Elite 2.8 BETA Link

Elite (and related) releases.
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Black Relic
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Elite 2.8 BETA Link

Postby Black Relic » Sun 10 Jun, 2018 1:27 am

This is a temporary BETA version but it works;

Elite 2.8 BETA Download: https://drive.google.com/open?id=1vyGZ3 ... LXGN_QjgsE

Change log:

2.8 BETA PATCH

Maps
New Map: Calderis Desert by Adila
New Map: Hades Waste by Swiftsabre
Updated Map: Vulcan Pits by Swiftsabre
Updated Map: Angstrom Heights by Swiftsabre

Bug Fixes
Improved Psychic Lash responsiveness.

Chaos Space Marines
Chaos Lord:
Default Bolter range decreased from 38 to 26.

Chaos Sorcerer:
Subjugation now grants the Sorceror 20% damage resistance for the duration of the effect.
Curse of Tzeentch’s effect is now canceled on retreat.

Plague Champion:
Bile Spewer damage modifier vs building light changed from 5 to 3.5.
Bile Spewer slow effect no longer stacks with suppression.

Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55.

Chaos Havoc Squad:
Crew member bolter damage per hit decreased from 23 to 12. (13.42 to 7 dps)

Eldar

Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 150.

Warlock:
Restoration Field healing effect no longer stacks with base health regeneration.
Swift Movement global cost reduced from 100 to 85.

Warp Spider Exarch:
Phase Shift radius reduced from 15 to 10.

Farseer:
Armour of Fortune health increase reduced from 200 to 150.
Spirit Stones energy cost increased from 70 to 75.

Guardian Weapon Team:
Population cost increased from 3 to 4. (9 to 12)

Falcon:
Damage modifier on the eld_pulse_laser vs Building_Light reduced from 1.5 to 0.75. (venom_cannon_pvp)
Eld_dual_shuriken_catapults_fire_prism and eld_scatter_laser fire on the move accuracy reduced from 1 to .75.
Sight range reduced from 45 to 40.

Rangers
Setup and Teardown time increased from .75 and .5 seconds to 1 and .75 seconds respectively.

Imperial Guard

Leman Russ Battle Tank:
Sight range reduced from 55 to 45.

Baneblade:
Cost increased from 700/180 to 800/180.
Primary cannon damage increased from 150 to 180.

Ordo Malleus

Brother Captain:
Storm Bolter range reduced from 38 to 26.
We are the Hammer now increases the speed of the Brother Captain by 1 by default.

Inquisitorial Operatives:
Operatives no longer gain bonus damage when coming out of full infiltration.
Operatives no longer have the Smoke Grenade ability.
Operatives now have the Incendiary Grenade ability. Requires the Fallback Plan upgrade.

Incendiary Grenade -
Throw an incendiary grenade that coats an area in flame. 40 grenade damage radius 7.5 initial detonation(no knockback), 5 flame_pvp damage per second for 10 seconds afterwards in a radius of 8. Range 25, Cooldown 50 seconds. Energy cost set to 60.

Purgation Squad:
Model hp reduced from 350 to 333.
Squad is no longer equipped with 3 Incinerators by default.
Squad is now equipped with 1 Incinerator and 2 sets of Stormbolters and Force Halberds.
Incinerator damage per hit increased from 7 to 16.
Incinerator courage damage increased from 25 to 45.
Stormbolter damage per hit set to 12. (7 dps)
Force Sword damage per hit set to 12. (12 dps)
Psilencers upgrade now equips the squad with only 1 Psilencer, rather than 3.
Psilencer damage per hit increased from 31 to 50.
Rending can now be cast whilst the squad is in a building.

Interceptor Squad:
Psycannon damage type changed from explosive_pvp to anti_vehicle_pvp.

Orks

Warboss:
Use yer choppas red cost reduced from 100 to 75 red.
Default Shoota range reduced from 38 to 26.
Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60)
Bang Bang Hammer swing special attack damage increase from 55 to 90.
Bang Bang Hammer cost increased from 120/20 to 120/25.

Kommando Nob:
Betta Kombat Kit health increase increased from 100 to 175.
Betta Kombat Kit no longer increases the Kommando Nob’s energy by 25.

Space Marines
Terminator Force Commander:
Terminator Armor cost increased from 150/65 to 150/75.

Tyranids

Hormagant Squad:
Leap damage reduced from 3.5 to 1.75.

Hive Tyrant:
Warrior Brood Call-In changed to Tyrant Guard Call-In at base 300/50/175. Unlocks in T2.
Bio Plasma now inflicts 7 flame dps for 10 seconds in radius of 5 around the area of impact.

Lictor Alpha:
Health increased from 620 to 630.
Sight range increased from 38 to 40.
Flesh hook energy cost reduced from 60 to 50.
Adrenal Glands heath increase increased from 100 to 150.
Spore Mine Call-In changed to Venom Brood Call-In, Cost 300/0/175, delay of 7 seconds. Unlocks in T2.

Corrosive Claws:
Debuff can now also be applied to vehicles.
Cost increase from 110/25 to 125/35.

Ravener Alpha:
Reinforced Chitin cost increased from 100/20 to 120/25.
Strengthened Sinew cost reduced from 110/20 to 100/20.
Acid Splatter splash damage increased from 15 to 20.
Acid Splatter main damage per hit reduced from 100 to 85.

Ravener Brood:
Cost reduced from 400/45 to 400/40.


Let me know if anything is wrong with the installer. The tooltips are buggy but that will be fixed soon. But for now here is the long awaited update.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Sun 10 Jun, 2018 1:36 am

Keep in mind this is just a BETA patch. We're checking that the installation works and that all the changes work as intended. You can leave a reply here if you spot something!

The version number will still say 2.7.2, that's a cosmetic change that we just didn't do for now.
Also, the installer is linked towards a default location. If you've installed somwhere outside of the normal folder make sure to edit the download path!

So far the only bug we have heard so far is that the tooltip for the Ops grenade doesn't work right.
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Re: Elite 2.8 BETA Link

Postby Antandron » Sun 10 Jun, 2018 8:31 am

-
Last edited by Antandron on Thu 02 Dec, 2021 9:23 am, edited 1 time in total.
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Rostam
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Re: Elite 2.8 BETA Link

Postby Rostam » Sun 10 Jun, 2018 9:34 am

appreciated guys!
nice work,keep it up
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Re: Elite 2.8 BETA Link

Postby Adila » Sun 10 Jun, 2018 11:44 am

Tested most of the stuff, some stuff doesnt work out I will do a checklist.

Chaos Space Marines
Chaos Lord:
Default Bolter range decreased from 38 to 26.

Chaos Sorcerer:
Subjugation now grants the Sorceror 20% damage resistance for the duration of the effect. - needs testing
Curse of Tzeentch’s effect is now canceled on retreat. - Only visual effect is gone on retreat not the effect of the ability. Visual effect still applies if casted on retreating units.

Plague Champion:
Bile Spewer damage modifier vs building light changed from 5 to 3.5. - needs testing
Bile Spewer slow effect no longer stacks with suppression. - needs testing

Chaos Space Marine Squad:
Upkeep cost increased from 1.92 to 2.55. - needs testing

Chaos Havoc Squad:
Crew member bolter damage per hit decreased from 23 to 12. (13.42 to 7 dps) - needs testing

Eldar

Eldritch Storm:
Damage of first 12 bolts of increased from 100 to 150. - seemed to do more dmg but needs more testing to confirm

Warlock:
Restoration Field healing effect no longer stacks with base health regeneration. - still stacks.
Swift Movement global cost reduced from 100 to 85. - still 100 didnt change

Warp Spider Exarch:
Phase Shift radius reduced from 15 to 10. needs testing

Farseer:
Armour of Fortune health increase reduced from 200 to 150. - works
Spirit Stones energy cost increased from 70 to 75. - works

Guardian Weapon Team:
Population cost increased from 3 to 4. (9 to 12) - works

Falcon:
Damage modifier on the eld_pulse_laser vs Building_Light reduced from 1.5 to 0.75. (venom_cannon_pvp)
Eld_dual_shuriken_catapults_fire_prism and eld_scatter_laser fire on the move accuracy reduced from 1 to .75.
Sight range reduced from 45 to 40. - non of the changes seem to work, but needs more testing

Rangers
Setup and Teardown time increased from .75 and .5 seconds to 1 and .75 seconds respectively. - needs more testing to confirm

Imperial Guard

Leman Russ Battle Tank:
Sight range reduced from 55 to 45. - needs testing

Baneblade:
Cost increased from 700/180 to 800/180. - works
Primary cannon damage increased from 150 to 180. - seems to work too

Ordo Malleus

Brother Captain:
Storm Bolter range reduced from 38 to 26. - works
We are the Hammer now increases the speed of the Brother Captain by 1 by default. - needs testing

Inquisitorial Operatives:
Operatives no longer gain bonus damage when coming out of full infiltration. - needs more testing
Operatives no longer have the Smoke Grenade ability. - correct
Operatives now have the Incendiary Grenade ability. Requires the Fallback Plan upgrade. - correct

Incendiary Grenade -
Throw an incendiary grenade that coats an area in flame. 40 grenade damage radius 7.5 initial detonation(no knockback), 5 flame_pvp damage per second for 10 seconds afterwards in a radius of 8. Range 25, Cooldown 50 seconds. Energy cost set to 60. - works fine just tooltip is bugged

Purgation Squad:
Model hp reduced from 350 to 333. - works
Squad is no longer equipped with 3 Incinerators by default. - works
Squad is now equipped with 1 Incinerator and 2 sets of Stormbolters and Force Halberds. - works
Incinerator damage per hit increased from 7 to 16. -works
Incinerator courage damage increased from 25 to 45. - seems to work needs more testing
Stormbolter damage per hit set to 12. (7 dps) - seems true
Force Sword damage per hit set to 12. (12 dps) - seems true
Psilencers upgrade now equips the squad with only 1 Psilencer, rather than 3. - works
Psilencer damage per hit increased from 31 to 50. - works
Rending can now be cast whilst the squad is in a building. - needs testing

Interceptor Squad:
Psycannon damage type changed from explosive_pvp to anti_vehicle_pvp. - works

Orks

Warboss:
Use yer choppas red cost reduced from 100 to 75 red. - works
Default Shoota range reduced from 38 to 26. - works
Bang Bang Hammer damage increase from 120 to 150. (dps from 75 to 60) - works
Bang Bang Hammer swing special attack damage increase from 55 to 90. - works
Bang Bang Hammer cost increased from 120/20 to 120/25. - works

Kommando Nob:
Betta Kombat Kit health increase increased from 100 to 175. - needs testing
Betta Kombat Kit no longer increases the Kommando Nob’s energy by 25. - needs testing

Space Marines
Terminator Force Commander:
Terminator Armor cost increased from 150/65 to 150/75. - works

Tyranids

Hormagant Squad:
Leap damage reduced from 3.5 to 1.75. - works

Hive Tyrant:
Warrior Brood Call-In changed to Tyrant Guard Call-In at base 300/50/175. Unlocks in T2. - needs testing
Bio Plasma now inflicts 7 flame dps for 10 seconds in radius of 5 around the area of impact. - needs testing

Lictor Alpha:
Health increased from 620 to 630. - works
Sight range increased from 38 to 40. - works
Flesh hook energy cost reduced from 60 to 50. - works
Adrenal Glands heath increase increased from 100 to 150. -works, but tooltip needs to be changed
Spore Mine Call-In changed to Venom Brood Call-In, Cost 300/0/175, delay of 7 seconds. Unlocks in T2. - works but needs a new icon

Corrosive Claws:
Debuff can now also be applied to vehicles. - works
Cost increase from 110/25 to 125/35. - works

Ravener Alpha:
Reinforced Chitin cost increased from 100/20 to 120/25. - needs testing
Strengthened Sinew cost reduced from 110/20 to 100/20. - needs testing
Acid Splatter splash damage increased from 15 to 20. - needs testing
Acid Splatter main damage per hit reduced from 100 to 85. - needs testing

Ravener Brood:
Cost reduced from 400/45 to 400/40. - works
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Re: Elite 2.8 BETA Link

Postby PianoMan » Sun 10 Jun, 2018 2:11 pm

what kind of a fucking retard came up with a swift movement buff wtf are you fucking people
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Re: Elite 2.8 BETA Link

Postby Reg9678 » Sun 10 Jun, 2018 2:50 pm

Thanks for the work guys. One note though: The desktop shortcut is linked to the standard location of the steam folder(C:\Program Files (x86)\Steam\Steam.exe), so if you don't use this folder you have to change it manually. It took me some minutes to notice this and as especially new people who are unfamillar with the Elite setup won't think of this at first it would be either nice to change this automatically or mention it in the setup or something.
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Re: Elite 2.8 BETA Link

Postby Torpid » Sun 10 Jun, 2018 5:15 pm

PianoMan wrote:what kind of a fucking retard came up with a swift movement buff wtf are you fucking people


Probably same person who thinks UYC was UP
Lets make Ordo Malleus great again!
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Re: Elite 2.8 BETA Link

Postby Rostam » Sun 10 Jun, 2018 7:12 pm

buff on the swift movement is probabley a bad idea, i mean eldar are fast enough as it is with fleet of foot
Now imagine:
Warlock Enhance ability (from HOD) + Fleet of foot + Banshees Aspect of Fleetness (also with their melee charge back) + Swift Movment (Buffed)
Warlock is one of the Strongest heroes (top 3 overall) idk if he needs more buffs
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Re: Elite 2.8 BETA Link

Postby Oddnerd » Sun 10 Jun, 2018 9:32 pm

Black Relic wrote:
Warboss:
Use yer choppas red cost reduced from 100 to 75 red.


Reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Sun 10 Jun, 2018 10:48 pm

Torpid wrote:
PianoMan wrote:what kind of a fucking retard came up with a swift movement buff wtf are you fucking people


Probably same person who thinks UYC was UP


+1 to both. Adila, tyvm for that comprehensive status list. I'll get to work on some fixes for that very soon. Some sound like simple fixes, others might need more consulting with the Omnissiash.

P.S. did anyone stream themselves doing testing btw? If so, that might be a faster way for me to reference some of the issues.
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Re: Elite 2.8 BETA Link

Postby Swift » Mon 11 Jun, 2018 10:52 am

Atlas wrote:
Torpid wrote:
PianoMan wrote:what kind of a fucking retard came up with a swift movement buff wtf are you fucking people


Probably same person who thinks UYC was UP


+1 to both. Adila, tyvm for that comprehensive status list. I'll get to work on some fixes for that very soon. Some sound like simple fixes, others might need more consulting with the Omnissiash.

P.S. did anyone stream themselves doing testing btw? If so, that might be a faster way for me to reference some of the issues.

Couldn't get enough closet dwellers to play.

Perhaps tonight though...
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Re: Elite 2.8 BETA Link

Postby SarDauk » Mon 11 Jun, 2018 12:32 pm

Since it's my first update, I would ask if the installation is the same as the first one or I need to delete the previous version ?
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Re: Elite 2.8 BETA Link

Postby Ayy Eye » Mon 11 Jun, 2018 4:17 pm

Technically it's not a full update, it's just the beta for bugtesting and various other nonsense.
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Re: Elite 2.8 BETA Link

Postby Torpid » Mon 11 Jun, 2018 9:04 pm

HT TG global works but you still need to seelct a spot to drop the warriors as per before before the TG spawns, that needs changing.

Bio-plasma does have its DoT but the effect is mostly negligible on SUTs, might need more radius to be good vs larger squads.
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Re: Elite 2.8 BETA Link

Postby saludd » Tue 12 Jun, 2018 4:51 pm

I just installed the beta and seems I got an old bug (No range bug: viewtopic.php?f=13&t=2208 )

Could it be that in this Beta version there is no ELITE.ucs file, and since I don't have a previous Elite version I don't have the file?
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Wed 13 Jun, 2018 6:06 am

SarDauk wrote:Since it's my first update, I would ask if the installation is the same as the first one or I need to delete the previous version ?


This is a BETA, but it works just like a full installer. Using the BETA patch will override your old Elite version. So if you want to go back and play normal 2.7.2 games, you need to reinstall it. We've left this link here in the event that anyone wants to check it out and also to have as many possible people bugtesting it for us as that cuts a lot of time out on the production end if we have people checking it for us.

Thank you Torpid for that report! It's issues like that that we need to make sure we nail down.

EDIT: We're already aware that the Ops grenade tooltip isn't working properly. Unless you mean ALL tooltips? But otherwise, yes, Elite.ucs was updated for the BETA patch.
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Re: Elite 2.8 BETA Link

Postby saludd » Wed 13 Jun, 2018 9:45 am

Atlas wrote:
SarDauk wrote:Since it's my first update, I would ask if the installation is the same as the first one or I need to delete the previous version ?


EDIT: We're already aware that the Ops grenade tooltip isn't working properly. Unless you mean ALL tooltips? But otherwise, yes, Elite.ucs was updated for the BETA patch.


Yeah I don't have any tooltip from Elite, all have is No Range Bug $xxxxxx, I tried reinstalling the BETA mod 3 times and the file Elite.ucs doesn't exist.

I have no other mod installed and only language I have is English. So I think I just need the Elite.ucs file.
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Re: Elite 2.8 BETA Link

Postby Indrid » Wed 13 Jun, 2018 1:07 pm

Well done lads!

2.8.0 graphics here if you still need them.

I assume this has all been thoroughly thought through, but 175 red seems a bit steep on the TG call-in for a 100/10 saving. I guess it's for the time saved?
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Re: Elite 2.8 BETA Link

Postby Crewfinity » Wed 13 Jun, 2018 5:54 pm

Indrid wrote:Well done lads!

2.8.0 graphics here if you still need them.

I assume this has all been thoroughly thought through, but 175 red seems a bit steep on the TG call-in for a 100/10 saving. I guess it's for the time saved?



I was actually just thinking that this call-in seemed really powerful. You already should be reaching T2 before most of your opponents as HT, and nids are a race that generates a ton of red. Most of the time when I play HT i try to go for a lighter T1 and get a tyrant guard out ASAP so I can have two big fat bullies giving me space to widen an advantage. Getting an TG instantly when you hit T2 for a reduced build cost seems like it will generate a ton of pressure, definitely on par with deff dread/bloodcrusher rushes.

175 red seems like a fair price to pay for that to me, but i'm excited to see how it plays out.
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Wed 13 Jun, 2018 7:14 pm

Indrid wrote:Well done lads!

2.8.0 graphics here if you still need them.

I assume this has all been thoroughly thought through, but 175 red seems a bit steep on the TG call-in for a 100/10 saving. I guess it's for the time saved?


I was literally going to ask for them today, awesome! Ty Indrid, you da man.

The TG and Venom changes are ultimately going to need a lot of playtesting to adjust (and that is somewhat the purpose of the BETA along with just technical testing). The numbers that they are set to now are the numbers that didn't shock people upon reading. They're not untouchable, but they are an experiment we'd like to see for now.
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Re: Elite 2.8 BETA Link

Postby Ace of Swords » Thu 14 Jun, 2018 2:33 am

Image
Image
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Thu 14 Jun, 2018 4:44 am

Haha! That was actually a test change for the purpose of learning how to package the files. It somehow made its way into the release from the looks of it. Should be an easy fix. Ty for bringing it to attention.
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Re: Elite 2.8 BETA Link

Postby Forestradio » Thu 14 Jun, 2018 4:20 pm

Atlas wrote:Haha
HAHA acid splatter is still broken doing about 10 dmg per hit with normal attacks along with 0 splash HAHA
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Re: Elite 2.8 BETA Link

Postby Broodwich » Thu 14 Jun, 2018 6:13 pm

this fills me with great optimism
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Re: Elite 2.8 BETA Link

Postby xXKageAsashinXx » Thu 14 Jun, 2018 9:22 pm

Rip purgations. Your unique squad configuration will be missed dearly. Should I prepare the funeral for any other OM mechanic deaths, like having interceptors take as long to teleport as jump units fly through the air, or force them to have to use red for their normal terminators too?
Image
So... I hear you refuse to repent.
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Thu 14 Jun, 2018 9:34 pm

xXKageAsashinXx wrote:Rip purgations. Your unique squad configuration will be missed dearly. Should I prepare the funeral for any other OM mechanic deaths, like having interceptors take as long to teleport as jump units fly through the air, or force them to have to use red for their normal terminators too?


Acid Splatter noted.

You're actually not the first to mention opposition to this change. Idk it might get reverted at the end of the day. We'll see.


As a general note, I'd like to sit down and do fixes starting this weekend so if there's anything else, please let us know!
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Re: Elite 2.8 BETA Link

Postby xXKageAsashinXx » Thu 14 Jun, 2018 9:45 pm

Atlas wrote:
xXKageAsashinXx wrote:...


Acid Splatter noted.

You're actually not the first to mention opposition to this change. Idk it might get reverted at the end of the day. We'll see.


As a general note, I'd like to sit down and do fixes starting this weekend so if there's anything else, please let us know!

I wanted to comment earlier, but seeing that the update was right around the corner when I remembered this forum existed and visited, I held back to see what suggestions of yours made it through. What made you decide it would be a good idea to make purgations the same as any other heavy weapons team? Genuinely, why did you think that would fix them? I saw how OM needed some sort of hard AV and it was decided to be in the form of a lascannon until a more lore-friendly option could be taken, but couldn't the standard squad make-up be only for that upgrade, leaving the flamer and psilencer weapon set-ups as is?
Image
So... I hear you refuse to repent.
Atlas

Re: Elite 2.8 BETA Link

Postby Atlas » Fri 15 Jun, 2018 1:59 am

The weapon rearrangements aren't meant to make the unit much stronger or weaker but more reliable and effectively durable. It's very similar to the Noise Marine change of old.

Setting the heavy weapon to 1 instead of 3 keeps the squad more effective when they lose a member of the squad. Right now, losing a member cuts down the effectiveness of the squad by 33%. With the change, you only lose a member and some supplemental damage, but your primary weapon system is basically unaffected. This leaves them theoretically more resilient to taking damage and remaining on the field like other setup teams.
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Re: Elite 2.8 BETA Link

Postby xXKageAsashinXx » Fri 15 Jun, 2018 4:14 am

Ah, so just a general improvement of use thing. I like how you have to be mindful of your attrition with purgations, but can be rewarded with higher dps should you consistently keep the whole squad alive for extended periods of time during engagements. Considering how they're the only hwt with 3 hw, it fits with the theme of OM being different. That said, it makes for a hilarious mental image of having 3 lascannons in a single squad.

Out of curiosity, may I ask why it was interceptors that were made to be AV while purgations AI? I wasn't around on the forums when that change was made.
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So... I hear you refuse to repent.

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