2.9.9.2 Patch Notes

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Impregnable
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2.9.9.2 Patch Notes

Postby Impregnable » Sat 30 Mar, 2024 2:53 pm

Preamble:
Preamble:
First of all, we appreciate your patience while this one was in the oven; it’s been a long time since the 2.9.9.1 Release in July-23 and there have been some unfortunate bugs that have had to be lived with in the meantime. There were a lot of changes behind the scenes which proved to be very unexpectedly difficult to tackle, and delayed typical patch turnaround time significantly.

Firstly is the Injector, we now have a totally different method for booting and running the mod. Due to the size of the mod, and our desire to add additional armies to the game in due course; we had to create a totally new solution for opening and running the mod. It no longer piggybacks off the DOW2 Shortcut using parameters, it instead runs the game via it’s own .exe file that uses Injection to push the mod features upon boot. If you have used Codex Mod before it’s the same kind of system.

"As part of moving forward, I have come to the decision to step down as balance lead due to a mixture of other obligations making me unable to put in the time and effort necessary to fill the role at a quality that you all deserve. I plan to still contribute in the more technical aspects as time permits, but I have the highest faith that Inekura, supported with the rest of our great team, will take Elite Mod to newer heights. There's lots of extremely exciting things happening behind the scenes and the Elite Mod team will continue to deliver them to you."
~Atlas

Furthermore Adeptus Noobus will step back from most of the website responsibilities and Arthurcloud will pick that up.
(He will also pay for the website hosting so a huge thanks to him from all the team).

"We have decided to break the Balance Lead role into 3 distinct roles and people, which will be:

Tech Lead - Arthurcloud
Design Lead - Enlargingcloud
Balance Lead - Inekuracloud

Each will have a look after their respective area in terms of Mod Development, and PubCord will be managed as a triumvirate.

Now to the patch. The most obvious change you will notice in the game is that Ordo Malleus are now a completely unique faction, they have been fully divorced from Space Marines and no longer have to be tied to that race in any way. The separation of OM from SM means we can once again use the traditional Hero Selector view once more:

As well as mechanically separating out OM, they’ve also been given a visual overhaul, as you can see by the resplendent BC above. Changes so far include:

Ordo Malleus as Independent Faction
New Grey Knight Power Armor Models
New Grey Knight Terminator Armor Models and Animations
New Brother-Captain Model and Animations
New Unit voiceovers
New Ordo Malleus Generators
Full New Ordo Malleus Soundtrack by Josh AKA Voxcaster

We have also done a long overdue review of all the in-game tooltips, whether they were out of date, had the incorrect Damage Type, or just plain wrong (Looking at you Ork Trukk Reinforced Plating). These have all been updated along with the normal changes to Tooltips as part of a patch. Thank you to everyone who reported any incorrect tooltips in the Balance Thread in the Community Discord, it made it so much easier to hunt them down.

Now to Bugs and general changes. Along with the usual tweaks that are made during a patch cycle, a great deal of time and effort has been spent on reviewing a big list of some long standing issues with bugs and mechanics that do not work as intended. Some of the highlight changes are as follows.

- Corrected Squads upgrading with the wrong Melee Resistance Aura.
Chaos Space Marines (Chaos Dreadnought, Chaos Terminators)
Ordo Malleus (Grey Knight Dreadnought)

- Fixed abilities with incorrect targeting parameters. These abilities were able to target or affect units that they were not supposed to be able to.
Orks (Warboss Trophy Rack)
Eldar (Farseer Guide, Fortune)
Ordo Malleus (Daemonhunter Sundering / Grey Knight Dreadnought Incinerate)

- Fixed upgrades not applying the correct values.
Chaos Space Marines (Chaos Lord Daemonic Visage)
Ordo Malleus (Brother-Captain Psychic Lash)

- Fixed Scout Squad A-moving issue with default bolters, where two backline members stayed out of range while only the lead model properly attacked, so that now all members shoot when ordered to A-move.

- Adjusted Chaos Lord, Hive Tyrant and Brother-Captain properties in order to make them less of a menace with the path blocking mechanics.

- Adjusted Inspire Mechanics to not stack indefinitely for Space Marines and Ordo Malleus.

- Changed some super units that were large size to huge size to fix accuracy issues for some anti vehicle weapons when used against them.

- Set health leveling % to standard rate for many units that had incorrect scaling.

- Introduced Minimum range of 8 on all frag grenades type of abilities.

- Finally, casted away the dreaded health regeneration bug on Strike Squad and Purifiers into the shadow realms.

CREDITS
Build Organization and Compiling: Arthurcloud
Programming (Units, Abilites): Arthurcloud, Inekura, Noot, Mickey, Olev, Atlas, Enlargingcloud, Snowkip
Models, Animation, Visuals: Garrick, Enlargingcloud, Noot, Prism, Clocktickin, Kekoulis, Yreeeet
Visual Effects: Enlargingcloud, Noot
Speech / Voices: Garrick
New Game Modes: Noot
New Race Infrastructure/Code Injector: Bruiser Banned, Kharos, Garrick
Original Music Score: Josh aka Voxcaster
Website / Forums / Moderation: Arthurcloud, Adeptus, Impregnable, Dark Riku, Meta
Portraits, Icons & Art: Knall
Internal testing: Mickey, Deimos, Arthurcloud
Tooltip Review: Olev
Patchlogs / internal logs: Arthurcloud, Impregnable, Inekura, Mickey
External Thanks: Alerion, Flynn Stone

General Changes / QOL:
New Icons and portraits added.
New Force Commander portrait added to match loading screen.
New Force Commander portrait added to match post game loading screen.
New portrait added for Librarian.
New portrait added for Sternguard Veteran Squad.
New portrait added for Terminator Assault Squad.
New portrait added for Tier 3 Lictor unit.
New icon added for Summon Chaos Terminators global.
New icon added for Chaos Raptors Jump ability.
New icon added for Chaos Terminator Teleport ability.
New icon added for Brother-Captain We Are the Hammer! ability.
New icon added for Brother-Captain We Are the Hammer! (Improved) ability.
New icon added for Brother-Captain Nemesis Force Sword Wargear.
New icon added for Brother-Captain Nemesis Force Halberd Wargear.
New icon added for Brother-Captain Bulwark Wargear.
New icon added for Brother-Captain Mantle of Terra Wargear.
New icon added for Daemonhunter Emperors Torch Wargear.
New icon added for Crusaders Battle Frenzy ability.
New icon added for Purifiers Cleansing Flame ability.
New icon added for Vortimer Razorback Reinforced Armor Plating upgrade.


Mind Blades has a new above-head VFX.

Changed We Are the Hammer! ability VFX color from yellow to blue.

Merciless Strike ability now can be casted with fewer clicks. It now starts at the Sergeant squad leader location and you just need to choose the direction for the ability to fire towards.
- Check the below comparison between patches for the detailed explanation. You will notice that the current version requires way less clicks.

Previous Patch
Step A/ Left click the ability icon.
- Your mouse cursor changes to a typical red targeting cursor that every targetable ability uses.

Step B/ Left click on a location.
- Let us call this Location A.
- On Location A, you get an arrow pointing outward from that place.
- You can move your mouse around to move this arrow to point towards any direction you want it to point towards.

Step C/ Choose a location and do a left click one more time.
- Let us call this Location B.
- The squad does things differently based on the distance between Location A and where the Sergeant model is at upon completion of Step C click.
- If the distance between them is close, the Sergeant model fires off the ability right away towards the direction of Location B.
- If the distance between them is beyond a certain range, the Sergeant model along with the rest of the squad firstly moves to Location A. Once reaching Location A, the Sergeant model fires off the ability towards the direction of Location B.
- While the Sergeant model is performing the ability, the whole squad stops for a second only firing range weapons, not using melee and getting into a formation.
- If you issued a command such as a move command before doing this, the squad will keep on moving following your previous order until you click on Location B. Clicking on the ability icon or clicking again to set Location A, does not cancel what the squad is doing.

Current Patch
Step A/ Left click the ability icon.
- Your mouse cursor changes to a typical red targeting cursor that every targetable ability uses.

Step B/ Left click on a location.
- The whole squad stops for a second and the ability fires out of the Sergeant model towards the location you chose with the targeting cursor.
- While the Sergeant model is performing the ability, the whole squad stops for a second only firing range weapons, not using melee and getting into a formation.
- If you issued a command such as a move command before doing this, the squad will keep on moving following your previous order until you click on a location. Clicking on the ability icon does not cancel what the squad is doing.
- With this, we also fixed the problem where other squad members would idle around just taking damage while the Sergeant is trying to reach the exact position the players chose for the ability casting.

Changed UI order of upgrades for Tactical Marine Squad by changing UI positions of Plasma Gun, Missile Launcher and Sergeant upgrade. Now, weapon upgrades are clustered together and Sergeant upgrade is at the bottom separately.

Removed the legacy visual decorator from Shoota Boyz which was given to them when the squad had Nob squad leader from T2 onward.
- This decorator was for a buff used to be given to the squad by its Nob Leader from T2 onward. A balance change in the ages past removed the buff but the decorator stayed unwittingly and now it is being removed.

Swapped positions of Hide da Gunz ability and Waaagh!!! ability buttons on the ability bar for Lootas.

Wartrukk now has a Cease Fire ability like other tanks to improve its ability to run away from anti-vehicle.

Swapped positions of Servo Skull and Inquisitorial Mandate in the Wargear UI of Inquisitor.

Swapped positions of Empyrean Brain Mines and Tome of Tranquility in the Wargear UI of Daemonhunter.

All races start with 999 red in High Resource Mode.

Minimum range of 8 implemented for all Frag Grenade type of abilities. Abilities that are affected by this change are as below.
Scout Squad Frag Grenade
Kommando Nob Stikkbomb
Melee Kommando Squad Throw Em Close
Guardian Squad Plasma Grenade
Storm Trooper Squad Frag Grenade
Cadian Kasrkin Squad Frag Grenade


All Transport Smoke Launchers had both incoming and outgoing ranged damage reduction effects reduced from 80% to 60%.

Corrected some non-standard health leveling on the following units. How much health % is increased at level 4 compared to level 1 state is given for comparison.
Sternguard Veteran Squad now ends with 33% instead of 52%.
Warrior Brood now ends with 33% instead of 52%.
Catachan Devils now ends with 52% instead of 128%.
Chimera now ends with 33% instead of 52%.
Inquisitorial Storm Troopers now ends with 52% instead of 33%.
Crusaders now ends with 52% instead of 33%.

- The standard increase % follows the below rules.
- A reminder that there are a few exceptions that do not fit the description of each rule despite following the said rule for health % increase for each level. For example, some units may not be low model heavy infantry armor despite following the first rule.
Low number of models / Heavy Infantry Armor
100% -> 110.0% -> 121.1% -> 133.1%
High number of models / Infantry Armor
100% -> 115.0% -> 132.5% -> 152.5%

Fixed inconsistencies in stun abilities that had no balance reason to be different from the standard rule.
- As a set rule, any and all stun abilities should apply 95% speed debuff on affected units and disable affected units abilities.
Dreadnought Emperor’s Fist ability speed debuff increased from 90% to 95%.
Venerable Dreadnought Emperor’s Fist ability speed debuff increased from 90% to 95% .

Warboss Big Stomp ability now disables abilities of affected targets.
Mekboy Mega-Rumblah ability speed debuff decreased from 100% to 95%.
Stormboyz upgraded with Nob Leader squad leader Jump ability now disables abilities of affected targets. Speed debuff increased from 90% to 95%.
Weirdboy Warp Vomit ability speed debuff increased from 90% to 95%.

Ravener Brood Burrow ability now disables abilities of affected targets. Speed debuff increased from 90% to 95%.

- We are not talking about Ravener Alpha ability. It has the ability with the exactly same name that it gets from a Wargear named Burrow. We are NOT changing this hero ability.

Chaos Lord Sweeping Doom ability speed debuff increased from 90% to 95%.
Plague Champion Pestilent Strike ability speed debuff increased from 90% to 95%.
Great Unclean One Foul Snare ability now disables abilities. Speed debuff increased from 90% to 95%.

Inquisitor Hammer of the Witches ability now disables abilities of affected targets.

Grey Knight Dreadnought Emperor’s Fist ability speed debuff increased from 90% to 95%.


Following units had their size changed from Large to Huge.
- This is for fixing accuracy issues against these units for some anti vehicle weapons stated below.
Battlewagon
Avatar
Swarmlord
Great Unclean One
Baneblade
Stormblade
Stormlord

3 AV weapon family types are impacted by this change.
- For your information, Weapon Family determines accuracy against sizes and Damage Type determines damage dealt to each armor type. You can check this for each weapon and ability at Codex.
rocket (0.75 -> 1)
Used by Tankbustas default weapon, Kommando Nob Hero Rokkit Launcha Wargear, Kommando Squad Nob Leader default weapon, and Looted Tank Boomgun ability.
bolter_vengeance (0.9 -> 1)
Used by Sternguard Veteran Squad Vengeance Rounds ability.
pulse_lazer_pvp (0.75 / 1)
Used by the Falcon’s Pulse Laser Weapon

In order to reduce some of the pathing dominance and problems caused by them, Chaos Lord, Brother-Captain and Hive Tyrant had the following properties applied to their entity_blueprint and melee properties.
size override 1
use collision mesh disabled
melee_base_size small

- This change will not completely get rid of pathing-priority on chonky heroes but it will decrease the amount of models pushed away in radius around the hero that is occupied by their mighty aura leading to less path blocking in general.

Ordo Malleus and Space Marine Inspire effects changed to make them not stack infinitely.
- Inspire abilities from Ordo Malleus and Space Marines sources now max at 5 simultaneous effects and the stacks are applied on a first-come first-served basis. Any inspire stack beyond 5 is ignored.
- Multiple units with the same inspire effect contribute to increasing these stacks up to 5.
- The Ordo Malleus and Space Marines buff stacks are handled separately, so you can have up to 5 of each present in any game, including team games from multiple armies.
- For example, your Tactical Marine Squad cannot have more than 5 Space Marines inspiration stacks, whether they come from your own Dreadnought or from your allies’ one. However, it can receive 5 Space Marines stacks and 5 Ordo Malleus stacks at the same time.

Bugfixes:
Deleted courage damage on all Eldar fake sniper weapons.
- These were still unintentionally doing some amounts of courage damage, which may be the explanation behind certain surprise suppression incidents that have been observed during the last patch cycle. All courage damage has now been removed.
- We use these fake sniper weapons generally when we want to stop people running ahead when you do not want them too. Non lead models on set up teams tend to have them, as otherwise they will run along ahead of the lead model until they reach their natural weapon range making the whole squad vulnerable to getting meleed.

Fixed an issue where Terminator Force Commander inspire effects lacked vfx on units that are affected by it. Now, which units received buff from his inspire effect is clearly visible by vfx.

Following units from black_templar_elite skin had their loincloth triangle bug fixed.
Devastator Marine Squad
Devastator with Lascannon upgrade
Devastator Plasma Cannon Squad

- Previously had a weird bug where the loincloth on the model looked absurdly pointy and its tip was burrowing into the ground. This was because these specific models had no animations for the loincloth set.

Terminator Squad with Assault Cannon upgrade no longer leaves the barrels hanging in mid-air.

Terminator Squad with Cyclone Missile Launcher upgrade no longer vibrates.

Hands poking out of Terminator default melee weapon power fist fixed.

Devastator Marine Squad Vengeance Rounds ability button no longer disappears once the Lascannon upgrade has been queued up, instead of disappearing after the Lascannon upgrade is completed. Now, players are able to see the ability icon and click on it to use the ability while upgrading to Lascannon.

Scout models no longer stay back if issued with an attack command in their default formation with bolters equipped. Before the current change, only one member properly engaged while the other two members were idling behind. They will regain this behavior if they are upgraded with the Sniper Rifle upgrade.

Librarian Force Barrier ability is no longer refundable
- This is a necessary evil to get rid of its Hammer of the Witches bug. It is a bug that allows you to use an ability without a cool down and energy cost if you move the unit using the ability at the right moment during the ability casting animation.

Weirdboy can no longer be consumed by Chaos Sorcerer when under the effect of Chaos Sorcerer Subjugate ability.
- Added Unit Class Type no consume.

Warlock Immolate ability is no longer refundable.
- This is a necessary evil to get rid of its Hammer of the Witches bug. It is a bug that allows you to use an ability without a cool down and energy cost if you move the unit using the ability at the right moment during the ability casting animation.

Rangers should no longer get stuck.
- We made an attempt to fix it to be fair. This bug is very stubborn as it is hard to reproduce and thus, is annoyingly hard to fix.

Autarch should no longer get stuck while trying to use the Skyleap ability.
- This is also an attempt to fix it to be fair. This bug is very stubborn as it is hard to reproduce and thus, is annoyingly hard to fix.

Wraithguard Spiritseer backlash bug fixed. Damage application type changed from SimHit to Apply Damage and damage type from spore to penetrating.
- Backlash mechanic upon death of Wraithguard squad leader Spiritseer was doing huge damage to literally any unit in garrisons and cover. We fixed this by changing damage application mechanic as described above. The former method of dealing spore damage could be affected by modifiers and thus, led to bugs but the current method that applies true damage cannot be affected by modifiers and thus, causes no bugs.
Spiritseer backlash damage increased 100 -> 150.
- This is to make sure Wraithguard is taking the same damage they used to take from 100 spore damage backlash. For your information, Wraithguard has heavy infantry armor and takes 1.5x damage from spore Damage Type as a result which means it used to take 150 damage from the 100 damage backlash. Now that we are using true damage that is not affected by damage modifiers, we need to manually increase the amount of damage dealt by backlash.

Chaos Lord Wargear Daemonic Visage damage reduction debuff is now applying 25% as intended instead of 15%.

Fixed an issue where Chaos Dreadnought Mark of Khorne upgrade did not apply 40% Melee Resistance Aura upon upgrading.

Chaos Dreadnought with Mark of Tzeentch upgrade was wrongly retaining minor Melee Resistance Aura which gives 20% melee resistance. It is now completely removed as intended upon upgrade completion.

Chaos Terminators was wrongly retaining Minor Melee Resistance Aura of 20% upon upgrading to Lightning Claws. The unit now correctly gains 40% Melee Resistance Aura when upgraded with Lightning Claws.

Death Korps of Krieg Elite skin will no longer send out secret morse code telling you to come rescue our modders.

Fixed an issue where retreat modifiers would not affect Incendiary Shell ability.
- The initial impact damage was getting affected by the modifiers properly but the follow up damage over time damage part was not doing so and as such, it had to be fixed.
Incendiary Shell ability impact damage increased from 8 to 15.
- This is a two part change. One is a bugfix and the other is a balance change. The ability was supposed to be doing 20 damage on impact but a distance modifier was permanently applying 0.4 due to a bug making it do 8 damage. We fixed this. Damage increase part is a balance change.
Incendiary Shell ability damage over time delayed by one second.
- Damage over time was wrongfully being applied a second before the actual impact.

Inspire for the following Ordo Malleus Weapons set from apply_to_squad to apply_to_entity.
- This change prevents stacking inspire above 100% damage resistance which makes affected units get healed from taking damage by making inspired Ordo Malleus units get the correct inspire value instead of multiplying it with their model count.
gk_dreadnought_fist
gk_blade_dreadnought_with_cannon
gk_sword_librarian
gk_hammer_terminator
gk_halberd_terminator


Brother-Captain Psychic Lash was coded incorrectly and doing less damage than it should so it has been fixed. It now does 25 dps instead of 17.5 dps as intended. Against retreating units which take 30% less damage from Psychic Lash ability, it now does 17.5 dps instead of 12.225 dps as intended. Ability duration remains the same at 8 seconds.

Daemonhunter Sundering ability can now only be cast on Allied units with Infantry Unit Class Type as intended.
- Sundering was only castable on Daemonhunter in the beginning and then, a recent balance change allowed it to be casted on allies classified as infantry. Unfortunately, a mistake was made somewhere in the patching process and it was made to be able to be used on enemies and non infantry as well.
Daemonhunter Rift Tear ability was disabling all abilities that it should not such as entering a transport, ceasing worship, and teleporting. Effect has now been altered to only apply the intended effects of slowing units, disabling melee charges and leaps.

Strike Squad and Purifiers out of combat health regeneration is now applying the correct amounts.

Purifiers Justicar has a 25% chance to do a weapon knockback special attack with each attack. It was formerly missing from Justicar hammer which is its default weapon so we fixed it.
Purifiers Cleansing Flame can no longer affect vehicle armor type.
- It can still affect Sentinels and Tyrant Guards as they do not have vehicle armor type.

Grey Knight Terminators Incinerate ability was not affecting units with either Armour Types of Super Heavy Infantry or Fire Resist Infantry and Spore Mines. Fixed it by changing Targeting Parameters to check Unit Class Type Infantry that do not have Does not Retreat trait at the same time and Spore Mines.
- This means it will now work on most squads, but not on vehicles, terminator class units and super units. Vehicles, terminators and super units are neither Unit Class Type Infantry nor does not have Does not Retreat trait.


ImageSpace Marines

Global:
Drop Pod global requirement changed from T1 to T2.
Drop Pod global now summons a Sternguard Veteran Squad instead of a Tactical Marine Squad.
- Drop Pod global is now the only way to get a Sternguard Veteran Squad as it no longer is an upgrade available to Tactical Marine Squads.
Drop Pod global cost increased from 350/0/125 to 450/45/150.

Force Commander / Apothecary / Techmarine:
Drop Pod ability cost increased 200/0/100 -> 200/0/150.
- Drop Pod hero ability requirement is not affected by this change and remains the same at Tier 1.

Assault Squad:
Merciless Strike ability damage reduced from 20 to 15.

Scout Squad:
Scout Sergeant squad leader health reduced from 250 to 230.

Tactical Marine Squad:
Plasma Gun dph reduced from 75(30.88 dps) to 63.75(26.25 dps).
Sternguard Veteran Squad upgrade removed from the squad.

Dreadnought:
Assault Cannon Barrage ability retreat damage modifier reduced from 5 to 2.5.

Librarian:
Max energy reduced for all levels. (200 / 230 / 260 / 300) -> (150 / 172.5 / 195 / 225)
Force Staff ranged dph reduced from 50(35 dps) to 42.85(30 dps).
Ranged kills no longer trigger Inspire passive.
Force Barrier ability energy cost increased from 30 to 45.

Razorback:
Smoke Launcher ability incoming and outgoing ranged damage reduction effect reduced from 80% to 60%.

Sternguard Veteran Squad:
Health leveling adjusted for per model and Sternguard Sergeant squad leader so that their health end up in 33% in level 4 compared to level 1 state instead of 52%.
Health per model for each level.
(350 / 402.5 / 462.875 / 532.3) -> (350 / 385 / 423.5 / 465.85)
Sternguard Sergeant health for each level.
(400 / 460 / 529 / 608.35) -> (400 / 440 / 484 / 532.4)


ImageOrks

Global:
Kommandos Iz Da Sneakiest requirement changed from T3 to T2.
Squad spawned from Kommandos Iz Da Sneakiest global changed from a default Kommando Squad to a Melee Kommando Squad.
- Melee Kommando Squad is the same squad you were able to get by upgrading Kommando Squad with Mando Stabem’s upgrade in the previous patch. It is just that it got renamed to Melee Kommando Squad.
- Kommandos Iz Da Sneakiest global is now the only way to get a Melee Kommando Squad as it no longer is an upgrade available to Kommando Squads.
Spawn delay increased from 5 seconds to 7 seconds.
More Dakka red cost reduced from 75 to 50.

Warboss:
Trophy Rack Wargear no longer affects vehicles and buildings.

Kommando Nob:
Plant Booby Trap ability cast range increased from 0 to 10.
- This should allow the Kommando Nob to plant his IEDs more easily and closer to cover if necessary.

Melee Kommando Squad:
Kommando Nob squad leader upgrade requirement set to T3.
Melee skill reduced from 70 to 65.
Kommando Nob squad leader 25% chance Weapon knockback on-hit effect on his weapon removed.
- This is the same squad you were able to get by upgrading Kommando Squad with Mando Stabem’s upgrade in the previous patch.

Deff Dread:
Burnaz 'n Bitz upgrade cost reduced 140/20 ->100/20.
Special attacks no longer track targets.

Stikkbommaz:
Stikkbomb ability minimum range reduced from 20 to 15.
Stunbomb ability acceleration increased from 5 to 6.25.
Stunbomb ability max speed increased from 30 to 37.5.
- In a gist, Stunbomb flies faster as its max speed is increased and it reaches that max speed faster.

Weirdboy:
Warpath ability speed buff reduced from 2 to 1.5.
Warpath upgrade cost reduced from 70/30 to 50/25.
Melee skill reduced from 70 to 60.

Kommando Squad:
Mando Stabem’s upgrade removed.
Kommando Squad with Mando Stabem’s upgrade is now made independent from Kommando Squad as a separate unit named Melee Kommando Squad.
- Mando Stabem’s upgrade was formerly added in 2.9.8 patch with below attributes.
Now have access to “‘Mando Stabem’s” upgrade (75/20).
‘Mando Stabem’s - These kommandoes prefer to get close.
Upgrade changes mandoes to a melee loadout where they wield assassins knives with sluggas and the kommando knob gets a Hammer.
Carry stunbombz, stikkbombs and a orky krak grenade instead of burna bombs.
You´ll be able to choose between a close range bundle of stikks or 2 long range ones. Their Cooldown is linked so choose carefully.
The Upgrade also boosts their melee skill by 10 and their health per model to 275 at lvl 1.
Melee Kommando Weapons:
60 dps Hammer
30 dps choppas

Nob Squad:
Reinforcement cost changed from 75/15 to 62.5/12.5 to fit the standard multiplier of 0.5.
- Reinforcement cost of a unit is decided by multiplying a certain number to the cost of a single model. The standard number is 0.5. Very few units are exempt from it.
- Decimal numbers will show as a rounded down number in game (62/12) but no worries as the in game calculation actually takes decimal numbers into account when doing things.


ImageEldar

Farseer:
Guide ability can no longer be cast on vehicles.
Fortune ability can no longer be cast on vehicles.

Guardian Squad:
Out of gate per model health increased from 100 to 110.
Health for each level adjusted accordingly as below.
(100 / 115 / 132.25 / 152.09) -> (110 / 126.5 / 145.47 / 167.3)
Battle Equipment upgrade health increase reduced from 33% to 20% to keep the squad total health after the upgrade to be the same as before.

Howling Banshees:
Banshee Exarch out of gate health increased from 240 to 290.
Health for each level adjusted accordingly as below.
(240 / 276 / 317 / 365) -> (290 / 333.5 / 383.5 / 441)

Autarch:
Leap ability energy cost reduced from 55 to 45.
Skyleap ability energy cost reduced from 50 to 0.
Fusion Gun upgrade cost reduced from 65/15 to 50/10.

Wraithguard:
- Below tweaks are aimed at making Wraithguard be a little more responsive.
Wraithcannon dph reduced from 122 to 97.6. Dps not changed.
Wind Down reduced from 2.25 to 1.5.
Wind Up reduced from 1 to 0.75.
Rotation Rate increased from 400 to 500.

Avatar:
Unit now has a melee charge with the following attributes.
1.5 speed over 4 seconds
Maximum range 12
Cooldown 8 seconds

D-Cannon Platform:
Dph increased from 110 to 165 which is 75% of retail dph.
Damage over time effect removed.
Retail tracer / VFX restored.
Can no longer shoot through shot blockers.
Purchase cost increased from 360/35 to 400/40.
Maximum scatter distance increased from 5 to 10.

Fire Prism:
Purchae cost reduced from 450/135 to 450/125.

Seer Council:
Reinforcement cost multiplier changed from 0.6 to 0.5 to fit the standard multiplier of 0.5. Reinforcement cost changed from 66/12 to 55/10 accordingly.
- Check dev note on Nob Squad balance entry in case you do not know what it means by a standard multiplier.
Squad now has access to Empowered Spears upgrade.

Empowered Spears
Changes squad Damage Type to Heavy Melee.
Cost 100/30.
Same damage values as their default weapons. (dph 80 / dps 40)
Displays heavy melee decorator on the squad after the upgrade is done.
- Upgrade icon and the announcement upon upgrade completion is the same one from Merciless Witchblade Wargear of Warlock commander.


ImageTyranids

Global:
Catalyst damage increase reduced from 100% to 75% and damage received reduced from 2.5% to 2%.

Ravener Alpha:
Tunnel ability now starts on cooldown when the match begins.

Hormagaunt:
Speed reduced from 6.5 to 6.25.
Adrenal Glands upgrade now increases the speed of the squad by 0.25.

Warrior Brood:
Health leveling adjusted per model so that each model health ends up in 33% in level 4 compared to level 1 state instead of 52%.
(325 / 374 / 430 / 494) -> (325 / 357.5 / 393.25 / 432.5)

Tyrant Guard:
Energy regeneration set to 0 while using Shieldwall ability.
- We are aware that this will likely not be enough to bring this unit in line and are still considering more options for nerfing the unit in the future.
Removed possibility to turn while activating shieldwall ability.

Zoanthrope:
Sight range reduced from 55 to 40.


ImageChaos Space Marines

Global
Summon Chaos Terminators cost increased from 550/100/350 to 550/125/350.

Chaos Lord:
Drain Life ability cooldown increased from 40 seconds to 50 seconds.
Icon of Khorne Wargear health regeneration per melee hit increased from 2% to 2.5%.

Chaos Heretics:
Khorne Worship ability speed bonus reduced from 2 to 1.75.

Chaos Raptors:
Jump ability energy cost decreased from 60 to 55.

Chaos Space Marines:
- Mark of Khorne Aspiring Champion Melta Pistol dph increased from 12(5.41 dps) to 17.35(7.82 dps).

Bloodcrusher:
- Special attacks removed.


ImageImperial Guard

Inquisitor:
Hammer of the Witches ability now disables abilities for the duration of the effect on its target.

Lord Commissar:
Aura of Discipline Wargear adjusted.
When Lord Commissar is surrounded by (1 / 10 / 20 / 30) allied infantry models, the below effects happen to allied infantry models around him.
Healed for x% of their health.
Changed from (16% / 12% / 8% / 4%) to (14% / 11% / 8% / 5%).
Heal waves happen every x seconds.
Changed from (8 / 8 / 12 / 12) to (10 / 10 / 10 / 10).
- It is now weaker for 1 and 10 models thresholds but stronger for 20 and 30 models thresholds.
Stubbornness Wargear cost reduced from 120/35 to 115/30.

Lord General:
Sniper Rifle Damage Type changed from (sniper) to (sniper_hi).
- Following damage modifiers got changed as a result.
Commander 0.6 -> 1
Heavy Infantry 1-> 1.3
Super Heavy Infantry 1-> 1.5
Courage damage vs light cover 0.25 -> 1
Courage damage vs heavy cover 0.5 -> 1
Storm Trooper retinue model reinforcement cost reduced from 25 to 20.

Catachan Devils:
Improvised Explosives ability knockback type changed from ability knockback to weapon knockback.
A model which previously had just a knife, is now equipped with a shotgun and as a result, the damage output is now spread over 5 models instead of 4 models.
Default range weapon shotgun dph per model reduced from 22(12.94 dps) to 17.6(10.35 dps) in order to make the damage output of the squad stay the same as before.
- Catachan Devils had a really weird trait where one model just had a knife and no ranged weapon while the other 4 models had shotguns and melee weapons normally. When a normal squad member with a shotgun died, the knife only model inherited the shotgun. This way, regardless of whether the knife only model dies first or a normal model dies first, the squad had no penalty to its ranged damage output. We fixed this by giving a shotgun to the knife only model and adjusting squad ranged output as a whole to remain the same as before the fix.
Health leveling adjusted per model so that each model health ends up in 52% in level 4 compared to level 1 state instead of 128%.
(1 / 1.15 / 1.52 / 2.28) -> (1 / 1.15 / 1.32 / 1.52)

Artillery Spotter Squad:
Incendiary Shell ability now can damage turrets.
Incendiary Shell ability can no longer be targeted into the fog of war.
- Above two changes will allow the Imperial Guard to deal with turret cheese in t2 without threatening base turrets too much.
- Other abilities of the Artillery Spotter Squad are not affected by this change and still can be targeted into the fog of war.
Incendiary Shell ability impact damage increased from 8 to 15.
- This is a two part change. One is a bugfix and the other is a balance change. The ability was supposed to be doing 20 damage on impact but a distance modifier was permanently applying 0.4 due to a bug making it do 8 damage. We fixed this. Damage increase part is a balance change.
- Incendiary Shell ability stats are as below.
Initial Impact / 15 flame damage in radius 10
Damage over time / 10 flame_aoe_ability_pvp damage every second for 10 seconds in radius 10
Incendiary Shell ability damage over time delayed by one second.
- Damage over time was wrongfully being applied a second before the actual impact.

Chimera:
Health leveling adjusted so that the unit health ends up in 33% in level 4 compared to level 1 state instead of 52%.
(500 / 575 / 661 / 760) -> (500 / 550 / 605 / 665.5)

Primaris Psyker:
Sight range reduced from 50 to 40.
Melee skill reduced from 70 to 60.
Disabled Psyker default attack tracking on the moving targets.
- This will be similar to how Zoanthropes and Wraithguards shoot as in the attack can miss on moving targets.
Primaris Psyker now starts with Terrifying Visions ability instead of Strip Soul ability. Strip Soul ability is now unlocked when Earthshaker Helm upgrade is purchased
Ethereal Shockwave ability dph reduced from 80 to 50.

Bullgryns:
Innate ranged damage resistance increased from 15% to 25%.
Use yer ‘Shield ability no longer reduces squad speed.
Squad is now immune to weapon knockback by default.


ImageOrdo Malleus

Brother-Captain:
Bulwark Wargear damage resistance reduced from 35% to 25%.
Demolishing Strike ability now stuns affected targets for 5 seconds. Weapon knockback removed.

Eversor Assassin:
Chem-Cloud Grenades Wargear cost increased from 100/20 to 110/25.

Daemonhunter:
Empyrean Brain Mines Wargear requirement changed from T2 to T1.

Inquisitorial Storm Troopers:
Squad size reduced from 5 to 4.
Health per model increased from 100 to 125 to keep the total health same.
Health leveling per model adjusted to fit squad size change, health increase change and health leveling change.
(100 / 110 / 121 / 133) -> (125 / 143.75 / 165.3 / 190.1)
- Previously, Inquisitorial Storm Troopers was not following the standard health leveling rate. Now, we changed it so that it follows the standard rate which means per model health ends up in 52% in level 4 compared to level 1 state instead of 33%.
Default melee weapon fist dph increased from 6 to 7.5.
Default range weapon lasgun dph increased from 15 to 18.75.
Reinforcement cost increased from 23 to 28.75.
Acolyte squad leader is no longer a die-last model.
Acolyte squad leader health increased from 250 to 275. Health leveling adjusted accordingly as below.
(250 / 275 / 303 / 333) -> (275 / 316.5 / 363.6 / 418.2)
Sergeant and Acolyte squad leader population cost increased from 2 to 3.
- The total population for a fully kitted squad with 2 leaders remains at 14 as it was before the patch.

Interceptor Squad:
Teleport ability delay increased from 0 second to 0.25 seconds.
- This way, the jump time of the squad vaguely matches that of an Assault Squad of Space Marines.
Build time decreased from 32 seconds to 30 seconds.

Purgation:
- Purgations now use 1 Flamer instead of 3.
- Side models now have below weapons.
Default melee weapon nemesis halberds. 18 dph(13.85 dps)
Default range weapon storm bolters. 16 dph(9.33 dps)
- Flamer courage damage set to 30
Courage damage multiplier set to 0.6/0.8/1.8/4 at ranges distant/ long/ medium/ short
Courage damage multiplier in area of effect set to 0.1/0.1/0.1/1 at ranges 5/3/2.25/0.1
~dev note: only the main target takes full courage damage,other units in the area take drastically decreased courage damage
- Flamer now deals 15.75 DPH(10.62 dps)
~dev note: flamer deals 75% DPS of a full purgation squad from 2.9.9.1
- Damage multiplier based on range changed from 1/1/1.1/1.75 at ranges 26/23/20/13 to 1 at all ranges.
- Area of effect radius increased from 3 to 5.
- Purg Flamer scatter values changed to match other flamers
- Purg Flamer firing cone changed to match other flamers
- Post idle delay lowered 0.5 > 0
- Purged by Fire! ability removed.
- Purge Soul ability added to replace it.
Min cast range 2, max cast range 20 / channeled,canceled upon moving or retreating
Concentrate the stream of flames on a single enemy infantry mode and fire 50 shots at a rate of 10 shots per second at the model. The flamer model will stop shooting if the enemy gets into range 2 of the squad.
Targets hit suffer 50% rotation rate decrease and 75% speed decrease for 1.5 seconds,refreshing each shot(effect does not stack with itself).Additionally Commanders hit take 0.5%(0.25% when retreating) of their health as damage each shot.
~dev note: The damage is equal to 25% of a commander’s total hp
- Ability is removed when upgrading to beamer or psycannon

Strike Squad:
Strike Squad Justicar upgrade cost increased from 75/20 to 75/25.

Crusaders:
Battle Frenzy ability is now a toggled ability which costs 20 energy to activate and drains 10 energy per second.
Health leveling adjusted per model so that each model health ends up in 52% in level 4 compared to level 1 state instead of 33%.
(225 / 247.5 / 272.25 / 300) -> (225 / 258.75 / 297.57 / 342.2)

Rhino:
Rhino default weapon storm bolter dph reduced from 37.5(25 dps) to 22.5(15 dps).
Smoke Launcher ability incoming and outgoing ranged damage reduction effect reduced from 80% to 60%.

Terminator Librarian:
Build time increased from 24 seconds to 25 seconds.

Vindicare Assassin:
Purchase cost increased from 350/30 to 350/35.
Cameleoline Stealth Suit upgrade cost increased from 75/15 to 75/20.
Build time increased from 24 seconds to 25 seconds.
Upkeep increased from 20.4 to 25.5.
Experience yield upon death reduced from 300 to 250.

Grey Knight Terminators:
The squad no longer does a teleport charge. They now do a regular charge with below attributes.
2 speed over 4 seconds
Maximum range 12
Cooldown 10 seconds

Paladins:
Shockwave ability now deals 5 piercing damage and 10 courage damage per hit.


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Re: 2.9.9.2 Patch Notes and the Download Link

Postby LOCALgHOST » Tue 02 Apr, 2024 1:38 pm

omfg seer council HEAVY MELEE? WTF

FOR WHAT REASON! to eldar could win, even if they do wrong move in t3? or just to shred some dreadnoughts (WHO WAS FUCKIN COUNTER TO SEERS!)

i just got 2 FP seer with ACROSS ALL THE MAP shots and shees+seer council and 2 guardians squad
and of course - armour of asyryan - sRSLY?

u wrote guide is not workin on vechicles - but i dont felt that in battle. FP still shoots like hell got more range than even missile turret

HOW the FUCK i SHOULD kill all of this?

and i killed FP, twice. he just got another one

but they just use asyryan and kill my preds with FP


WHY
THE
FUCK
SEER
COUNCIL
NEEDS
HEAVY
MELEE!??????????????

and still have insane knockback



and now tac drop is on t2. u fuckin broke my beloved game.

it just becomes COMPLETELY unfair in OM and ELDAR favor
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Re: 2.9.9.2 Patch Notes and the Download Link

Postby Black Relic » Wed 03 Apr, 2024 4:41 am

Why does everything need to be standardized? Balance is not something that can be achieved by standardizing everything. Its why i stopped playing this game heavily. You only change what is needed. If it is not needed. Don't change it. The Focus should be:
Is it being not being Used? Why? How do we fix?
Is it being used too often? Why? How do we fix?

Sometimes you don't nerf the unit that is overshadowing others. You make the other options better to incentive the other options.

There are things that a really troubling. Somethings i understand.

One example is slows on vehicle should not stack, that is dumb and should be changed. All slows should be exclusive. A larger slow percentage would be prioritized. Pretty sure the game already does this.

--SM

I understand Sternguard were way too strong but this change was definitely the wrong one. Unless you can get more then one squad, now the Drop Pod global cannot be used if Sternguard are on the field. Their health was not a issue a slight reducing i can maybe understand, their reinforcement was. Being able to save power and req by having a cheaper 4th model, increasing this cost to reinforce a bit would have been better.

If Drop Pods reinforcement was a problem (i don't really think so as it was niche but i could easily be wrong) as it was the best economy saver, have it only reinforce one model per squad when it hits the ground as opposed to every missing model. Its already a reinforcement point. That would have been plenty.

Merciless Strike took a 25% damage nerf. Why? Models would dance around most of the time before the ability would go off. If the ability was more reliable i could understand. But its kinda crap.

The Scout Sergeant health is a weird one. Personally I found it fine but if that was not the case regular scout models should get a 5 hp buff.

The Plasma Nerf is understandable.
The Sternguard thing is something i already mentioned. Shouldn't be removed. If people asked for it add a red cost to the upgrade.

The Dreadnought thing.....fair but i dont like it.

Libby. Might be too much. I understand the energy changes though. The range damage change seems like excessive but i use range stance pretty much exclusively on him w the staff so maybe you were onto something. But Personally i think the inspire in range kill was fine. I would find having a team mate turning the enemy inside out awesome and inspire. My 2 cents. Although.......they are a Psyker. Maybe. Not to be trusted??

Razorback smoke was fine. Increase the cooldown if necessary, or make it accessible from the extra armor upgrade. But I cant imagine it was that bad to play against unless its vs Orks which the SM player would have to be on their toes anyways with the smoke which doesn't seem a issue at all tbh as it only really "saved" the razorback vs AV infantry squads.

Surprised the Cyclone Missile Launcher didn't get a change. If anything, I would have split the ability in two. Frag Missile Barrage. Same as now but little damage to vehicles, buildings, turrets, and super heavy infantry. Krak Missile Barrage, 20-30% smaller cone, no AoE, ineffective vs infantry, good vs vehicles, buildings, turrets and super heavy infantry (if they get hit).

--ORKS!!

The global change is weird to me. Wasn't the initial sell of the upgrade was to allow Kommados to be more versatile? Now they aren't at all? Very odd. If they were somehow over performing, have them be unable to charge when they use their infiltration ability (can still charge under the KN global).

The Trophy Rack was a good change. Ya melee walkers!!

The Booby trap cast range is crazy. 5 -7 is enough! Honestly if he get this the Ravener and the Techmarine mines should also get a cast range increase.

No real constructive feed back on the melee upgrade as not the use of the squad has changed alot.

Deff Dread Change... the cost was increased because of how cheap the upgrade was. Separate the burna and the health increase into two separate upgrades where the sum matches. So if a player uses the deff dread for a quick power bash, the health is not present (due to production time of the upgrades) and a player risks losing the dread for a high gain. The Special Attack not tracking was one of its special things. The sadness is great... at least make its track not do no damage!!!! Units still in the normal area of effect from the special would take damage. You can do both.

I cannot say for sure on the Stikkbombas change. We will see.

Why did warpath get a side grade? Warpath was not over performing due to speed increase. It was overperforming because everything that increased speed stacked with it. Not to mention is damage reduction effect. However, i would instead to the following as watch. Keep the Speed as is. Keep Cost the Same. Remove the damage reduction from the Weirdboy. Now there is more counter play to this. As Overthere deals with any counter to warpath builds. I also think foot of gorks should have a delay depending on the Weird boy's energy level (the higher the energy, the shorter the delay), but I would also completely change how Weirdboy works period so maybe i shouldn't talk lol.

Skipping this because its worded weird to me. But i could be high.

The Nob squad change. Is the worst one yet. Now, nobs overshadow EVERYTHING in t3. They are now almost cost as much to reinforce as Ogryns to reinforce. The had the dissimilar reinforcement cost because that is what helps keep them in check. Now players will be more comfortable losing 3 models. Before is was 225/45 to reinforce 3 models. Now it is 186/37.5. You know what 3 Orgyns models are? 174/36 to reinforce 3 models. Nobs have more HP too and are BETTER line breakers via abilities. Ridiculous. Team games are ruined. I understand this is balanced for 1v1. But still should keep team games in mind.

--Eldar *gag*

The Farseer change kinda blows. It made lore sense. If it were me, half the effect those abilities had on vehicles if it was that much of a problem.

The Guardian change is awesome. Battle equipment was required period for guardians. and personally i hate it when a squad is immediately required to get something ASAP. Good change.

The HP buff on Banshees is WAY too big. Was this tested? That is a 20% increase out of the gate. Were they really underperforming that much?? It really seems too excessive. If their reinforcement was a problem out of the gate, give them the sniper scout treatment. Low reinforcement cost w no upgrades, slightly higher req cost with upgrade.

Autarch...solid. More annoying. But i am ok with that.

Wraithguard might see play now. Sick.

Avatar. Finally, now is a Super Unit that doesn't waddle up to a target.

D cannon. Meh we will see.

Fire Prism. Meh. Will still see them die in 2 minutes 90% of the time.

Seer Council. Again standardization. Stap. Staaaaap. They were fine. The Upgrade. Meh done care. You lose power melee which is imo a better damage type. Can peel of infantry model with ease and you trade that for being able to smack. We will see.

--NOMNOMNOM

Solid. Catalyst will be used more often. I would still lower it to ~1.75% and a 50% damage buff w some melee skill.

The Tunnel starting on CD. was a great change. Noice.

No comment on the Hormaguants change. Although now Nid tier one got a bit more power hungry. Will also see how it effects their map control. Hormas used to be easily able to flank and hit power. Now i guess unless they get the upgrade, it takes them roughly 4% longer to do it.

No. Just no. The reason why they had a higher HP gain is so they didn't die so easily from focus fire as the glaring weakness of nids is the backlash. There HP gain is intended. Now getting a backlash it is cake. Having Synapse that is not a hive tyrant or a Node, (i dont think if those die a backlash happens) later in the game is a crutch even if the warriors lived til level 4. While is may be only 15% hp reduced at level 4. That also mean a backlash will happen roughly 15% more often and are 15% easier to get. Bad change. Stop standardizing stuff.

Slow the heals from Shield Wall. Have the heal rate increase for every second he is in shield wall mode up to its current hp per second. For Example. For ever second in shield wall for the HP regeneration increases by 2 per seconds, up to 15.

Zonthrobe change. Dont care. Makes sense for an artillery piece to have a spotter.

--CM

The Terminator global. Meh it will still be used often. It will still likely overshadow the Chaos Predator by alot.

Chaos Lord change. Drain Life will always be good. Deal with it. Deal with what the Armor give the Chaos Lord instead. Remove Health regen, he regens from drain life. And if that's not enough lower Hp gain from 175 to 125. Boom.

Chaos Heretics change. Khorne needs skulls. You dare make it harder to get skulls?? In a seriousness though. Was not needed imo. Cant see why it is so strong it needed nerfing compared to the other worship types.

Raptor change...why? Their Jump was better vs range blobs vs ASM, that were just worse as dealing with counter initiation due to their health pool. If it was an issue, have their suppression effect from the jump remove effected squads ability to charge. That is a HUGE deal.

MoK CSM need help. This feels like its the wrong direction. I understand chaos has a hard time dealing with vehicles t2. IMO this was not the call. Shit maybe give Raptors an upgrade that allows them to slow vehicles if they jump near them. We shall see tho.

BloodCrusher. Melee resistance when? As least let it have that under worship damn. Ill miss the special attack animation. Was cool.

--Umies

Hammer of the Witches. One of the best ability in the game now. Hands down. Oh i got jumped. Let me just have you not jump away. O look banshees. shut your mouth. O you wanted to throw a grenade? You thought. AAAH nobs even easier to deal with then before.

Aura of Discipline was my autotake. Now its more so. Stubbornness is now donuts. And i like donuts.

Was the Lord General not one of the best commanders in the game? If not, he is now. The reinforcement change is easily gonna save like 100-150 req regularly each game for no cost.

Catachens change. Actually Solid. I would haven waited to change the HP first, as see what the shotgun change does. Because it is a sizable one imo. The DPS lowers have losing one model compared to before. Only when you lose 2 models do you gain dps compared to before. That oddity is the reason as to why i would wait.

Spotters...all their shells should share a cooldown. Period. Lower the Cooldown. But they should be shared. If a single Incendiary shell can kill a turret while it is being repaired. That is a bad change imo. outside of that. Ight.

Chimera, ok.

Psyker, ok good.

Bullgyns are BS. Should suppress what they are hitting during their ability, not an army. but that's it.

--DIGGA NOBZ

Brother Captain will have better options. Sick Nasty.

No Comment

No Comment

Getting multiple IST will be more relevant and more reliable now. Balls. Cant imagine the Acolyte model being purchased, unless it auto reinforces after being purchased. Although, if the Sergeant is not a die last model but the Acolyte is i might have a way to where the sergeant can auto reinforce.
Cant have the Acolyte as the IST's have a different animation set and skeleton.

Interceptor Squad. Ight. Bet.

Interesting on the Purgation. Will wait for more info on this.

Ok. Odd. Is it to "Standardize" squad leaders?

Crusaders did need help. Will have more synergy with the rest of the roster now. Lets see what happens.

Pretty much the same reaction to the SM rhino. Damage decrease is kinda expected.

Terminator Libby. Will barely be noticeable.

Vindicator Assassin. Cannot be as carless with him. Good Stuff.

Terminators now quickly waddle instead of BLAM IN YOUR FACE. Kinda blows. That was cool. But i assume it was because of it was too good with their abilities and had limited counter play as the enemy could not effectively kite/split.

Paladins. Kinda blaaa anyway. Give them the Teleport????







Ill play this. But i full expect SM to be put on the toilet rim if not in the toilet now.
"...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
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Re: 2.9.9.2 Patch Notes and the Download Link

Postby Impregnable » Wed 03 Apr, 2024 9:11 am

Black Relic wrote:Why does everything need to be standardized? Balance is not something that can be achieved by standardizing everything. Its why i stopped playing this game heavily. You only change what is needed. If it is not needed. Don't change it. The Focus should be:
Is it being not being Used? Why? How do we fix?
Is it being used too often? Why? How do we fix?
Sometimes you don't nerf the unit that is overshadowing others. You make the other options better to incentive the other options.
There are things that a really troubling. Somethings i understand.

- I doubt you will be satisfied with this answer regarding a lot of things put to a standard but here is a reason for it.
Yes, it is not because they are broken but because for the ease of balancing in the future.

You can say all units are doing a track and field event. They all have different acceleration rate, starting speed and the peak speed etc. We can say this is their performance in game. A ton of variables are in there and you know they are all gonna do different based on other variables such as maps and match ups. In track and field case, we could say based on how big the track is and whether it is run over obstacles game or not.

The bad part is here is that they are all standing on a different starting position even in the track. For obvious reasons, after doing a lot of track events, we have no way of knowing whether someone is over performing by what amount or anything. There is no way to compare when everyone is starting in a different position on the track field.

Therefore, we are putting them on the same and fair starting location in the track by putting all units on the same standard line. And we are doing this BEFORE applying what you are saying regarding when to do a balancing act.

The gist is like this.
1/ Are we going to stop putting units to standard lines?
No. We are going to continue to put a lot of things to standard lines if there is a standard rule to be applied and values are all over the place.

2/ Are we applying the same balancing focus you are saying above?
Yes.

3/ Can units go out of standard lines after applying balancing focus we share?
Yes. Will do that if there is a balancing reason why they need to be over or under the standard line.
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Re: 2.9.9.2 Patch Notes and the Download Link

Postby Black Relic » Wed 03 Apr, 2024 6:59 pm

That fair to say at the beginning of the life of a game since you need a starting point, however this game as been out for awhile. Units that already had been singled out to be apart from the normalized value had it done for a reason. You just reset it back to where they started from. Ill ask one question pertaining to these changes and i would like to be convinced.

Why were the Warriors health standardized? I don't want that answer being to standardize it for the sake of standardization because that is a terrible why to approach balance for a game over a decade old. Are you looking in to changing how synapse works in the future and this is just a precursor for that change? If not:

What was the perceived consequence of this change?

How would it this impact the faction. The Warriors and their synapse are unique mechanics of the faction. Which is why i would ask an answer outside of "to standardize it."

Where they overperforming at later levels? Where they too tanky? Was the backlash too difficult to for players to achieve? Was it not impactful enough at later stages of the game so to help its impact you allow players to get it off easier and quicker? Warriors were fine in my opinion had there was zero reason for any change. If there was a different opinion i would like to read it.



You mentioned every unit is different so its hard to balance. Well, yea its a strategy game. There is a reason why watching 4-6 SM players fight against each other is both boring to watch and to play. Because everything is the same. That's why i am against standardization so much. To me, there has been a "widdling down" of the barriers between units and factions for the sake of standardization only. It has been a reoccurring theme here for the last 3 years.

Balancing is not supposed to be easy. "For the ease of balancing" is never a good answer for changes. If any game that is played professionally had a reason like for a change would have their competitive players in an uproar, because it would set a bad precedent. You don't see it because this game is pretty much dead.

Playing the game and watching it helps in figuring out if a unit overperforms or not. Hearing peoples concerns on something and not just throwing it out of the window is what you do unless its utterly bonkers complaint. Use the community that is still here to help the balance game. Sadly, there also seems to be some very vague favoritism in the balancing of units/factions but i don't have concrete evidence. Just a suspicion.

What are the parameters a unit has to meet in order for a unit to escape standardization? Simply overperforming? Simply underperforming? What would you typically change?
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Re: 2.9.9.2 Patch Notes and the Download Link

Postby Impregnable » Thu 04 Apr, 2024 8:51 am

Black Relic wrote:That fair to say at the beginning of the life of a game since you need a starting point, however this game as been out for awhile. Units that already had been singled out to be apart from the normalized value had it done for a reason. You just reset it back to where they started from. Ill ask one question pertaining to these changes and i would like to be convinced.

Why were the Warriors health standardized? I don't want that answer being to standardize it for the sake of standardization because that is a terrible why to approach balance for a game over a decade old. Are you looking in to changing how synapse works in the future and this is just a precursor for that change? If not:

What was the perceived consequence of this change?

How would it this impact the faction. The Warriors and synapse are they unique mechanic of the faction. Which is why i would ask an answer outside of "to standardize it."

Where they overperforming at later levels? Where they too tanky? Was the backlash too difficult to for players to achieve? Was it not impactful enough at later stages of the game so to help its impact you allow players to get it off easier and quicker? Warriors were fine in my opinion had there was zero reason for any change. If there was a different opinion i would like to read it.



You mentioned every unit is different so its hard to balance. Well, yea its a strategy game. There is a reason why watching 4-6 SM players fight against each other is both boring to watch and to play. Because everything is the same. That's why i am against standardization so much. To me, there has been a "widdling down" of the barriers between units and factions for the sake of standardization only. It has been a reoccurring theme here for the last 3 years.

Balancing is not supposed to be easy. "For the ease of balancing" is never a good answer for changes. If any game that is played professionally had a reason like for a change would have their competitive players in an uproar, because it would set a bad precedent. You don't see it because this game is pretty much dead.

Playing the game and watching it helps in figuring out if a unit overperforms or not. Hearing peoples concerns on something and not just throwing it out of the window is what you do unless its utterly bonkers complaint. Use the community that is still here to help the balance game. Sadly, there also seems to be some very vague favoritism in the balancing of units/factions but i don't have concrete evidence. Just a suspicion.

What are the parameters a unit has to meet in order for a unit to escape standardization? Simply overperforming? Simply underperforming? What would you typically change?

This is not for me to answer since I am not the balance lead. You can discuss about this at Discord as everyone else has been doing there since like a few years ago. Sadly, no one is coming to forum to discuss anything anymore. https://discord.com/invite/b2rcGjmkWm
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