Elite 2.7 Released

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Atlas
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Elite 2.7 Released

Postby Atlas » Fri 12 May, 2017 11:39 pm

Preamble:
Took a while, but we're good! There's a couple of minor bugs in here, but nothing that will break the game. The full installer is not ready to go just yet, so for now it'll only be the 2.6.1 to 2.7 installer. Let us know what you think! We've already got a couple suggestions to put in for a 2.7.1 patch, so for those of you who didn't get suggestions in on time you have another chance.

CREDITS
As always, a lot of the credit goes to Myrdal and Wise Windu, who helped out a lot in figuring out how to implement these changes. Torpid and Atlas reprise their roles drafted most of the non-OM changes and handling OM respectively. Otherwise, thank you to the community for pointing out bugs here and there and providing the feedback needed!


Download Links:
2.6.1 Installer
2.6.1 to 2.7.0 Installer

General:
Tooltips have been brought up to date.

Bug Fixes:
Nemesis Vortex vfx only lasts 4 seconds now, from 5 seconds.
Nemesis Vortex now does the intended amount of damage. (From 80 to 30)
Nemesis Vortex now has a minimum casting range. (Set to 15, and Max Range 35)
IST Sarg now adds a grenade icon to the squad.
Pheremones now only affects self and allied Tyranids.
Lord Commissar Loyal to the End global no longer occasionally procs long after its normal duration.

Gameplay:
Grenade_pvp damage multiplier vs vehicles reduced from .33 to .25.
Suppression_pvp courage damage vs green cover reverted from .25 to .5

ImageChaos Space Marines

Chaos Sorceror:
Consume health restoration increased from 40 to 100. (still gives 50 energy)
Daemonic Shield ability cooldown reduced from 60 seconds to 45 seconds.
Daemonic Shield duration reduced from 30 seconds to 20 seconds.
Warpfire energy cost reduced from 65 to 50.
Warp Rift cooldown reduced from 75 seconds to 60 seconds.
Curse of Tzeentch range increased from 30 to 40.
Chaos Sorceror can now retreat while casting Subjugation.

Chaos Terminators:
Size reduced from Large to Medium.
Lightning Claws upgrade now increases squad speed from 4 to 4.5.

ImageEldar
Globals:
Swift Movement global cost increased from 75 to 100.

Warp Spider Exarch:
Heavy Gauge Filament ability changed from a toggled 60% chance to knockback on hit into an activated ability that grants 99% chance to stun target on hit for 6 seconds. Effect deactivates once a successful stun is procured. Range 30. Duration 8 seconds. 40 energy. 45 second cooldown.
Shimmer Orb cooldown reduced from 80 seconds to 50 seconds.
Shimmer Orb energy cost increased from 25 to 40.
Shimmer Orb duration reduced from 30 seconds to 15 seconds.

Farseer:
Spirit Stones no longer grants 2x Exp when reviving heroes.
Farsight duration reduced from 60 seconds to 40 seconds.

Autarch:
Fusion Gun moved from T3 to T2.
Fusion Gun damage per hit decreased from 72 to 54.

Fire Dragon Squad:
Dps reduced from 16.8 to 14 per model.
Speed reduced from 6.5 to 6.

Warp Spider Squad:
Haywire Grenades weapon disable duration reduced from 15 seconds to 8 seconds.(Other effects are unchanged)
Member hp increased from 180 to 190.
Exarch hp increased from 200 to 275.

Wraithguard:
Exarch sight radius reduced from 50 to 40.

Wraithlord:
Wraithlord hp increased from 1000 to 1100.
Wraithlord population cost increased from 10 to 12.
Wraithlord upkeep increased from 25.5 to 30.6.
Wraithlord natural hp regen increased from 0.5hp/s to 1.5hp/s.

ImageImperial Guard
Globals:
Repair Buker repair rate increased from 15 hp/1.5 seconds to 20 hp/1.5 seconds for allied Leman Russes and Baneblades. (includes own vehicles)
Loyal to the End radius increased from 5 to 15.
Loyal to the End cooldown increased from 30 seconds to 120 seconds.

Inquisitor:
Holy Pyre -
Debuff effect range reduced from 30 to 18.
Damage effect range reduced from 18 to 12.
Cooldown increased from 40 seconds to 50 seconds.
Energy cost increased from 40 to 50.

Lord Commissar:
Flak Jacket cost reduced from 150/35 to 150/30.
Stubbornness no longer increases the Lord Commissar’s damage.

Heavy Weapon Squad:
Reinforce time increased from 2 seconds to 3 seconds.

ImageOrdo Malleus
Globals:
Canticle of Absolution now increases the hp regen rate of allied units inside the area of effect by 5 hp/s in addition to its other effects.

Brother-Captain:
Brother-Captain speed increased from 4 to 4.5.
Unending Purge cost increased from 100/20 to 110/20.
Unending Purge now increases energy regen by 1 e/s constantly rather than 1.5 e/s while under 50% health.(Regeneration is canceled while Aegis is activated)

Inquisitorial Storm Troopers:
Sargeant and Acolyte pistol damage per hit increased from 14.57 to 19.42. (6 dps to 8 dps)

Strike Squad:
Storm Bolter damage per hit reduced from 21 to 18.
Psycannon damage per hit reduced from 23 to 20.
Justicar price reduced from 75/25 to 75/20.
Justicar default sword changed from gk_sword_marine_ss_justicar to gk_sword_purifier.
Psycannon now changes the Squad decorator from Elite Ranged to Ranged Anti All.

Psybolt Ammunition: (<- specializing in Ranged Combat and Supplemental AV)
Psybolt Ammunition and Nemesis Force are now exclusive upgrades. (one or the other)
Psybolt Ammunition is now available in T1, rather than T2.
Psybolt Ammunition now unlocks the Purification ability.
Psybolt Ammunition now changes the Squad decorator from Melee to Elite Ranged.
Psybolt Ammunition no longer adds a + decorator on top of the Squad decorator.
Slow strength increased from 10% to 25%. (this is a flat amount, further applications only reset the duration time)
Ranged damage increase increased from 15% to 40%. (results in 23.4 dph)
Justicar can no longer use Energy Burst while Psybolt Ammunition upgrade is present.

Nemesis Force: (<- specializing in Melee Combat and Supplemental E-War)
Nemesis Force and Psycannon are now exclusive upgrades. (one or the other)
Nemesis Force now adds a + indicator on top of the Squad decorator.
Nemesis Force now allows the Strike Squad (and Justicar) to melee charge for a range of 12, 6 second cooldown and +3 speed.
Nemesis Force is now required to be present for the Justicar to use Energy Burst.
Energy Burst cooldown reduced from 80 seconds to 50 seconds.

Inquisitorial Operatives:
Fallback Plan retreat cancel windup reduced from 3 seconds to 2 seconds.

Purgation Squad:
Rending energy cost increased from 50 to 60.
Rending increases weapon range from 49 to 55 during its duration in addition to its normal effects.
Rending now temporarily changes the squad icon from Elite Ranged to Ranged Anti-All Area of Effect.

Purifiers:
Justicar Storm Bolter changed from storm_bolter_marine to storm_bolter_purifier. (12.25 to 7.89 dps)
Justicar health increased from 550 to 600.
Psychic Field energy cost reduced from 100 to 80.

Rhino:
Lascannon upgrade now reduces the Rhino’s speed by 1. (from 8 to 7)
Reinforced Armor Plating no longer reduces the speed of the Rhino.
Lascannon damage per hit reduced from 165 to 85. (overall change from 23.57 to 24.22 dps)
Lascannon wind down speed reduced from 2 to 1.
Lascannon reload duration reduced from 4 to 1.5.

Vindicare Assassin:
Cameleoline Stealth Suit cost reduced from 75/20 to 75/15.
Cameleoline Stealth Suit passive infiltration out of cover duration reduced from 3 seconds to 2 seconds.

Interceptor Squad:
Krak Grenade damage reduced from 250 to 160.
Psyk-Out Grenade range increased from 20 to 25.

Grey Knight Terminators:
Size reduced from Large to Medium.
Speed reduced from 5 to 4.5.

Paladin Squad:
Incinerator upgrade restored.
Paladins are now limited to 1 squad present per player.
Size reduced from Large to Medium.
Speed increased from 4 to 4.5.
Hp regen increased from .5 to 1.75.
Paladins now inspire non-Terminator allied infantry upon melee kill in radius 35, increasing their damage mitigation by 3% and lowering received suppression by 10% for 15 seconds. Also restores 20 courage. Passive ability.

ImageOrks
Warboss:
Default Shoota range reduced from 49 to 38.
Shoot them Good range reduced from 40 to 30.
Shoot them Good percentage to stun on hit increased from 10% to 40%.
Shoot them Good stun duration reduced from 5 seconds to 3 seconds.

Kommando Nob(Hero):
Betta Kombat Kit cost increased from 110/20 to 120/25.
Betta Kombat Kit energy increase reduced from 75 to 25.
Betta Kombat Kit hp regen reduced from 3.5 hp/s to 3 hp/s.
Sneaky Infiltration Kit cost reduced from 100/30 to 110/25.
Mega Boom Kit cost increased from 100/20 to 130/25.

Mekboy:
Beemy Deffgun cost increased from 150/40 to 150/50.
Kustom Force Field cost increased from 110/30 to 110/35.
Supa Tuff Beam no longer grants suppression immunity.

Painboy:
Cost reduced from 350/35 to 350/30.
‘Arda Cybork Implants hp bonus increased from 10% to 15%.

Nob Squad:
Frenzy red cost reduced from 75 to 60.
Frenzy damage resistance reduced from 100% to 75%.
Frenzy no longer increases the squad’s damage by 20%.
Frenzy duration decreased from 10 seconds to 8 seconds.

ImageSpace Marines
Apothecary:
Full Auto percentage to stun on hit increased from 10% to 40%.
Full Auto stun duration decreased from 5 seconds to 3 seconds.

Techmarine:
Powerful Sweep energy cost increased from 25 to 30.
Relay Beacon cost reduced from 200/30 to 200/25.
Relay Beacon build time reduced from 30 seconds to 25 seconds.

Venerable Dreadnought:
Dark Age of Technology cost increased from 100/25 to 100/50.

Terminator Assault Squad:
Size reduced from Large to Medium.
Lightning Claws upgrade now increases squad speed from 4 to 4.5.

Terminator Squad:
Size reduced from Large to Medium.
Hp regen increased from 1.5 hp/s to 2.5 hp/s in combat and 3.5 hp/s out of combat. (all 4 loadout variants)

ImageTyranids
Globals:
Without Number global cost reduced from 300/30/200 to 300/0/200.

Hive Tyrant:
Hive Tyrant speed increased from 4 to 4.5.
Seismic Roar energy cost increased from 50 to 60.
Warp Field cost reduced from 125/30 to 120/30.
Crushing Claws cost increased from 130/40 to 150/50.
Bio-Plasma cost reduced from 100/25 to 100/20.
Bio-Plasma damage reduced from 90 to 70 within range 5 of the impact point.
Bio-Plasma now deals 35 plasma cannon damage in range 5-7 of the blast point in addition to its other effects.

Ravener Alpha:
Hardened Carapace cost increased from 100/20 to 120/25.

Hormagaunt/Termagant Brood:
Hormagaunt/Termagant Brood experience yield reduced from 55 to 50.

Warrior Brood:
Warrior Brood now has the Thorax Swarm(TS)upgrade.
Thorax Swarm cost set at 75/25 and requires T2 to unlock. Upgrade is available to Default and Barbed Stranger Warrior variants.
Thorax Swarm upgrade adds a grenade icon to the squad.
Increases health from 990 to 1188. (20% increase)
Increases speed from 5.5 to 6.
Thorax Swarm grants the Dessicator Larvae and Electroshock Grub abilities.

Electroshock Grub -
Launch electroshock grubs into a vehicle to hamper its circuitry. Inflicts 160 melta damage, reduces target vehicle’s speed and rotation rates by 60% for 15 seconds and disables weaponry for 4 seconds. Range 24, 40 second cooldown.

Dessicator Larvae -
Erupt Dessicators in a radius of 20 around the Warrior Brood that persist on the ground for 15 seconds. Increases enemy damage taken by 20%. Doesn’t affect vehicles. 60 second cooldown.

Genestealers:
Passive infiltration time reduced from 4 seconds to 2 seconds.

Zoanthrope:
Zoanthropes are now limited to 2 squads present per player.
Focused Warp Blast damage reduced from 165 to 150.
Focused Warp Blast cooldown increased from 20 seconds to 30 seconds.

Neurothrope:
Cost reduced from 500/125 to 400/100.

Carnifex:
Carnifex Pheromone Cysts hotkey changed from Q to W.
Carnifex Charge hotkey changed from W to Q.
Thornback upgrade now increases hp regen from 1 to 1.75 in addition to its other effects.

Swarmlord:
Reinforcement Aura, Speed Synapse, Basic Synapse and Leech Essence ranges all set to 30. (from 40,27,32,32)
Leech Essence health regain reduced from 3 per hit to 2 per hit.
Leech Essence energy cost increased from 120 to 130.
Blade Flurry energy cost reduced from 100 to 80.
Atlas: Minister of Common Sense, Reasoning and Similar Sh*t
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Oddnerd
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Re: Elite 2.7 Released

Postby Oddnerd » Fri 12 May, 2017 11:41 pm

Sheeeeeit. Downloading now. Thanks Elite mod team!

I know it's only half a unit of speed, but the HT is actually able to fight now.
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Impregnable
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Re: Elite 2.7 Released

Postby Impregnable » Sat 13 May, 2017 2:10 am

I myself felt it was unnecessary to move vortex to t1 but if the thing is gonna stay, it needs to be toned down even in intended state. No other disruption ability allow u to actually move the point of impact after it is casted. Jump assaults, grenades, and any other means forces u to cast it on a location and it doesn't move. In comparison, vortex is the only disruption ability that move quite fast and last long too before it blows up making it impossible to dodge in many cases.

Also on capping units. I don't think capping is a bad solution in every circumstances. Yes, surely it is a lazy way to balance things out if you do it indiscriminately but it can be a good tool to use when a unit is op in team games while it is not in 1 v 1. In certain cases, some units are op in team games because you can get multiple of them out without being punished by getting covered by teammates while in 1 v 1 one will be severely punished in map control and tech disadvantage and various other harassment that exploits heavy investments into that unit. In cases like this, capping can be a good option to keep the 1 v 1 balance at the intended state without harming team game balance since unit stats stay the same.
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Rostam313
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Re: Elite 2.7 Released

Postby Rostam313 » Sat 13 May, 2017 5:30 am

Congrats on the release of 2.7.0 nice job
also The Codex Section is not yet Updated since 2.6.0 please update that as well
https://dawnofwar.info/codex.php
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Cyris
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Re: Elite 2.7 Released

Postby Cyris » Sat 13 May, 2017 6:50 am

Fucking awesome guys, great patch, great process, great formatting!
hiveminion
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Re: Elite 2.7 Released

Postby hiveminion » Sat 13 May, 2017 9:14 am

Nice, look forward to trying it. But for the love of god, let this be the last time you swap around the charge hotkeys.
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Cheekie Monkie
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Re: Elite 2.7 Released

Postby Cheekie Monkie » Sat 13 May, 2017 8:24 pm

My thanks, may the Emperor repay you.
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Re: Elite 2.7 Released

Postby Batpimp » Sun 14 May, 2017 4:45 pm

THANK YOU FOR RELEASING!!

did we see the map fix to the quests redemption? the 3v3 map?

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lakaifootwear123
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Re: Elite 2.7 Released

Postby lakaifootwear123 » Mon 22 May, 2017 12:40 am

Is there anyway to get the Elite Mod to work on MacOS? I no longer have a PC but I would really like to get involved with the community and game that I love.
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Rostam313
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Re: Elite 2.7 Released

Postby Rostam313 » Sun 28 May, 2017 6:39 am

is the Codex gonna be updated Atlas?
it hasn't been updated since 2.5 i think :(
Please do something about that
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Tiptoes
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Re: Elite 2.7 Released

Postby Tiptoes » Mon 29 May, 2017 8:22 am

Thanks to all involved for the update!
"Into the fires of battle, unto the Anvil of War!"
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Rostam313
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Re: Elite 2.7 Released

Postby Rostam313 » Tue 30 May, 2017 7:18 am

Can u make predator tank in T3 to GK for balance reasons and move interceptors to T1 mb with melta in T2 like asm(Then u can move psychic lash to T2)
also strike squad damage a bit too high atm with their range upgrade it is overperforming makes them better than tacs with 40% dmg buff and slow down effect.
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Re: Elite 2.7 Released

Postby evilmario5 » Tue 30 May, 2017 8:28 am

Rostam313 wrote:Can u make predator tank in T3 to GK for balance reasons and move interceptors to T1 mb with melta in T2 like asm(Then u can move psychic lash to T2)
also strike squad damage a bit too high atm with their range upgrade it is overperforming makes them better than tacs with 40% dmg buff and slow down effect.


i refereed to this same post in 2.7 GK with my option.
yes I play gk/om a bit no hate plz
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Rostam313
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Re: Elite 2.7 Released

Postby Rostam313 » Thu 01 Jun, 2017 10:42 am

I would really like to see the day that "Boss" would take a part in administrating or having a say in changes to elite mod . he would be a damn fine moderator to elite ,he has a good knowledge of the game (Perhaps one of the best) and i pretty much like his ideas .
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Re: Elite 2.7 Released

Postby Adeptus Noobus » Thu 01 Jun, 2017 4:45 pm

Atlas wrote:
Strike Squad:
Storm Bolter damage per hit reduced from 21 to 18.
Psycannon damage per hit reduced from 23 to 20.

Psybolt Ammunition: (<- specializing in Ranged Combat and Supplemental AV)
Ranged damage increase increased from 15% to 40%. (results in 23.4 dph)


That is not correct. The dph is 25.2 and not 23.4 which would have been a 30% buff only.

Using the formula from Windus post that should be 14.7 dps then besting Tacs with their 14.58 dps.

Formula:

Code: Select all

$dps = ($reload_f * $burst * $dmg_hp) / (($reload_f * ($windup + $winddown +   $burst + $cooldown)) + $reload_d);

$dps = (7 * 2 * 18) / ((7 * (0 + 0 + 2 + 1)) + 3) = 14.7 dps


This does not sound imba (which it wouldn't be) but considering what we have seen in-game it feels way higher than this. Could you maybe check to see wether there is some faulty code at work?
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