ELITE Mod 2.6 Release Thread

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ELITE Mod 2.6 Release Thread

Postby Swift » Wed 30 Nov, 2016 9:30 pm

Alrighty so it's finally here, the much discussed, debated, argued and hair-torn-out over: official patch 2.6.

If you want to change your army painter schemes, rename the files in your Elite/config folder. On both .lua files, delete the "-Elite-2.6" portion.

Now to copy Atlas' credits:

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.

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.


ELITE Mod 2.6 Download Links

Download from Dawn of War Codex [dawnofwar.info] CLICK HERE

Download from mirror Mega [mega.nz] CLICK HERE

Reporting bugs and issues?

Please do so in the Bugs & Issues thread.

    General
  • Main Menu screen updated from Wraithlord to Necron Lord.
  • New Iron Warriors and Thousand Sons CSM portraits by Kilgarn.
  • Green wall fx for Necron Lord in The Last Stand updated.
  • Might of Titan has a new fx.
  • Apothecary's Purification Rites damage hit fx now changes with level.
  • Tyrant Guard abilities' UI positions swapped.

    Bug Fixes
  • Heretic In combat health regen multiplier increased from 0 to 0.5.
  • Dark Flames should no longer one-shotting generators. (damage type changed to ability_flame)
  • Warp global no longer works on downed heroes.
  • Fixed Touch of Nurgle dealing more damage than intended when applied to Heretics.
  • Touch of Nurgle no longer revives heroes.
  • Nurgle Shrines no longer suppresses Nob squads under the effect of Frenzy.
  • Hopeful fix for Plague Sword one-shotting units affected by Nurgle's Rot. (unconfirmed)
  • Fire Dragons should no longer miss loaded transports.
  • Death of the Dire Avenger Warlock will now remove the detector decorator if the grenade upgrade has been purchased.
  • Holy Pyre's effect radius changed to more accurately match the vfx radius.
  • Holy Pyre detection radius changed to more accurately match the vfx radius.
  • Once activated, the Commissar's execute abilities ignore line of sight (attempt to fix energy loss bug).
  • Catachan Devils shotgun blast can now only be used by die-last leaders (attempt to fix energy loss bug).
  • Brother Captain's Demolishing Strike can now damage Spore Mines.
  • All non-leader IST models can now use the Frag Grenade ability.
  • Slugga Nobs can build Waaagh! Banners.
  • Apothecary Heal Aura is no longer lost after exiting a webway.
  • Scouts and Rangers should no longer be heard by all players when going into stealth.
  • Zoanthrope's Focused Warp Blast can now target Imperial Guard Sentinels.

    Maps
  • New map: Khatrin Purification Plant (6p) by zeetorq.
  • Updated map: Taros Mining Facility (6p) by zeetorq.
  • New maps: Argus Siege (2p, 4p, 6p) by Angry Bird.
  • New map: Archaea Vista (6p) by Swiftsabre.
  • New map: Vulcan Pits (2p) by Swiftsabre.
  • New map: Quest's Redemption (6p) by Swiftsabre.
  • New map: Angstrom Heights (6p) by Swiftsabre.
  • Updated map: Lugganath Glacier v1.2 (2p) by Swiftsabre.
  • Updated map: Leviathan Eye v1.1(2p) by Blessed Spartan.
  • Deleted map: Minethera Outpost by Swiftsabre.

    Gameplay
  • Hold Fire added to the game.
  • Hold Fire is a toggled ability that prevents the unit from firing at any target not selected by the player. The effect remains active even after a target is chosen, and the unit is still unable to freely fire at in-range enemies.
  • Hold Fire has been given to ranged AV set up teams, other single shot AV units, and ranged vehicles.
  • Sniper_hi now ignores light and heavy cover courage damage modifiers.
  • Grenade_pvp damage to vehicles lowered from 50% to 33%.

    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.
  • Purgation rotation speed increased from 160 to 400.
  • Grey Knight Terminator/ Grey Knight Paladin rotation rate increased from 200 to 250.

    ImageChaos Space Marines

    Globals
  • Blood Sacrifice red cost increased from 150 to 175.
  • Dark Flames red cost reverted from 125 to 150.

    Chaos Shrines
  • Khorne Shrine now only buffs melee damage of nearby units, not all damage.
  • Tzeentch Shrine now grants a 50% courage damage resistance to nearby allies.

    Chaos Lord
  • Lightning Claw wargear cost reduced from 200/50 to 150/50.
  • Armour of the Inferno hp regen reduced from 1 to 0.
  • Armour of the Inferno health increase reduced from 200 to 150.
  • Drain Life cooldown increased from 30 seconds to 40 seconds.
  • Drain Life damage increased from 120 to 180.

    Chaos Sorceror
  • Rod of Warpfire cost reduced from 150/30 to 130/25.
  • Bolt pistol on default sword and flame sword damage per hit increased from 14 to 21.
  • Icon of Tzeentch cost reduced from 150/30 to 120/25.

    Chaos Heretics
  • Doomblast now deals damage equal to 20% of the heretic model's maximum health. (20% of the heretic model's hp, so same damage at base, but more with AC and levels)
  • Aspiring Champion population reduced from 5 to 4.
  • Aspiring Champion upkeep reduced from 12.5 to 10.2.

    Chaos Space Marines
  • Mark of Khorne cost reduced from 70/30 to 70/25.

    Chaos Havocs
    Autocannon -
  • Burst duration reduced from 3 to 2.5.
  • Damage reduced from 55 to 50.
  • Weapon wind down reduced from 1 to 0.5.
  • Reload frequency increased from 0 to 2.
  • Reload duration increased from 0 to 1.

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

    Bloodletters
  • Population cost increased from 3 to 4.
  • Upkeep increased from 7.6998 to 10.2.

    Chaos Dreadnought
  • Blood Rage ability duration reduced from 15 seconds to 12 seconds.
  • Chaos Dreadnought Blood Rage energy cost increased from 60 to 70.
  • Frenzied Barrage flame damage removed.
  • Mark of Tzeentch cost reduced from 100/30 to 80/25.

    Chosen Plague Marines
  • Cost increased from 480/30/175 to 480/30/200.
  • Call in cooldown increased from 240 to 420 seconds.
  • Model count increased from 3 to 4.
  • Model health reduced from 750 to 500.
  • On death explosion heal reduced from 150 to 100 and damage reduced from 50 to 35.
  • Knife damage reduced from 20 to 15 damage per hit.
  • Knife damage over time reduced from 5 to 4 damage per second on hit.
  • Knife DoT damage type changed from heavy_melee_pvp to melee_pvp.

    Plague Marines
  • Acceleration reduced from 30 to 8.
  • Upkeep increased from 10.2 to 12.75. (normalized at 2.55/pop)
  • Bolter damage reduced from 18 to 12.

    Chaos Predator
  • Population cost increased from 15 to 18.

    ImageEldar

    Globals
  • Spider's Brood call in cost reduced from 350/0/200 to 325/0/175.

    Webway Gates
  • Carrying capacity increased from 4 to 7.
  • Webway Gates global cost increased from 50 to 75.
  • Webway Gates Rejuvenation Field energy regeneration from 1 to 2 e/s.
  • Webway Gates experience yield reduced from 250 to 200.

    Warlock
  • Cloak of Shadows now grants +1 e/s in addition to its other effects.
  • Witchblade of Kurnous cost reduced from 100/35 to 100/30.

    Warp Spider Exarch
  • Removed special attack from default weapon, Heavy Gauge Death Spinner and Entangling Web. (Powerblades restores the melee special)
  • Teleport ability energy cost increased from 30 to 35 and cooldown increased from 10 seconds to 12 seconds.
  • Default Melee damage increased from 25 to 32 with all default power blades.
  • Default Ranged damage reduced from 40 to 35 damage per hit.
  • Entangling Web moved from T1 to T2.
  • Shimmer Orb cost reduced from 100/25 to 100/20.
  • Anti-Gravity Grenades cost reduced from 100/25 to 100/20.
  • Enhanced Warp Jump Generator cost increased from 120/30 to 150/30.
  • Enhanced Warp Jump Generator energy regen reduced from 2.5 e/s to 1.5 e/s.

    Farseer
  • Shuriken pistol dps increased from 2.47 to 8.5.

    Dire Avengers
  • Hp reduced from 120 to 100.
  • Aspect of Avenger now grants a 20% hp increase to the squad.

    Exarch -
  • Exarch hp reduced from 275 to 250.
  • Population cost increased from 2 to 3.
  • Upkeep increased from 4.1538 to 7.65.
  • Ranged damage reduction aura reduced from 25% to 20%.
  • Leap knockback type changed from light_weapon to weapon.
  • Domino knockback strength on leap decreased from 50 to 0.

    Howling Banshees
  • Exarch cost reduced from 90/25 to 90/20.
  • Exarch melee special knockback type changed from light_weapon_pvp to weapon_pvp.

    Rangers
  • Cost reduced from 300/30 to 210/20.
  • Population cost reduced from 3 to 2.
  • Upkeep cost reduced from 7.65 to 5.1.
  • Long Rifle damage per hit reduced from 80 to 55.
  • Kinetic Pulse no longer does damage.
  • Kinetic Pulse cooldown reduced from 70 seconds to 50 seconds.

    Pathfinder Gear -
  • Pathfinder Gear cost increased from 50/15 to 75/20.
  • Pathfinder Gear no longer grants an increase courage damage.
  • Pathfinder Gear now increases ranger energy regen by 2e/s.
  • Pathfinder Gear now adds 25 splash piercing damage to Kinetic Pulse.
  • Pathfinder Gear now reduces Kinetic Pulse cooldown from 50 seconds to 35 seconds.

    Falcon
  • Speed reduced from 8 to 7.
  • Energy Shield upgrade cost reduced from 100/35 to 100/30.
  • Energy Shield upgrade no longer reduces speed by 1.
  • Energy Shield damage conversion ratio reduced from 5hp/1energy to 3.5hp/1energy.

    Fire Dragons
  • Cost increased from 360/30 to 360/40.
  • Squad no longer has weapon knockback immunity by default.
  • Fire Dragons Dragon's Fury ability bonuses reduced from 100% FotM accuracy to 75% FotM accuracy.
  • Fire Dragon Exarch cost reduced from 85/15 to 75/15.
  • Fire Dragons now have Dragon Scale Armour upgrade.

    Dragon Scale Armor -
  • Grants the FD immunity to weapon knockback as a passive aura.
  • Cost set at 50/15.

    Warp Spider Squad
  • Haywire Grenade energy cost reduced from 50 to 40.
  • Haywire Grenade cooldown reduced from 48 to 40.

    Wraithguard
  • Cost reduced from 400/60 to 400/50.
  • Health increased from 666 to 750.
  • Wraithguard Exarch sight radius increased from 30 to 50.
  • Wraithguard Exarch no longer leaps or knockbacks enemy units.

    Firing Pattern -
  • Wraithguard can no longer fire on the move.
  • Wind-up decreased from 1.25 to 1.0.
  • Weapon reload duration from 1.5 to 1.75.
  • Courage damage per hit increased from 20 to 30.

    Wraithlord
  • Population cost decreased from 12 to 10.
  • Upkeep reduced from 30.6 to 25.5.
  • Hp regen increased from 0.5 hp/s to 1 hp/s.

    ImageImperial Guard

    Globals
  • Infiltrated Stormtroopers cost reduced from 250/0/150 to 200/0/125.
  • Leman Russ Airdrop cost increased from 500/50/200 to 500/75/200.

    Inquisitor
  • Holy Pyre ability duration decreased from 30 seconds to 15 seconds.
  • Assail ability is now channeled; she is immobile for the duration.
  • Assail ability damage increased from 7.5 dps to 12.5 dps.
  • Inquisitorial Mandate cost decreased from 120/35 to 120/30.
  • Interrogator's Armour cost decreased from 110/25 to 110/20.
  • Purgatus cooldown reduced from 75 seconds to 60 seconds.

    Crossbow Bolt Pistol-
  • Cost increased from 110/20 to 130/25.
  • Range increased from 30 to 38.
  • Dps reduced from 35 to 30.
  • FotM accuracy decreased from 100% to 50%.

    Lord Commissar
  • Power Sword cost increased from 110/20 to 120/25.
  • Inspire Courage no longer makes the Commissar immune to suppression. (still breaks suppression)
  • None Shall Fall ability now only affects allied Imperial Guard units.
  • None Shall Fall duration reduced from 30 to 15 seconds.

    Lord General
  • Vox Operator now grants +1 e/s.
  • Melta Gun range increased from 20 to 24.

    Guardsmen
  • Member upkeep increased from 1.99 to 2.55.
  • Las-turret cost increased from 150/5/0 to 150/5/5.

    Catachan Devils
  • Cost increased from 300/30 to 350/40.
  • Catachan Devils now spawn with the Demo Man upgrade. (including hp bonus and abilities)
  • Shotgun damage increased from 20 to 22.
  • Sergeant cost reduced from 75/25 to 60/20.

    Heavy Weapons Team
  • Squad model count reduced from 6 to 5.
  • Refractor Shield no longer grants suppression immunity to the squad.

    Autocannon-
  • HP damage from 60 to 51.
  • Burst duration from 3-3 to 2-2.
  • Rate of fire from 3 to 2.
  • Reload frequency from 1 to 2.

    Artillery Spotter Squad
  • Upkeep increased from 2.55 to 5.1.
  • Now has the Flare Shell ability.

    Flare Shell-
  • Unlocks as a T2 upgrade and cost set at 75/10.
  • Now grants keen sight in a radius of 35 from the detonation point for 20 seconds.
  • Cooldown set to 40 seconds.
  • Flare Shell ability cooldown timer shared with Smoke Shell.

    Bane Wolf
  • Speed decreased from 8 to 7.
  • Chem Bomb ability cooldown increased from 30 seconds to 40 seconds.
  • Chem Bomb dps decreased from 10 to 5.

    Storm Trooper Squad
  • Anti-Armor Kit now grants the squad a 20% hp increase.

    Cadian Kasrkin Squad
  • Cost reduced from 425/60 to 450/30.
  • Plasma Gun range increased from 38 to 45.

    Leman Russ
  • Cost increased from 500/125 to 575/135.
  • Hp increased from 700 to 1200.
  • Leman Russ starting sight radius increased from 40 to 55.
  • Executioner Cannon upgrade cost reduced from 150/30 to 120/25.
  • Vanquisher Cannon upgrade cost reduced from 150/30 to 140/25.
  • Elite Tank Crew upgrade removed.
  • Damage resistance aura removed.

    Baneblade
  • Cost reduced from 1000/200 to 700/180.
  • Hp reduced from 3250 to 2750.
  • Primary cannon damage reduced from 180 to 150.
  • Demolisher cannon ability range reduced from 50 to 40.

    ImageOrdo Malleus

    Globals
  • Dark Excommunication global replaced with Canticle of Absolution.
  • Mind Blades melee skill increase increased from 10 to 20.
  • Canticle of Absolution cooldown reduction modifier addition increased from 150% to 400%. (2.5x to 5x)
  • Land Raider Crusader Call-In replaced with Sanctify.

    Sanctify-
  • Sanctify instantly restores 75 energy to targeted unit.
  • Works on allied infantry and commanders. (no vehicles)
  • Cost set at 50 red.

    Brother Captain
  • Health reduced from 1000 to 850.
  • Nemesis Force Sword cost increased from 100/20 to 120/20.
  • Nemesis Force Sword dps increased from 40 to 50.
  • Nemesis Daemon Hammer cost reduced from 150/50 to 135/40.
  • Ward ability energy cost increased from 45 to 50.

    Blessed Aegis-
  • Blessed Aegis cost decreased from 110/25 to 100/25.
  • Moved from T2 to T1.
  • No longer grants health and energy regeneration.
  • Now grants the Aegis ability which absorbs damage at the cost of energy (1 energy/5 damage).

    Mantle of Terra-
  • No longer grants the Canticle of Absolution ability or energy regen.
  • Now decreases all ability cooldowns by 30%.
  • Now grants the Enfeeble ability.

    Enfeeble-
  • Ability makes the targeted squad take 20% increased damage and suppresses them for 5 seconds.
  • Ability is channeled.
  • Range set to 25, cooldown set to 60 seconds, energy cost set to 50.

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

    Psychic Lash-
  • Cost decreased from 100/35 to 100/20.
  • Moved from T2 to T1.
  • Damage reduced from 170 to 100.
  • Range increased from 30 to 35.

    Nemesis Vortex-
  • Nemesis Vortex cost decreased from 150/30 to 120/25.
  • Nemesis Vortex upgrade moved from armour slot to accessory slot.
  • Nemesis Vortex no longer grants additional hp and energy.
  • Nemesis Vortex ability detonation time reduced from 10 to 5 seconds.

    Holy Armour of Titan-
  • Cost increased from 200/40 to 200/50.
  • Moved from T3 to T2.
  • No longer decreases ability cooldowns.
  • Now grants 1.5 hp/s health regeneration.
  • Immortal cooldown reduced from 80 to 60 seconds.

    Inquisitorial Storm Troopers
  • Cost increased from 225/0 to 230/0.
  • Lasgun damage per hit increased from 16 to 18.
  • Experience yield decreased from 100 to 75.
  • Number of grenade launchers reduced from 4 to 2. (each grenade launcher now fires an extra projectile)

    Sergeant-
  • Cost increased from 65/25 to 75/15.
  • Melee Skill increased from 50 to 70.
  • Now grants the squad 15 keen sight.
  • Now allows the squad to reinforce two models at a time.
  • Frag Grenade no longer has a minimum range.
  • Grants an aura giving the squad a 25% damage buff.
  • Sergeant Laspistol dps increased from 6.38 to 12.

    Acolyte-
  • Cost increased from 75/15 to 90/25.
  • Melee Skill increased from 60 to 70.
  • Moved from T1 to T2.
  • Eviscerator removed. Replaced with Chainsword and Laspistol. (same stats as Sergeant)
  • Healing aura hp regen rate increased from 0.25 hp/s to 1.5 hp/s while squad is in combat.
  • Healing aura no longer affects allied units.
  • Now grants the Fanaticism ability.

    Fanaticism-
  • Causes the squad to break suppression, grants 90% courage damage resistance and 25% damage resistance for 12 seconds; 60 second cooldown, 60 energy cost.

    Strike Squad
  • Cost decreased from 450/0 to 400/0.
  • Marine storm bolter damage per hit decreased from 28 to 21.
  • Justicar storm bolter damage per hit decreased from 28 to 21.
  • Marine halberd damage per hit increased from 30 to 35.
  • Justicar halberd damage per hit increased from 39 to 40.
  • Melee skill decreased from 70 to 60.
  • Strikes no longer have Purification ability by default.
  • Strikes now have regular ranged damage scaling. (x1.05 per level)

    Halberd Melee Special attack:
  • - Angle reduced from 0>0 to -70>70. (from 360 angle to 140 angle)
  • - Damage increased from 15 to 32.

    Nemesis Focus
  • Strikes now have Nemesis Focus upgrade available in T1 for 60/15.
  • Increases melee damage and health by 15%, melee skill by 10 and unlocks Purification ability.
  • Purification cooldown increased from 12 seconds to 40 seconds.
  • Purification now grants 50 energy and costs 50 energy (previously 30 and 40 respectively) (Changes to Purification also apply to Purifiers)
  • Incinerator and Psilencer upgrades removed.
  • Now has Psycannon upgrade for 75/25.
  • Grants squad 1 Psycannon. (from 1 Psilencer)
  • When upgraded with Psybolt Ammunition, storm bolters now reduce targeted infantry's move speed by 10% on hit. (Does not stack. Lasts 4 seconds.)

    Inquisitorial Operatives
  • Now has a passive range 30 keen sight.
  • Ops now start with the Stun Bomb ability.
  • Ops no longer starts with the Infiltrate ability.
  • Now wields a shotgun, instead of a Lasgun (same stats as Ops Shotgun)
  • Now grants the Melta Bomb ability. (160 melta damage)

    Firing Pattern-
  • Changed to match Catachans.
  • Shotgun damage per hit increased from 15 to 22.
  • Wind up and wind decreased to 0.1/0.6.
  • Reload frequency/duration set to 0/0.

    Fallback Plan-
  • Now grants the Infiltrate ability.
  • Ops no longers grants the Stun Bomb ability.
  • Fallback plan now has 3 second initial cooldown. (can't be cast until 3 seconds after retreat)
  • Smoke grenade changed to a Flash grenade. (the one that the squad drops in retreat)
  • Fallback plan Flash Grenade lowers movement speed of all enemy targets caught in radius 15 by 50% for 5 seconds.
  • No longer grants speed and damage resistance increases.
  • Now grants 3.0 hp/s per model to the squad for 10 seconds after breaking retreat.

    Purgation Squad
  • Cost decreased from 300/30 to 280/30.
  • Upkeep reduced from 12.75 to 10.2.
  • Hp increased from 300 to 350.
  • Incinerator damage reduced from 7.4 to 7.
  • Psilencer damage reduced from 23 to 20.

    Psilencers
  • Upgrade cost reduced from 100/30 to 70/25.
  • Psycannon upgrade removed.
  • Clear Vision ability removed.
  • Upgrade replaced with Psilencers upgrade.
  • Upgrade now grants the squad 3 Psilencers, instead of 3 Psycannons.
  • Upgrade now grants the Rending ability.

    Rending
  • Rending increases damage multiplier vs vehicles from .1 to 1 for 15 seconds. 50 energy, 10 second cooldown.
  • Setup time increased from .6 to 1.
  • Teardown time decreased from .4 to .2.

    Purifiers
  • Justicar cost from 100/25 to 90/25.
  • Psychic Field casting time removed.

    Terminator Librarian
  • Cost decreased from 350/65 to 350/60.

    Vindicare Assassin
  • Target Acquired energy cost reduced from 80 to 60.
  • Target Acquired cooldown reduced from 60 to 30.
  • Exitus Rounds damage type changed from sniper_pvp to sniper_hi_pvp.
  • Exitus Rounds damage decreased from 190 to 150.
  • Stealth out of cover now lasts 2 seconds, down from 3.
  • Speed reduction while switching rounds removed.

    Rhino
  • Holding capacity increased from 2 to 3.
  • Heavy Bolter cost increased from 100/0 to 75/15.
  • Smoke Grenade now only unlocked by Heavy Bolter upgrade.

    Extra Armor Plating-
  • Rhino Extra Armor Plating unlocked in T3.
  • Cost set at 100/30.
  • Upgrade increases Rhino hp by 300.
  • Upgrade lowers Rhino speed by 0.75.

    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.

    Inferno Cannon-
  • Range increased from 27 to 30.
  • Damage per hit increased from 20 to 25.
  • Weapon cooldown decreased from 2 to 0.
  • Courage damage decreased from 60 to 50.
  • Upgrade now grants the Maelstrom ability.

    Dreadnought Claws-
  • No longer grants the Maelstrom ability.
  • Health increase increased from 150 to 300.

    Interceptor Squad
  • Cost decreased from 500/60 to 450/60.
  • Member and Justicar melee skill increased from 70 to 72. (Leveling equally shifted to match)
  • Justicar cost decreased from 90/25 to 90/15.
  • Justicar now wields a Psycannon when while squad is in ranged mode.
  • Improved Teleport delay decreased from 0.5 seconds to 0.25 seconds.

    Grenades-
  • Squad now starts with Krak and Psyk-Out Grenades.
  • Psyk-Out grenades energy cost increased from 0 to 25.
  • Psyk-Out & Krak grenades cooldown decreased from 50 seconds to 40 seconds.

    Grey Knight Terminators
  • Upkeep reduced from 20.4 to 17.85.
  • Reinforce time increased from 10 seconds to 15 seconds.
  • Hp increased from 1416.67 to 1500.
  • Hp regen reduced from 1.75 hp/s to 1 hp/s.
  • Incinerator sidearm damage reduced from 15 to 10.
  • Incinerator reload duration decreased from 3-3 to 2-2.
  • Withdraw ability removed.
  • Holocaust knockback duration decreased from 4 seconds to 2 seconds.
  • Holocaust no longer deals damage.
  • Terminators now have Hammerhand ability.

    Hammerhand-
  • Hammerhand now grants a 25% halberd damage buff.
  • Requires Liber Daemonica upgrade.
  • Costs 50 energy to cast. 15 second cooldown.

    Paladins
  • Upkeep reduced from 20.4 to 17.85.
  • Reinforce time reduced from 20 to 15.
  • Hp increased from 1750 to 1800.
  • Psycannon and Incinerator upgrades removed.'
  • Shockwave no longer deals damage.

    Land Raider Crusader
  • Cost decreased from 800/200/250 to 750/180.
  • Now purchased from the HQ.
  • Hurricane Bolter damage per hit decreased from 160 to 140.
  • Frag Assault ability removed.
  • Support aura radius increased from 15 to 22.

    ImageOrks

    Globals
  • Use Yer Choppas melee skill increase reduced from 60 to 40.
  • Hide Da Boyz cooldown increased from 40 seconds to 60 seconds.
  • More Dakka reload time modifier reduced from x0.5 to x0.1.

    Waaagh! Banners
  • Waaagh! Banners cost increased from 75/0/0 to 75/0/10.
  • Waaagh! Banner experience on kill increased from 75 to 125.

    Warboss
  • Boss Pole cost increased from 115/20 to 115/25.
  • Spiky Armour cost decreased from 100/30 to 100/25.
  • Spiky Armour hp regen reduced from 3.5 hp/s to 2 hp/s.
  • 'Eavy armor cost reduced from 200/60 to 180/50.
  • Angry Bitz cost decreased from 130/20 to 120/20.
  • Now I'm Angry ability's damage buff is now based on how far he charges. (Damage is increased by 7% for every crater he makes)

    Kustom Shoota-
  • Kustom Shoota cost increased from 120/20 to 125/25.
  • Shoot 'em Good ability no longer has chance to knock back on hit.
  • Shoot 'em Good now has 10% chance to stun on hit for 5 seconds.

    Mekboy
  • Turret cost reduced from 150/20 to 125/15.
  • Electric Armour cost reduced from 110/30 to 100/25.
  • Dakka Dakka Dakka cost increased from 100/20 to 100/25.
  • Supa Tuff Beam energy cost increased from 50 to 70.
  • Supa Tuff Beam damage reduction decreased from 70% to 40%.
  • Overcharged Force Field ranged damage resistance reduced from 70% to 50%.

    Slugga Boyz
  • Nob Hp decreased from 350 to 300.
  • Nob Leader upkeep increased from 7.65 to 9.
  • Hp buff from Nob upgrade increased from 10% to 15%.

    Shoota Boyz
  • Shoota Squad (and Nob Leader) now have a 1.3 ranged damage multiplier at Level 4. (Levels 1-3 scale normally)

    Stormboys
  • Nob upkeep increased from 7.65 to 9.
  • Boys upkeep decreased from 7.65 to 6.

    Painboy
  • Cost increased from 350/30 to 350/35.
  • Now has 40% Melee Resistance.
  • Unstable Fuel Injection explosion damage reduced from 50 to 40.

    Stikkbommaz
  • Squad cost reduced from 360/20 to 330/20.
  • Upkeep reduced from 10.2 to 7.65.
  • Melee skill decreased from 80 to 75.
  • Stikkbomb damage reduced from 55 to 35.
  • Stunbomb red cost reduced from 5 to 3.
  • Stunbomb cooldown reduced from 30 seconds to 16 seconds.

    Wartrukk
  • Extra Armour cost decreased from 100/30 to 50/20.

    Kommando Squad
  • Cost increased from 400/40 to 400/50.
  • Burna Bomb energy cost increased from 40 seconds to 60 seconds.

    Nob Squad
  • Member hp increased from 650 to 750.

    ImageSpace Marines

    Globals
  • Venerable Dreadnought cost decreased from 600/100/350 to 600/50/300.

    Force Commander
  • Power Sword now equips the default bolt pistol instead of a plasma pistol.
  • Thunder Hammer special attack retreat damage reduced from 50 to 25.(No change to non-retreating units)
  • Flesh Over Steel duration increased from 5 to 7 seconds.

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

    Apothecary
  • Purification Rites damage now scales with level, dealing 25 piercing damage at level 1 and increasing by 3 with every level.
  • Combat Stimulants now grants 15% damage resistance to targeted squad in addition to already existing effects.
  • Purification Vials cooldown increased from 40 seconds to 50 seconds.
  • Purification Vials energy cost increased from 25 to 30.
  • Full Auto ability no longer provides a chance to knock back.
  • Full Auto now grants 10% chance to stun targeted model for 5 seconds instead.

    Techmarine
  • Relay Beacon moved from T1 to T2.
  • Relay Beacon construction time increased from 15 seconds to 30 seconds.
  • Bionics health regeneration reduced from 2.5 to 1 hp/s.
  • Melta Gun range increased from 20 to 22.
  • Orbs of the Omnissiah cost reduced from 120/25 to 110/20.
  • High Powered Shot ability cooldown reduced from 50 seconds to 40 seconds.

    Missile Turret-
  • Missile turret damage increased from 130 to 160.
  • Arc of fire of missile turret set to match the PC lascannon turret arc of fire.

    Scouts
  • Elite Training out-of-combat regeneration only takes effect when the squad is at least radius 25 away from enemy units.

    Tactical Marines/Sternguard Veterans
  • Sergeant cost reduced from 75/25 to 70/20.
  • Sternguard cost reduced from 100/30 to 100/25.
  • Sternguard melee skill increased from 60 to 70.
  • Vengeance Rounds reload duration decreased from 9-9 to 3-3.

    Assault Marines/Vanguard Veterans
  • Thunder & Lightning upgrade cost reduced from 50/25 to 50/20.
  • Vanguard Veteran model hp increased from 450 to 500.

    Librarian
  • Now starts with the Veil of Time ability.
  • Hp increased from 700 to 800.
  • Quickening now grants knockback immunity for the duration of the effect.

    Razorback
  • Extra Armor upgrade cost reduced from 100/30 to 70/20.

    Land Raider Redeemer
  • Flamestorm Cannons no longer deal courage damage.
  • Flamestorm Cannon dps increased from 18 to 22.

    Terminators
  • Assault Cannon cost reduced 100/60 to 80/40.
  • Heavy Flamer cost reduced from 80/40 to 80/30.

    Venerable Dreadnought
  • Melee skill increased from 70 to 75.
  • Emperor's Fist cooldown reduced from 40 to 30 seconds.
  • Emperor's Fist energy cost reduced from 40 to 30.
  • Charge ability energy cost reduced from 80 to 50.
  • Charge ability cooldown increased from 40 to 60.

    ImageTyranids

    Globals
  • Without Number cost increased from 0/0/250 to 300/30/200.
  • Mycetic Spores global cost reduced from 400/0/175 to 350/0/150.
  • Broodnest Health Regeneration Aura reduced from 2.5 hp/s to 1 hp/s.
  • Broodnest reinforcement radius reduced from 50 to 40.

    Capillary Towers
  • Spawn Spore Mines and Spawn Rippers abilities spawn time increased from 8/10 seconds to 15 seconds.
  • Spawn Spore Mines and Spawn Rippers now have a 60 second cooldown between uses.

    Hive Tyrant
  • Venom Cannon cost reduced from 140/40 to 120/30.
  • Venom Cannon no longer deals splash damage.
  • Venom Cannon FotM increased from 50% to 100%.
  • Bio-plasma ability cooldown decreased from 45 seconds to 30 seconds.

    Lictor Alpha
  • Menacing Visage cost increased from 150/30 to 150/50.
  • Pheromone cost increased from 115/20 to 115/25.
  • Scythe ability energy ccost increased from 20 to 40.
  • Toxic Burst ability energy cost increased from 30 to 40.

    Deadly Jump-
  • Deadly Jump wargear cost decreased from 120/30 to 120/25.
  • Assault Leap ability energy cost increased from 20 to 40.
  • Assault Leap ability no longer deals damage upon landing.

    Ravener Alpha
  • Tunnel capacity increased from 5 to 7.
  • Tunnel ability cooldown decreased from 100 seconds to 90 seconds.
  • Ravener Alpha can now enter garrisons
  • Regenerate wargear no longer grants an extra 2.5 hp/s regen when out of combat
  • Toxic Miasma wargear now grants +100 hp.
  • Corrosive Devourer wargear cost increased from 140/40 to 150/50.
  • Corrosive Shots cooldown reduced from 50 seconds to 40 seconds.
  • Crippling Talon wargear health increase increased from 50 to 100.
  • Crippling Talon damage per hit increased from 80 to 100.
  • Hardened Carapace Burrow ability energy cost decreased from 50 to 40.
  • Hardened Carapace now grants 50 energy and 1 e/s in addition to +100 hp.
  • Hive Node Spore Cloud ability cooldown increased from 40 seconds to 50 seconds.

    Hormagaunt Brood/Termagant Brood
  • Endless Swarm now increases the maximum squad count by 2. (no die-last leaders)

    Ravener Brood
  • Cost increased from 350/40 to 450/50.
  • Devourer upgrade removed. (Devourers are equipped on purchase)
  • Devourer dps reduced from 22 to 19.
  • Enhanced Muscle Coil upgrade cost reduced from 60/20 to 40/10.
  • Enhanced Muscle Coil upgrade now grants a 20% health increase and power melee damage type, as well as +1 movement speed, +33% damage increase and the burrow ability.
  • Raveners now have a 90% ranged damage resistance while burrowing, like other jump squads. (when using the burrow jump ability, not when burrowing.)

    Spore Mines
  • Detonation ability damage decreased from 45 to 25.
  • Detonation ability now creates a radius 10 detonation that infects units caught for 5 spore damage per second for 5 seconds. Infected units can pass the infection to units within a radius of 8 for 5 seconds. Effect can stack.

    Ripper Swarm
  • Melee Resistance removed.
  • Damage reduced from 5 to 2
  • Vehicle snare increased from 3% to 3.6% slow per hit. (20%)

    Tyrant Guard
  • Cost increased from 450/55 to 450/60.
  • Tyrant Guard Health Regeneration from Shieldwall reduced from 20 hp/s to 15 hp/s.
  • Shieldwall hotkey moved from Q to W.
  • Charge Hotkey changed from W to Q.

    Genestealers
  • Cost reduced from 425/45 to 400/45.

    Zoanthrope
  • Zoanthrope cost reduced from 400/50 to 400/40.
  • Zoanthrope regeneration synapse health regeneration multiplier reduced from 3.5/5/6/5/8 for level 1/2/3/4 to 3/3.5/4/4.5 for levels 1/2/3/4.

    Carnifex
  • Barbed Stranger cost increased from 100/35 to 100/40

    Venom Cannon-
  • Cost decreased from 150/50 to 100/35.
  • Upgrade increases Carnifex speed from 4.5 to 5.5.
  • Range increased from 47 to 50.
  • Venom Cannon no longer deals splash damage.
  • Bioplasma ability damage increased from 120 to 200.
  • Bioplasma ability damage type changed from plasma_cannon_pvp to anti_vehicle_pvp.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Atlas

Re: ELITE Mod 2.6 Release Thread

Postby Atlas » Wed 30 Nov, 2016 9:50 pm

o/ Thank you for posting the notes for me S-Dawg! The list is just fine, but my OCD about certain formatting rules (ask Torpid about from -> to for example :P ) compels me to adjust certain things. The content is fine though!

Huge ty for Windu and Myrdal (or Myrdal and WIndu, your preference) on putting these changes in!
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Oddnerd
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Re: ELITE Mod 2.6 Release Thread

Postby Oddnerd » Wed 30 Nov, 2016 10:11 pm

Is this the same as the one the test group downloaded yesterday or should I reinstall?

Also, thanks to everyone involved, I played retail a few weeks ago and it's scary to think that I'd be playing that nightmare without you guys.

EDIT -
Scouts should no longer be heard by all players when going into stealth


Its finally happening!!!!!!!

Las-turret cost increased from 150/5/0 to 150/5/5


Relay Beacon moved from T1 to T2


Cancer cured
Last edited by Oddnerd on Wed 30 Nov, 2016 11:10 pm, edited 2 times in total.
LordMordum
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Re: ELITE Mod 2.6 Release Thread

Postby LordMordum » Wed 30 Nov, 2016 10:16 pm

Thanks for a job very well done guys.
Was the mod for a better AI included as discussed ?
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Psycho
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Wed 30 Nov, 2016 11:20 pm

Battle equipment now grants all it grants and a 20% hp boost (yes it just returns the hp that was chopped off but still) for 15 power?

Apo's full auto RNG bullshit replaced by RNG bullshit


beh
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Re: ELITE Mod 2.6 Release Thread

Postby karnakkardak » Thu 01 Dec, 2016 1:37 am

Heretic combat health regen is not bug. In test file, it was buff.
And u given buff to them doomblast dmg deal 20% max hp what the ridiculors buff.

Multi las turret has only nerf? Maybe decrease req from 150 to 100 so make it spammable mid/late engaging.

But overall ig nerf. Sm buff. Eldar buff. wraithguard buff, ranger buff will be harder to use inq's infiltration.
And assult cannon barrage type dont to change from explosive to piercing.
Atlas

Re: ELITE Mod 2.6 Release Thread

Postby Atlas » Thu 01 Dec, 2016 3:17 am

Oddnerd wrote:Is this the same as the one the test group downloaded yesterday or should I reinstall?

No it's not the same one. This one has bugs ironed-out. Give it a download!

LordMordum wrote:Thanks for a job very well done guys.
Was the mod for a better AI included as discussed ?

Unfortunately, there was an AI bug found during pre-release that wasn't fixable for launch, so I think it's out. However, there should be a separate mod for that if you want it. Just ask, I think Windu has it.
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Re: ELITE Mod 2.6 Release Thread

Postby Tex » Thu 01 Dec, 2016 3:26 am

Well done. I can see very few holes in the patch so far. Obviously I don't agree with everything, but who cares! Lets enjoy this largely wonderful patch!
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Re: ELITE Mod 2.6 Release Thread

Postby Aetherion » Thu 01 Dec, 2016 3:50 am

This..is quite a lot to take in. Looks quite a bit different from the beta form. OM will be quite interesting to figure out, especially the balance between IST and strikes. Oh and no more retreating termis? :( lul
CREED FOR THE PLAN GOD
ELDRAD FOR THE DICK THRONE
just as planned
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Re: ELITE Mod 2.6 Release Thread

Postby Kvn » Thu 01 Dec, 2016 4:02 am

Lots of awesome changes, and it's great to see the patch notes in their final form, though I am a bit saddened by the Ranger modifications. Seems like there's even less reason to buy them now than there was in the last patch.
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Re: ELITE Mod 2.6 Release Thread

Postby hiveminion » Thu 01 Dec, 2016 7:49 am

Shieldwall hotkey moved from Q to W.
Charge Hotkey changed from W to Q.


...WHY?

Still disagree that Nids do not get their snare back but we will see how the other changes affect the meta. Maybe for some reason tanks will be weaker or whatever.
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Re: ELITE Mod 2.6 Release Thread

Postby Adeptus Noobus » Thu 01 Dec, 2016 9:21 am

Psycho wrote:Battle equipment now grants all it grants and a 20% hp boost (yes it just returns the hp that was chopped off but still) for 15 power?


20% from 100 is 20 if my math is correct. Add that to 100 and you are back to 120. So you need to invest 15 power now to make Dire Avengers as "tough" as they were in 2.5.1 (plus some extra gimmicks).

Regarding the Full Auto:
- Full Auto now grants 10% chance to stun targeted model for 5 seconds instead.

I am guessing that is per shot right? Because having a 10% chance to stun per ability usage would be useless.
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Re: ELITE Mod 2.6 Release Thread

Postby Dark Riku » Thu 01 Dec, 2016 2:08 pm

CSM

Don't see why bloodlust needs to go up in red cost.
Dark Flames was already 150 red.

Drain life did not need a dmg buff. I foresee much rage from this wargear :)

CS did not need a bolt pistol buff. It's hard enough as it is to get away from this teleporting maniac.

Eldar

How does the damage changes on the wse affect the % based wargear like the advanced targeters? Are they too worse now? What about the death spinner?
Why does the deathspinner still have the same bullshit ability? Make it like the others and not togable.
Antigrav nades cost reduced? Really? This thing can already wipe your units with no counter play :/
Retreating is not counter playing but handing over the map to your opponent.

Remove the knockback on the DA leader. This unit has everything going for it already. It's not supposed to knock over small elite units...

So rangers :) Best detection in the game for 210/20. Instead of buying a leader like some other squads, you get a "leader" for a little more expensive price that is tons better: is a squad on it's own, brings abilities to the table, not to mention you can also upgrade them later to be more combat effective. This is going to be "interesting" :)

Warp spider not only slow your vehicle, it also disable the ranged weapons. And now that shit costs less energy and has a lower cooldown? XD

A wraithlord now cost less pop than a DD. Good thinking whoever did this one XD Not to mention the ridiculously low upkeep which was already on the low end side.

Imperial Guard

Assail does not need a dmg increase. It already completely disables the unit.

So a leman russ now automatically comes with the elite tank crew for 25less req and 10 less power. Lost the dmg resistance though.
Will have to see ingame.

Also not sure about the Baneblade. You get way more than average of Vehcile HP for the price. Will have to see this one.

OM
:)

Orks
Spiky armor still the go to armor :)
Why get a wargear that may or may not work? -.- (shoota)

mekboy bubble still broken as fuck :(

SM
See custom shoot for full auto bolter.
Why does it need to take 30 secs to build a becon in T2...? 15 secs was long enough.

Tyranids
Isn't the LA nerfed enough already? :) You already want a HT to be competitive anyway.

Spore mines infection does friendly fire? I certainly hope not. (Very unfluffy) This would hamper your horma play severely.
Last edited by Dark Riku on Thu 01 Dec, 2016 2:16 pm, edited 1 time in total.
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Thu 01 Dec, 2016 3:23 pm

Adeptus Noobus wrote:Add that to 100 and you are back to 120. So you need to invest 15 power now to make Dire Avengers as "tough" as they were in 2.5.1 (plus some extra gimmicks).


Yes, that is pretty much what I said, astute observation.
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Re: ELITE Mod 2.6 Release Thread

Postby Adeptus Noobus » Thu 01 Dec, 2016 4:12 pm

Psycho wrote:
Adeptus Noobus wrote:Add that to 100 and you are back to 120. So you need to invest 15 power now to make Dire Avengers as "tough" as they were in 2.5.1 (plus some extra gimmicks).


Yes, that is pretty much what I said, astute observation.


You are trivializing the fact that they lost 100hp 8-)
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Thu 01 Dec, 2016 4:32 pm

Adeptus Noobus wrote:You are trivializing the fact that they lost 100hp 8-)


That they get back in an upgrade that already gave them grenades, perfect cover, and fleet of foot for the low cost of 15 power, without added charge.
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boss
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Re: ELITE Mod 2.6 Release Thread

Postby boss » Thu 01 Dec, 2016 4:41 pm

least they have to pay for their heath upgrade now which is a good change
Forums great more stuff to talk about.
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Re: ELITE Mod 2.6 Release Thread

Postby Forestradio » Thu 01 Dec, 2016 5:21 pm

before t1 exarchs DA were 270 with 500 hp and 15 power aspect giving 666 Image hp... pretty sure they considered fine then
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Re: ELITE Mod 2.6 Release Thread

Postby Venom » Thu 01 Dec, 2016 6:12 pm

...Those IG tank changes are SOOOO stupid. Absolutely ridiculous garbage. I pointed it out more than once and will do it again: YOU DON'T FIX A PROBLEM BY CHANGING THE RESULT BUT BY CHANGING THE PROBLEM (i.e. GM repair).

And where's the needed eldar nerf, Fire Dragons will just buy their new "OP-Mode-Upgrade" and that's about it!?

otherwise these patch notes look pretty good.
Atlas

Re: ELITE Mod 2.6 Release Thread

Postby Atlas » Thu 01 Dec, 2016 6:45 pm

GM repair also affects Sents and Chims, neither of which were so OTT. A nerf to GM repair would almost certainly require compensating Sents at the least. You don't want Sent buffs do you? Kappa
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Re: ELITE Mod 2.6 Release Thread

Postby Dark Riku » Thu 01 Dec, 2016 6:52 pm

The problem got addressed. The hidden 35% damage reduction IS the problem.
As I said before and as said by Atlas. Changing the GM repair affect way more than just T3 performance.

At least fire dragons cost more now so it does hamper Eldar eco. We'll see if it's enough or not.
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Re: ELITE Mod 2.6 Release Thread

Postby Oddnerd » Thu 01 Dec, 2016 6:54 pm

The 20hp/sec repair on GM and HWT and the 15 hp/sec bunker support is not a balance issue. Vehicles are a core unit in most IG armies right from Tier 1 (sentinels in T1, chimera in T2, and russes in T3). Because of this, giving the IG superior repair support is perfectly fair. I suggested removing the Leman Russ DR because it is a complete anomaly in the game and the IG already have excellent repair support, meaning there was no particular need for their T3 tank (with 1230 effective hp) to have a further boost to its repair efficiency.
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Thu 01 Dec, 2016 7:58 pm

HWT have the normal 10hp/s repair and only one GM has a 20hp/s repair rate, the second repairing GM only giving 10hp/s. Repair bunker only has 10hp/s because it gives 15 health every 1.5 seconds
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Re: ELITE Mod 2.6 Release Thread

Postby Deflaktor » Thu 01 Dec, 2016 11:47 pm

Amazing Patch Notes! Thanks for your hard work! I really appreciate it =) new patch means a fresh breath to this game

So banshee leap has not been removed?

Some Comments:

Dire Avengers
-Hp reduced from 120 to 100.
-Aspect of Avenger now grants a 20% hp increase to the squad.


So we have come full circle now, heh. Kinda sad because I liked pulling off no power t1 sometimes, but now It's probably not feasable anymore. Not that I care too much though.

Wraithguard
-Wraithguard Exarch sight radius increased from 30 to 50.


Didnt forsee such a change. What's the reasoning behind that?
Other than that: Amazing Wraithguard changes! Thanks =)

Wraithlord
-Population cost decreased from 12 to 10.
-Upkeep reduced from 30.6 to 25.5.


Unnecssary imo, since I do not think that Wraithlord is underperforming. Maybe just overshadowed by Falcon. I like the increase in health regain though.

Also my personal favorites:
-Fire Dragons should no longer miss loaded transports.
-None Shall Fall ability now only affects allied Imperial Guard units.
-None Shall Fall duration reduced from 30 to 15 seconds.
-Las-turret cost increased from 150/5/0 to 150/5/5.
-Autocannon Reload frequency from 0 to 2 and duration from 0 to 1.
-Refractor Shield no longer grants suppression immunity to the squad.
-Leman Russ Damage resistance aura removed.
-Grey Knight Terminators Withdraw ability removed.
-Mekboy Overcharged Force Field ranged damage resistance reduced from 70% to 50%.


Omg so much yes! :)
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boss
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Re: ELITE Mod 2.6 Release Thread

Postby boss » Fri 02 Dec, 2016 5:01 pm

also for elder I don't like the new rangers much or at all they seem so worthless now 55 damage per shot is nothing hell the Kinetic Pulse dose more damage now which is so stupid. so you much as well just go 2 setup teams which is sad make rangers great again pls
Forums great more stuff to talk about.
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Re: ELITE Mod 2.6 Release Thread

Postby Venom » Fri 02 Dec, 2016 7:15 pm

Atlas wrote:GM repair also affects Sents and Chims, neither of which were so OTT. A nerf to GM repair would almost certainly require compensating Sents at the least. You don't want Sent buffs do you? Kappa


No I do not.

But I don't want that weird Leman Russ changes either. How can a person say "we do that to bring it in line with other tanks" when it still costs more, is slower and has a very bad rotation rate?! How is this "in line with other tanks"?

And the baneblade? Really, what is this crap?! The baneblade has been nerfed and tweaked sooo many times but never has anybody decreased its costs (and that should have been done a looong time ago!) and now finally people seem to realize that it is overpriced and thus won't be bought by players and the solution is a further drastic bs-nerf out of nowhere just to justify a lower price?!

What about making it a playable vehicle first? Its capabilities against heavy infantry heavy melee units are still pretty bad, its speed and pathing is bad as well. In addition its range has been nerfed multiple time but never has its minimum range been decreased a bit to compensate for the less maximum range.

Really, I like a lot of the changes made in this patch but the way IG's vehicles get treated here seems very unlogical and helpless. It's more like a trial and error scenario imho. Oh, yeah, and what was wrong with doing something good to kasrkin? There have been so many complaints and threads about them and there still is no real change to them.
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Re: ELITE Mod 2.6 Release Thread

Postby Wise Windu » Fri 02 Dec, 2016 7:52 pm

Venom wrote:But I don't want that weird Leman Russ changes either. How can a person say "we do that to bring it in line with other tanks" when it still costs more, is slower and has a very bad rotation rate?! How is this "in line with other tanks"?
Because it can take a lot of damage and is supported by the best repair potential in the game.
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Fri 02 Dec, 2016 8:13 pm

Wise Windu wrote:Because it can take a lot of damage and is supported by the best repair potential in the game.


Sounds like it conflicts with the choice of a baneblade, now that a russ with the gun upgrade costs almost as much and the timing is even worse due to the HP+sight upgrade being included partly in the upfront cost.
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Re: ELITE Mod 2.6 Release Thread

Postby Black Relic » Fri 02 Dec, 2016 8:27 pm

So if you want it in line with other tanks we can give its 700 hp and better rotation speed and an armor upgrade that increases its HP by 200. But it wont ever get its damage resistance back though. That was the reason why it was broken in the first place. And its large HP increase was to compensate for that. And if you can accept that then too bad. It still has the tanky ness it had last patch it now just takes longer than before to repair plain and simple.

The BB should not have good capability vs SHI heavy melee. Every thing in the game needs some sort of weakness. Name one thing in this game that doesn't have counter to it please.

The BB cost reducetion also allows it to hit the feild faster and now you can also get another squad if needed. IDk about you but now that i can pretty much get a BB and a HWT (to help suppress the Heavy melee) for the same price as a BB sounds good to me.

@ psycho (was already making a post and is didn't let me quote you)
A Leman Russ hardly ever needs a weapon upgrade. So actually you are saving money although you are right with the timing of getting a leman out take a bit longer. But now you can save some resources for something else since the only upgrade you only ever got on the leman was the Elite Tank Crew in the first place.
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Re: ELITE Mod 2.6 Release Thread

Postby Psycho » Fri 02 Dec, 2016 8:51 pm

Its main gun has the lowest dps of all tanks and the included upfront cost rules out situations where you want that cheaper and inferior russ out without the upgrade. An upgrade is basically necessary if you don't want it to be purely a bullet sponge, which a chimera would be unless you're getting shot up so much that it's too risky to have it tank damage even with catas' smoke grenade. With the lowered cost of the BB that once allowed you to get two russes in terms of req and almost in terms of power (125 vs 200), you might as well save up a little more to get a BB.

Only reasons to get a russ rather than a baneblade are now if you want something shittier with greater agility or are in such a bad situation that you can't afford to wait for 125 req and 45 power for something that does the role of bullet sponge better anyways. This is taking the unupgraded russ' price, because otherwise the difference would be between 5req/25 power or the russ being actually more expensive by 15 req with the same power difference.

I'm not complaining about either russ or baneblade, but that the line between what purposes they serve is starting to blur. Personally I'd have wanted the russ to get a wee bit weaker and cheaper to go along with the BB's new cost to put the russ as the cheap yet mass produceable tank in comparison like the shermans in CoH with the armor doctrine, so that they serve unique purposes, obviously refined since this is purely an idea I came up with in less than a minute.

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