners already start with Devourers upgrade. (need clarification - Raveners now benefit from Melee Synapse)
- Devourer damage reduced from 22dps to 19dps.
- Melee Raveners now receive 90% ranged damage resistance when burrowing. (need clarification - referring to when they use the Burrow Jump, not when they are only burrowed.)

Enhanced Muscle Coil
- Upgrade price reduced from 60/20 to 40/10. (suggestion - from 40/10 to 50/15)
- Upgrade now grants a 20% hp increase and power_melee_pvp damage
type.
- Upgrade removes Devourer weaponry.

Tyrant Guard:
- Tyrant Guard cost increased from 400/55 to 400/60.
- Health regeneration from Shieldwall ability reduced from 20 to 15hp/s.

Ripper Swarm:
- Ripper Swarm melee resistance aura removed.
- Ripper Swarm dps reduced from 5 to 2.

--------------------------------------------------
Credits
--------------------------------------------------

Myrdal and Wise Windu are the guys who put together all the technical changes for this patch! Thank you to them first and foremost, because the rest of us are expendable :D

As usual, Caeltos was the final say in all this! Without him, none of us would be here at all.

Torpid put together the non-OM balance changes. In his usual style, it's very detailed and crunch-heavy. Well done :)
Torpid also credits a lot of talking partners like Big Mathis, Adila, Dark Hero etc etc. Too many to count actually!

Atlas took care of the OM stuff. I got the short end of the stick on this one :( But I hope you guys like what I did with the faction. Leave honest feedback! I'd also like to thank Cyris in particular, who was a great inspiration and talking partner with me on some key OM changes. Crewfinity also helped in spurts, but he's been very valuable in feedback!

Beyond all of that, thank you to the community at large! If you squint hard enough, you'll probably see a change that was proposed on the forum itself that made its way into the Changelog! We paid attention to what you wrote down, and a lot of it was good.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Batpimp » Tue 25 Oct, 2016 7:29 am

Video preview

https://www.youtube.com/watch?v=E4HoEQYWFuY



My one suggestion..or more precisely I would like to know the reasoning behind the kommando knob stealth change.

I agree with the rest of the ork changes.

Kommando Nob:
- Hide da Boyz global cooldown increased from 40 to 70 seconds. (suggestion - 70s to 60s) <--- this was my suggestion to make it 60s (MAX)

Current:
Hide da Boyz | T1
75 red
Make another squad sneaky. Infiltrates target squad for 40 seconds. Cooldown 40 seconds.

I can see how this is argued as absurd. having 75 red all the time isnt difficult either but it does have costs as the game goes on which will affect other abilities for the orks.

I would like to see cooldown to be a max of 60 seconds. That is a 150% increase in the current time. 60/40 = 150% longer cooldown
The proposed 70 seconds is 175% increase from 40 seconds..almost double. With no other change i feel this is too large a change.There is no other change associated with the mechanic that i see. With the Overwhelming increase of detection now in the game i feel 70s is too much. I could live with 60 seconds.
Last edited by Batpimp on Tue 25 Oct, 2016 3:37 pm, edited 5 times in total.
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Atlas

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Atlas » Tue 25 Oct, 2016 7:30 am

No Flash Gitz changes, no Kasrkin changes.

Inner Circle team is filled with hacks and frauds. I bet I could do better Kappa.

On a more serious note, the test version has a lot of fx and new text/icons not worked in yet. The worst example of this is Purgs' Rending ability not having it's own fx. Just be patient on this part of it, as even if you can't clearly see something, doesn't mean it isn't working. Try to get a 2nd or 3rd look at something if you think it isn't working correctly.

EDIT: 1500 POST HYPUUUUUU
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Blood Dragon » Tue 25 Oct, 2016 8:33 am

Guardsmen squad need nerfs (increase cost from 210 to 230, increase upkeep for sarge and comissar), Emperors wrath need nerfs (decrease dmg from rockets from 150 to 130 should be fine), sentinel need nerfs (dercrese hp buff from stomp upgrade), Lg medkit need nerfs (decrease hp healed from 100 to 70 or 55), Lr need nerfs increase cost of his upgrades and remove noob tank crew, catachan sarg pop - 0 lol wat? HWT should be nerfed remove knockback immunity from their shiled upgrade.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby karnakkardak » Tue 25 Oct, 2016 9:52 am

Son of Malice wrote:Guardsmen squad need nerfs (increase cost from 210 to 230, increase upkeep for sarge and comissar), Emperors wrath need nerfs (decrease dmg from rockets from 150 to 130 should be fine), sentinel need nerfs (dercrese hp buff from stomp upgrade), Lg medkit need nerfs (decrease hp healed from 100 to 70 or 55), Lr need nerfs increase cost of his upgrades and remove noob tank crew, catachan sarg pop - 0 lol wat? HWT should be nerfed remove knockback immunity from their shiled upgrade.


U say die to all of ig player. Why dont u say delete ig faction itself? LoL

Comon, keep calm and make sense
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Blood Dragon » Tue 25 Oct, 2016 10:05 am

karnakkardak wrote:U say die to all of ig player. Why dont u say delete ig faction itself? LoL

Comon, keep calm and make sense



My main faction is ig, and i don't say die to all ig players, i say: play fair and win without broken stuff. If you can't do so, then you surely need l2p.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby karnakkardak » Tue 25 Oct, 2016 10:59 am

Part of Venerable dreadnought cost is wrong. Nobody unit in game consume 300 power... pls check
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby boss » Tue 25 Oct, 2016 12:50 pm

will the zoanthrope for tyranids get it snare back with focused warp blast?
Forums great more stuff to talk about.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Impregnable » Tue 25 Oct, 2016 1:49 pm

Dire Avengers are still way too cheap for what they do and Banshees are way too expensive for their cost efficiency. Currently there is not a great reason for an eldar player to do anything else than 3 DA builds. 350 req is such a huge cost for a unit that bleeds heavily. Considering how Eldar now is quite reliant on getting that fast Shuri out, not being able to fast deploy gens to get a fast Shuri by spending so much req in Banshee is never a wise choice.

3DA
270 + 270 = 540

2DA + 1 Banshee
270 + 350 = 620

80 req difference does mean a thing as it means faster gen purchase and also considering how banshees bleed, the req gap even widen as engagements happen. DA exarch being able to be purchased in T1 which increase its hp and considering how DA usually fight behind green cover to minimize its losses makes it more cost efficient compared to Banshees. On the other hand Banshee exarch is not a die last model and it bleeds which makes them even more unattractive of a purchase. In terms of melee counter which was the main role of banshee for years is now challenged by efficiency of DA exarchs. Why not just upgrade exarchs on DA and use hero and focus fire to fend of enemy melee rather than purchase banshees? With 2 or 3 Exarchs melee attacks and hero's assistance, fending of melee is not so difficult nowadays even when not having a banshee. There is also an option of nading below feet to bleed melee units. Banshees were nerfed in their chase potential and microed DA with retreat nade yields more results compared to banshees. DAs even scale better than banshees as it reaches late game. Late game melee is a fragile thing unless they are T3 melee specialist units like nobz and termies. T1 banshee in late game does far less than 3 DA due to constant bleeding.

Imo banshees are inferior to DAs in every way possible in terms of cost efficiency. For there to be some reason to purchase banshee, I think there should be some further nerf to DAs potential to counter melee or scale into late tiers. A slight increase in cost for DA and some slight reduction in cost of Banshee can be an option. In addition, 3 DA build's potential to counter melee should be decreased in some way to give a reason for a banshee purchase.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Oddnerd » Tue 25 Oct, 2016 3:51 pm

Love the artillery spotter flare ability - it allows spotters to actually spot things and makes setting up manti strikes easier. Whoever suggested that back in late January is a genius.


Slugga Boyz:
- Slugga Nob hp decreased from 350hp to 300hp.


My LC with flak jacket approves.

Wraithguard:
- Wraithguard can no longer fire on the move.


Yes, thank you. It only took a few years, but it finally happened.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Cyris » Tue 25 Oct, 2016 5:26 pm

Way too many goodies to respond to at once! Gonna do factions one at a time. Super excited to have a patch.

Chaos:
Chaos Heretics:
Tic buff is not sufficient and misguided. I'm a huge fan of the new 190 req tics, though they clearly need some small amounts of love. The proposed change (regen) will disproportionately buff GL tics over melee (since they stay on the field longer benefiting from the regen, have long range weapons which means they will fire more often for more regen uptime, and being a ranged squad instead of melee, they will be taking damage in smaller, more distributed bursts, which regen helps with more) doesn't buff melee enough, and buffs melee in the vanilla state. I think that melee AC tics should be the main recipients of any buffs, or an XP reduction.
I say buff the AC to unlock the in combat regen and it goes away when GL is upgraded, or make the AC increase squad melee and/or doomblast damage. AND reduce XP by a bit. I'm not the first to say any of this.

Chosen Plague Marines:
Need actual nerfs.

Chaos Dreadnought:
I really don't like the MoT change. Ever since the AV damage type was added, this unit has seemed completely fine to me. If anything, increase Barrage cooldown or decrease it's damage a bit (to focus on the Suppression). If this change is really going to stick, consider a further price reduction.

Besides that, the Chaos changes all look great! So happy to see tic ToN get fixed. Pread pop increase I'm iffy on (I do think it's the worst battle tank!) Slower, higher upkeep on PM feels like just the right amount of nerfing. All the other little nerfs/buffs are great.

Except autocannons
I wanna come down really hard on this. Here's my thesis: Auto-cannons anti-all capabilities need to be removed, not mitigated.
The problem I see with autocannons (Chaos and IG both) is that they are AV, anti swarmy infantry, anti HI and decent anti single entity. The changes proposed reduce burst and net damage which I like, but these are changes that effect each of the auto-cannons capabilities in equal measure making not any less an anti-all weapon, but just a net weaker weapon. This is a really dangerous balancing act, since it will almost immediately swap from good in every situation, to good in no situations.
I propose that instead of weakening them in every single situation, that they are instead focused in their roles. This was discussed elsewhere, but I want to see them change their damage types from explosive to autocannon. This would leave their damage profile the same against all targets except vehicles, where it will go from 100% to 75%. This could happen in conjunction with the burst duration changes listed above (which generally allow for better counter-play, so I'm in favor) but remove the need to too much damage reduction. With this change, the cannons will remain incredibly good against swarmy infantry, while being significantly worse options against vehicles.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby _4ut_ » Tue 25 Oct, 2016 5:58 pm

Atlas wrote:No Flash Gitz changes,

But is ok
Atlas wrote:no Kasrkin changes.

But is still broken
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Impregnable » Tue 25 Oct, 2016 6:02 pm

I didn't get this thing for a long time but why is Plasma Cannon Devs not affected by LC flare? If this is a bug, pls fix and if it is intended, imo need an explanation for the exception. By far, Plasma Dev is the only unit not affected by LC flare.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Atlas » Tue 25 Oct, 2016 6:39 pm

karnakkardak wrote:Part of Venerable dreadnought cost is wrong. Nobody unit in game consume 300 power... pls check

- Venerable Dreadnought cost decreased from 600/300/100 to 600/300/50.(Req/Red/Power)

It's correct, just not in the usual Req/Power/Red order. Fixed!

boss wrote:Will the zoanthrope for tyranids get it snare back with focused warp blast?

No.

Impregnable wrote:I didn't get this thing for a long time but why is Plasma Cannon Devs not affected by LC flare? If this is a bug, pls fix and if it is intended, imo need an explanation for the exception. By far, Plasma Dev is the only unit not affected by LC flare.

I'm not sure, but the OM Plasma Dread might also be unaffected. Not sure exactly why, but it could be simple attack ground orders or something. Are Blastmasters similarly unaffected?
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Deflaktor » Tue 25 Oct, 2016 6:55 pm

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 other form of compensation. An increase of 5% hp is too little imo. But lets see how that works out.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Cyris » Tue 25 Oct, 2016 9:39 pm

Eldar
Warlock
Oh wow am I excited to play with the cloak. I've always felt WL would be so much more interesting to play with a caster focused wargear option. I like that this is mutually exclusive to the energy shield.

Dire Avengers
Not enough nerf to vanilla DA. This small health decrease does not make up for their absurd front loaded damage and movespeed for the low cost, even if you couldn't buy it back with the Equipment upgrade. If health reduction is the intended direction (and I'm 100% in favor) it needs to go down to 100 at least. Equipment could stay at 10%, or even go up to 20% in that world.
Exarch changes seem super reasonable.

Fire Dragon
I would very happily still build this unit. I think that if it's base stats aren't going to be nerfed at all, it could safely go as high as 360/50 or 60 and still be playable and strong. I want it's high AV and anti-all capabilities to represent a larger power committal.

Falcon
I love these changes.

Wraithlord
I feel like this guy deserves a tiiiiiny bit more of a buff. Like, make the regen 1.5 or even 2 (still very small numbers given it's HP pool and the spike damage of AV weaponry) or decrease the cost/up the potency of the Wraithbone upgrade. Maybe have it increase health a bit too, as a reward for keeping it around till T3.

Wraithguard
Over nerfed. I get it, people hate this unit, but nerfing it out of existence is the wrong way to go. I'd advocate for either giving it some movespeed back like Deflaktor said, or courage damage or straight damage.
Personally, I liked the unit more when it couldn't fotm. But when it had fotm added, it had it's damage, suppression and movespeed reduced. Give back some of that if this is the direction we are really going in. Also, it's windup time got longer with fotm, making it harder to micro. can we get that back down also if moving is going to cancel shots?


Overall, Eldar looks fine. DA are still too strong, but everything else is fine. I feel like i'm not seeing the WSE nerfs we deserve though. Shees need no further buffs imo, DA just need real nerfs. Shurican platform should cost 250 req ;) Lastly, Rangers are in desperate need of love. A lot of possibilities got thrown around in threads lately, I'm sad nothing is being done for them yet. Internal balance against Shuris makes is REAL hard for a unit like Rangers to exist. Here's my proposal lifted from other thread:

Rangers
Rangers fill a tricky role, often overshadowed by the more consistent, scaleable, cheaper and easier to micro Shurican. In this update we focus on making their CC capabilities more consistent.
Sniper_HI - Suppression resistance from cover reduced from .75 / .5 to 1 / 1 (in other words, cover no longer gives suppression resistance)
Pathfinder Gear - Cost reduced from 65/15 to 50/10
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Psycho » Tue 25 Oct, 2016 10:36 pm

DA dps and/or cost untouched, Energy shield and its grenade-blocking shenanigans untouched
Guardsmen deployable cover untouched
Banshee (and most other leap-capable units) leaping rendering them immune to knockback and homing into the model untouched
Apo's full-auto untouched, Warlock's ranged permaknockback untouched
Falcon still gets up to 525 additional health with a shield and 3e/s regen, in practice health regen of up to 12.145 for an anti-all transport
Fire dragons still immune to weapon knockback
Eldar not yet removed from the game

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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Black Relic » Wed 26 Oct, 2016 1:59 am

Oddnerd wrote:Love the artillery spotter flare ability - it allows spotters to actually spot things and makes setting up manti strikes easier. Whoever suggested that back in late January is a genius.

I think that was a collaboration of a few people. I do remember asking tex what he thought about spotters having this. idr his response since it was a while back.

The Haymire or any bomb in general should not stack slows imo. If there is to be a 100 percent snare on a vehicle it needs to be from different sources. But that's just my opinion.

Dire Avengers is a change i do like. I do kinda agree with cyris but i appreciate the attempt to keep the 3 DA opening but attempting to provide way to exploit it. It will turn into something low level player have a hard time pulling of well due to the more bleed that will occur.

I would like to see Fire Dragons passive KB immunity be tied into their ability. Maybe even the ability giving a damage resistance like 15-20% and remove range increase. Then the usage of the ability is what makes them potent which is what i would like to see.

Eldar will be interesting to look at now though. Banshees would use some looking into though. Maybe reduce the exarch cost a bit (in req only) but lower the 50% range damage resistance they get to 45%. Not totally sure what to do with them though since i do like their initial cost. Actually i think 365 would be a good place. Would like to see how that works out.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Oddnerd » Wed 26 Oct, 2016 2:11 am

I'm not sure what the problem is with GM cover. I've seen someone build a block around a VP once, which was highly amusing, but still not impossible to work around (they can be shot or crushed).
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Atlas » Wed 26 Oct, 2016 2:12 am

Psycho wrote:Guardsmen deployable cover untouched
(And a bunch of other valid concerns)

Of all the things in your list, GM cover is in an equal tier to FD/Falcon etc etc?

Black Relic wrote:
Oddnerd wrote:Love the artillery spotter flare ability - it allows spotters to actually spot things and makes setting up manti strikes easier. Whoever suggested that back in late January is a genius.

I think that was a collaboration of a few people. I do remember asking tex what he thought about spotters having this. idr his response since it was a while back.

The joke is that he was the guy who suggested it :P
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Psycho » Wed 26 Oct, 2016 3:23 am

Atlas wrote:Of all the things in your list, GM cover is in an equal tier to FD/Falcon etc etc?


I should be able to defeat land raiders by throwing deployable cover at it, Atlas!
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Impregnable » Wed 26 Oct, 2016 3:36 am

Atlas wrote:
Impregnable wrote:I didn't get this thing for a long time but why is Plasma Cannon Devs not affected by LC flare? If this is a bug, pls fix and if it is intended, imo need an explanation for the exception. By far, Plasma Dev is the only unit not affected by LC flare.

I'm not sure, but the OM Plasma Dread might also be unaffected. Not sure exactly why, but it could be simple attack ground orders or something. Are Blastmasters similarly unaffected?


As long as I know, it has been only Plasma Dev for such a long long time. Noise is affected by LC flare. When other set up units or turrets are affected, it is clearly represented by their firing arc is reduced by half but Plasma Dev retain their firing arc showing they are unaffected. This game I did last year would help represent that it is certainly the case.

https://www.youtube.com/watch?v=D5jK-rYm97E

14:06 shows Plasma Dev not getting affected at all by LC flare

Also Sentinels take friendly fire from things like base turrets and IG HWT. Same video 13:40 mark shows sentinel getting hit by player's own Lascannon shot. It even takes fire from player's own GM which can noticed when sentinel say enemy IG is attacking him even when there are no other IG is present in game.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Psycho » Wed 26 Oct, 2016 3:41 am

Impregnable wrote:Same video 13:40 mark shows sentinel getting hit by player's own Lascannon shot.


I've found that lascannon friendly damage happens every once in a while. If I remember well, I once had a razorback take the shot of my lasdevs, and it was rear armor to add insult to injury.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Atlas » Wed 26 Oct, 2016 3:52 am

Psycho wrote:
Impregnable wrote:Same video 13:40 mark shows sentinel getting hit by player's own Lascannon shot.


I've found that lascannon friendly damage happens every once in a while. If I remember well, I once had a razorback take the shot of my lasdevs, and it was rear armor to add insult to injury.


Yes, that's working as intended. Weapons that pass through a unit have a 50% chance of hitting that unit instead. It's why Sents can get killed by their own base turrets and why lascannon shots can hit your own vehicles.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Crewfinity » Wed 26 Oct, 2016 4:48 am

Thoughts on OM so far... I'll keep this contained to T1 for now since that's all i feel comfortable giving feedback on. I'll wait until the IST and BroCap bugs are fixed before i put in my thoughts on their T2.

Overview:
the gaping deficiency that was OM's AV capability has been addressed quite well. purgation are no longer the only option, and neither are they as cancerous as in 2.5 with psycannons. Ops are more useful as well with the changes in fallback plan and scaleable AV. really good changes in those areas. However, they are still a bit too weak against mass melee and jump units due to lack of early, cheap crowd control. That's the area that I think needs the most changes still. They are also still weak against setup teams/snipers since they lack ways to deal long distance damage or close quickly with the enemy. the brother captain getting flesh hook in T1 helps somewhat in that department, but only against setup teams without platforms - eldar and IG are still very difficult to deal with.

Globals:
I like the idea of cleanse, but paying 50 red for 50 energy seems like a bad deal. this can probably get increased. Canticle of Absolution is absolutely awful for 175 red... you used to be able to spend 100/25 to get unlimited uses of this ability through the game. even then it rarely saw play (although this was because Aegis was OP). this could easily be 50 red and i'm still not sure i would use it very often. Mind blades is still probably their best global, but i think it could use a buff on the melee skill - compare it to UYC and its terrible, and orks generate way more red. when you use this on your strike squad they should win melee fights vs most units, they still tend to lose vs high damage melee units like shees or sluggas.

Strike Squad:
SS got overnerfed. like really hard. they lost a quarter of their ranged damage and their cost only went down by one ninth. They were always the worst HI unit at scaling (Tacs and CSM) but that was okay because they were really strong in T1. Now they suck in T1 and suck at scaling :P
28 damage storm bolters were OP last patch, but 21 damage is way too low for their cost. they're not any sort of threat at all in T1.
Tacs have Kraken bolts in T1, and CSM have eternal war. SS have... higher melee dps (1 more than CSM) and specials. but they still get shat on by sluggas, banshees, stormboyz, raptors, etc since they're slow, have relatively low melee damage, and low model count (less chances to proc specials).

IST:
I'm a big fan of the changes to the Sergeant. however now that he is only a soft detector, I think he should cost less power so he can hit the field earlier. I like the changes to base cost/damage for this squad.

Brother Captain:
Bro cap got a lot less tanky, even if you're trying to use Aegis/Unending purge/SS purification/cleanse. He had 8.5 health regen below 50% health in 2.5, which gave him incredible sustainability and field presence, even though he had low damage and speed.
-Mantle of Terra is an awful purchase in T1. spending 25 power to get lower cooldowns on WaTH (and fleshhook if you get it) is not worth it at all. if you want to use WaTH more often you just get the power sword anyway.
-Aegis shield is very meh. right now if you buy it he has 1250 effective HP. if he pops WaTH its 1,323 effective HP. If the Force commander gets the iron halo he has 1320 effective hp. however, FC can get artificer armor as well which gives him way more sustainability than the bro cap has with unending purge.
-moving psychic lash to T1 was a good change, but it was nerfed too hard in the process. its already not as good as the LA fleshhook since he's slow and cant infiltrate, so you can see it coming a mile away. he also doesnt have the melee followup that hormagaunts provide. it also takes a dickyear to cast, a lot of times he dies to melee units while trying to get it off.

Proposed Changes:
-increase brother captain default speed by .5, or give him back the movement bonus with default WaTH. (this is to offset the massive durability nerf he received.)
-decrease Mantle of Terra cost from 100/25 to 100/20
-decrease the cast time of psychic lash, it should be almost instantaneous. increase damage to 100
-increase aegis ratio to 3.5 instead of 2.5

-increase SS bolter damage from 21 to 22
-move psybolt ammunition (on SS) to T1

-decrease IST sergeant cost from 75/25 to 75/15
-decrease the number of IST grenade launchers from 4 to 2. double the damage of the grenade launchers

-decrease Canticle of Absolution red cost from 175 to 75
-increase the melee skill buff granted by Mind Blades from 10 to 40
-increase the amount of energy granted by Cleanse from 50 to 75
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Adeptus Noobus » Wed 26 Oct, 2016 9:28 am

First off: big kudos to all the people involved.

I like a lot of the changes but some are either not needed at all, implemented in a curious (possibly balance-breaking) way or not going nearly far enough. I will give a few examples for each where no actual 2.6 gametime is needed to make a viable assessment.

Like:
  • Cloak of Shadows - It really opens more playstyles for the warlock considering he is supposed to be the versatile yet offensive spellcaster.
  • Hide da boyz cooldown increase - Nothing really needs to be said here, it was much needed.
  • Mekboy wargear nerfs - Nothing has to be said here as well.
  • Sternguard changes - Really looking forward to testing them a LOT. Maybe now even Riku will get them :lol:
  • Holy Pyre + Assail - So much YEEESS.

Not nearly enough/curious change:
  • Heavy weapons team - A req increase does not address the issue at all. A setup-team that can not be knocked back come T2 and can constantly out-reinforce a major portion of your enemies' damage-potential is simply not balanced.
  • Leman Russ - Elite Tank crew not on the list makes me cringe. Their survivability is already bonkers with bunkers and Guardsmen and 35% dmg reduction.
  • 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.
  • Plague Marines - Very curious approach to balance them. As it stands they have become more expensive but still retain all their awesome passives which are the true cause for concern.
  • Heretics regen - I agree that this massively favors/buffs GL Tics, since they can now sit back, fire away from long-range and regen at the same time. Tie this to the AC and remove when upgrading GLs - fixed.
    Rangers - The lack of any changes to them is curious, considering how much they were discussed. Their lackluster firepower still makes them weak in certain matchups (mainly Eldar vs SM).

Not needed at all:
  • Drain Life - It has always been more about the utility than the actual heal. Forest and I agree that this makes e.g. SM Librarian play virtually borderline suicidal. In fact every subcommander will suffer now.
  • Sorcerer improved Pew Pew - I don't see why he needed this buff really. He already has a devastating ranged attack that allows him to kill models and thus gain XP.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Deflaktor » Wed 26 Oct, 2016 2:54 pm

Adeptus Noobus wrote: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 avengers repairing and farseer armor buff let's him easily out shoot plague marines. Also if there is imminent danger you can use webway gates invisibility or ranger invisibility to get him out.

I do have trouble getting his laserlance to work though. Transports are too fast to kill them with it. Tanks outrange it. And walkers rarely smack against each other and even then you get at most 2 hits in before he closes in. So whenever I get the laserlance I feel like it was not only wasted resources, but the shuri would have also done a much better job.
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Torpid
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Torpid » Wed 26 Oct, 2016 3:53 pm

Adeptus Noobus wrote:
Not nearly enough/curious change:
  • Heavy weapons team - A req increase does not address the issue at all. A setup-team that can not be knocked back come T2 and can constantly out-reinforce a major portion of your enemies' damage-potential is simply not balanced.
  • Leman Russ - Elite Tank crew not on the list makes me cringe. Their survivability is already bonkers with bunkers and Guardsmen and 35% dmg reduction.
  • 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.
  • Plague Marines - Very curious approach to balance them. As it stands they have become more expensive but still retain all their awesome passives which are the true cause for concern.
  • Heretics regen - I agree that this massively favors/buffs GL Tics, since they can now sit back, fire away from long-range and regen at the same time. Tie this to the AC and remove when upgrading GLs - fixed.
    Rangers - The lack of any changes to them is curious, considering how much they were discussed. Their lackluster firepower still makes them weak in certain matchups (mainly Eldar vs SM).


Rangers do need some sort of adjustment, unfortunately I got really busy after I'd organised most of the changes for the patch and was unable to really commit to thinking about it any further. This is why PMs got no change other than cost increase (rotation rate is an interesting one and was a Caeltosian decision, it's okay, but a straight dps decrease is properly needed too). It is why the RA/LA wargears were left unchanged - they do need chagne but I wasn't able to test them properly so left them, better to do no bad and no good, than to risk doing bad for only a little good, right?

I would request an upkeep decrease on the wraithlord so that multiple of them are viable in T2. When you get a few with some brightlances it allows the eldar T2 to become very formidable vs races like orks. It's an alternative to increase his life or decreasing the cost which apparently goes against how Caeltos wants to see the unit operate.

Lemans should either have their elite tank crew removed entirely or have the hp/vision boost implemented into them by default thus making them more expensive and creating a large change in their timing. That would be very influential in 1v1 but even good in 3v3 to stop the leman "rushes" unless you are vsing an LG. Their upgraded weapons are pretty meh so that's why they need a cost decrease - it is the base tank's stats that cause it to overperform, certainly not the upgraded weapon's.

Idd I believe HWT are still broken. The AC was not the only issue with them. They simply have way too much hp and alongside the triple guardsmen that have nearly 1k hp each themselves it is mental in t1. Especially for SM/CSM who have to rely on ASM/Raptors really, scout heavy plays obviously not doing too good vs triple guardsmen builds, or do heretic ones (tics don't scale, guardsmen do, really too well in fact). And then of course the synergies with bunkers, chims, execute and med-kits is still there and it is unnecessary imo. I also feel the bubble shield is really cheesy and something should be done about it although I'm not sure which yet.

My proposal changes for heretics were as follows:
Heretics -
Experience yield reduced from 50 to 45.
Aspiring champion upkeep cost reduced from 12.5 to 8.
Hp increased from 75 to 80 per model.
Cost increased from 190 to 210.

The current changes do disproportionately help GL tics which needed no such help and also allow nurgle worship to work on tics - something that rightfully did not happen before. 4.5hp/s regen on a squad with 8 models in t1 is not good. 9 with the AC. That is only going to make the PC even better at counter-initiation.

You also missed out guardsmen. As an IG main of some sorts I affirmatively believe that guardsmen are OP atm. Too much health for far too cheap and too spammable considering they have no bleed. They need to cost more pop on their leaders. I wanted a small rise from 1 pop per leader to 2, given that retail has them at 4 each. That is why in retail you could never ever go 3x GM. Not the initial sunk costs but the upkeep. 3x commy gm in retail make you have 0 req for the rest of the game... There should be a good middle ground.

Adeptus Noobus wrote:Not needed at all:
  • Drain Life - It has always been more about the utility than the actual heal. Forest and I agree that this makes e.g. SM Librarian play virtually borderline suicidal. In fact every subcommander will suffer now.
  • Sorcerer improved Pew Pew - I don't see why he needed this buff really. He already has a devastating ranged attack that allows him to kill models and thus gain XP.


The librarian should be nowhere near the enemy CL so I don't really see why it is an issue. If the CL is leading the line focus fire him with your devs one of which should be VR and you have VOT. Let the libby tango with raptors/KCSM. If he is waiting to counter-initiate then don't charge in with your libby. Get an AC dread, sterns, a plasma dev, do what you can to win the ranged fight and force him to come at you. Drain life was pretty darn underused before frankly because LTGB is an instant GG to most melee squads as well as an SUT counter. Giving drain life a little retreat killing potential is a nice way to encourage it's usage and also to allow chaos players to showcase a little more foresight and skill than point-blank LTGBs into bloodletter teleports and BC charges to kill stuff...

Similarly with the CS. Doombolts don't get models. They do shared hp damage courtesy of them being aoe. Now you can DB and follow it up with pistol shots to get lots of kills. It encourages risky CS play since conventionally the CS is not a hero that greatly benefits from chasing around stuff solo - unless he goes warp/flame sword, so this change does encourage some more of that play but I like that as I think it is fundamental to good CS play - you then can choose whether you want to or not, transition out of that melee support playstyle in T2 by going for chains or the daemon shield. It also gives the CS more opportunity to level up in the early game which is crucial for him getting more energy and doing well without the daemon shield in T2.
Lets make Ordo Malleus great again!
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby Cyris » Wed 26 Oct, 2016 5:02 pm

Torpid wrote:It is why the RA/LA wargears were left unchanged - they do need chagne but I wasn't able to test them properly so left them, better to do no bad and no good, than to risk doing bad for only a little good, right?

Yeah, nids changes read like they were written by someone who wishes nids never existed, and has never played them.

Torpid wrote:My proposal changes for heretics were as follows:
Heretics -
Experience yield reduced from 50 to 45.
Aspiring champion upkeep cost reduced from 12.5 to 8.
Hp increased from 75 to 80 per model.
Cost increased from 190 to 210.

This reads like nerfing melee tics even further :/ To follow your theme but focus on helping out melee more, I'd propose something like:

Heretics -
Experience yield reduced from 50 to 45.
Aspiring champion cost increased from 90/25 to 100/25
Aspiring champion health bonus increased from 20% to 25%
Aspiring champion population decreased from 5 to 4
Aspiring champion upkeep cost reduced from 12.5 to 10.2

Also worth considering would be a small reduction in the GL tics autogun damage.
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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread

Postby karnakkardak » Wed 26 Oct, 2016 5:35 pm

bug in test file
stormtrooper anti armor kit upgrade hp boost is bugged. tooltip say 20% add. but in game, 100% added. so their squad hp is 1840. are they wear HEV?
i think u guy check 'each of member' get 20% add hp not the group squad.

suggestion of mine:
OM BC wath affect himself good for him.
how u think gk rhino get heavy flamer replace heavy bolter & get twinlinked multi melta replace lascannon for concept(not about balance)
cleanse need buff. in my opinion, not only heal energy but also heal hp(50 for infantry armor unit/100 for heavy infantry%commander armor unit/300 for super heavy armor unit) it will be make stronger OM brethren.

nobody use dark ripper beacause seer council. are we seer council nerf and dark ripper buff? and seer council itself so devastating when they ambush from webway gate. space marine really really painful for them. i wonder their range dmg reduction passvie will delete or weak.

some guys start hate hwt's shield. so i suggest this if hwt doesnt avoid nerf: delete dmg reduction but still maintain knockback&supression immune.

suggestion of some korean players who ive known.

dont cost nerf tyrant guard. they rarely used.
wraithguard overnerfed
orks underperformed in 3v3.

ask of modder:
where is the paladin squad? note doesnt mention at all them. originally paladin deeep strike is global and f3 hotkey. but now, where are they?

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