Elite Mod 2.6.1 Released

Elite (and related) releases.
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Atlas
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Elite Mod 2.6.1 Released

Postby Atlas » Wed 08 Mar, 2017 10:23 pm

Sorry for the wait!

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!


ELITE Mod 2.6.1 Download Links

Full Installer: Download from mirror Mega [mega.nz] CLICK HERE (<- if in doubt, use this one)
2.6 to 2.6.1 Installer: Download from mirror Mega [mega.nz] CLICK HERE

Map Updates:
- (2p) Vulcan pits v1.1
- (6p) Quest's Redemption v1.1
- (6p) Archaea Vista v1.1
- (6p) Nocturne Inferno v1.1

Hotkeys:

Kasrkin Move It is now visible(but not usable) without the Sergeant.
Sentinel Stomp is now visible (but not usable) without the Ground Pound upgrade.
Paladin Holy Grounds is now visible (but not usable) without the Liber Demonica upgrade.

Dark Reaper Pinning Shot changed from W to Q.

Fanaticism upgrade requires the Acolyte to be visible.
Vindicare Assassin Exitus/Turbo-Penetrator Rounds changed from W to Q.
Vindicare Assassin Target Acquired changed from E to W.
Grey Knight Interceptor Equip Nemesis Weapons/Psycannons changed from R to W.
Grey Knight Interceptor Krak Grenade changed from W to R.
Paladin Shockwave changed from R to E.

Mekboy Kustom Force Field changed from Y to T.

Vanguard Veteran Merciless Strike changed from R to W.

Ravener Alpha Hive Node changed from T to H.
Lictor Alpha Assault Leap changed from E to R.
Lictor Alpha Toxic Burst changed from E to R.
Lictor Alpha Pheromone Cloud changed from R to T.
Lictor Alpha Terrify changed from R to T.
Damage Synapse and Toxic Miasma wargear positions are swapped on the RA wargear panel.
Toxin Miasma and Scything Talons wargear positions are swapped on the LA wargear panel.

Hold Fire:
As a general rule, Hold Fire is now on the Y key. The exceptions are noted in the list.

Re-binded Hold Fire Hotkeys:
Chaos Havocs - from R to Y
Chaos Predator - from R to Y
Land Raider Phobos - from R to Y

Guardian Weapon Team - from R to Y
Fire Prism - from R to Y

Heavy Weapon Squad - from R to Y
Leman Russ - from R to Y
Baneblade - from R to Y

Devastator - from R to Y
Plasma Devastator - from R to Y
Whirlwind - from R to Y
Predator - from R to Y

Lootas- from R to Y
Weirdboy - from R to Y
Looted Tank - from R to Y

Venom Boord - from R to Y
Zoanthrope - from R to Y
Carnifex - from R to Y when Venom Cannon or Barbed Strangler is purchased

Added Hold Fire Hotkeys:
Chaos Raptors - set to Y when Meltaguns are purchased
Noise Marines - set to Y when Blastmaster is purchased
Chaos Dreadnought - set to Y
Plague Marines - set to Y
Chaos Terminators - set to Y when Autocannon is purchased

Fire Dragons - set to Y
Autarch - set to Y when Fusion Gun is purchased
Wraithguard - set to Y
Wraithlord - set to Y
Falcon - set to Y
D-Cannon - set to Y

Vindicare Assassin - set to Y
Rhino - set to Y
Grey Knight Dreadnought - set to Y when Plasma Cannon is purchased

Sentinel - set to Y when Missile Launcher is purchased.
Storm Troopers - set to Y when Anti-Armor Kit is purchased

Techmaine - set to E when Meltagun is purchased
Scout Squad - set to Y when Sniper Rifle is purchased
Tactical Marine Squad - set to Y when Missile Launcher is purchased
Sternguard - set to Y
Dreadnought - set to Y when Multimelta is purchased

Mekboy - set to Y when the Deffgun and Beemy Deffgun is purchased
Tankbustas - set to Y
Flash Gitz - set to Y
Battlewagon - set to Y

Hive Tyrant - set to Q when the Venom Cannon is purchased
Warrior Brood - set to Y when Barbed Strangler is purchased
Neurothrope - set to Y


Bug Fixes:
Chaos Sorceror is now able to retreat out of Subjugation.
Chaos Space Marine Sergeant now gives equivalent red upon death as normal members.

Farseer can now retreat out of Mind War.
Dire Avenger Warlock Ranged Damage Aura now only grants 5% protection on retreat instead of 20%.
Banshees and Autarch shuriken pistol dps reduced from 8.5 to 2.47 dps and Farseer now uses eld_shuriken_pistol_gravity as her default.

Loyal to the End no longer affects the ground it was cast on for the entire game.
Guardsman Squad Commissars can now repair, matching the Sergeant and Guardsmen.
Catachan Explosive Shot no longer does increased damage.
Spotter Smoke/Flare Shell no longer shares the same hotkeys when not using grid hotkeys.
Stormtroopers no longer have a dummy Sergeant.
Catachan Regiment Army Scheme Chimera and Sentinel now has weapon sfxs.

Enfeeble can no longer be cast on vehicles.
ISTs can no longer be executed by the LC.
Acolyte no longer buffs his own damage.
Operative Stunbomb no longer affects friendly units.
Purgation Incinerators now correctly suppress in a small area around their attacks.
Grey Knight Interceptor Justicar can now switch between Nemesis Weapons and Psycannons when he is the only entity in the squad.
Grey Knight Terminators can no longer purchase Incinerators after purchasing Psilencers.

Targets hit with the Full Auto and Shoot them Good ability no longer permanently have the stunned vfx.
Full Auto no longer stuns vehicles.
Scout Shotguns Explosive Shot has been tweaked to be slightly more reliable.
TM Missile Turret is no longer as accurate vs infantry targets.

Spore Mines radius is now properly set from 10 to 12. (affects garrisons)
Spore Mines now have an assigned hotkey. (T)
Warrior Vanguard and Mycetic Spores globals are now able to reinforce after landing.

ImageChaos Space Marines

The purpose of the Chaos Lord Drain Life changes has never been to make him more objectively balanced but rather to encourage a more skillful and entertaining playstyle from him. Less LTGB and more rewarding CLs with good awareness by allowing them to potentially get in some retreat killing with Drain Life seems a better outcome than what we had before. The initial damage was far too high because it wasn’t just for retreat and so in straight up fights it would demolish melee heroes and squad leaders too well. It won’t do that anymore and the CL will have to get even closer. This makes it harder for him to use it to wipe stuff, but it still does a solid bit of damage on retreat to reward those who can position him correctly.
Chaos Lord:
Drain Life damage reduced from 180 to 100.
Drain Life damage type given a unique modifier to do 1.8x damage on retreat.
Drain Life range reduced from 20 to 12.

Chaos Sorceror:
Rod of Warpfire cost reduced from 150/30 to 130/25.

Heretics are for the most part functioning well now for the cost. The AC hp buff doesn’t buff GL tics or out of the gate tics. It just makes them ever so slightly more effective vs melee without making their dps go up and is a means of focusing buffs purely onto AC melee tics.
Heretics:
Aspiring Champion hp increased from 250 to 300.

Chaos Dreadnought:
Mark of Tzeentch cost reduced from 80/25 to 80/20.

Chaos Predator:
Default, Mark of Khorne and Mark of Tzeentch turret rotation rate changed from 32/32/80 to 75.

ImageEldar

Webway Gates:
Build time decreased from 25 seconds to 15 seconds.

With the 2.6 Ranger changes DA no longer need detection. Whilst it is incorrect to claim Rangers no longer has a role or purpose, there seems to be no reason they can't do a tad more damage. And since they no longer suppress and do so little damage, granting them more mobility by removing the setup-time makes sense. Autarch is mere standardization.
Dire Avengers:
Dire Avenger Exarch no longer leaps or knockbacks units.
Dire Avenger Exarch no longer detects in a radius of 15. (Standard 5 instead)

Rangers:
Setup and Teardown time reduced from 1.5 and 1 to 0.75 and 0.5 seconds respectively.
Long Rifle damage per hit increased from 55 to 60.

Autarch:
Autarch population cost reduced from 7 to 5.

ImageImperial Guard

Inquisitor:
Infiltrated Stormtroopers cost increased from 200/0/125 to 250/0/125.

Guardsmen Infantry Squad:
Sergeant and Commissar upkeep increased from 0.85 to 2.55.

Turrets have been overperforming alongside beacons for way too long now and in many ways team games revolve around them. I find this unfortunate and sad. I always found it distasteful for Relic to have nerfed Manticores as they did in retail and made them utterly useless against turrets especially when IG doesn’t get anything like Plasma Devs or a Blastmaster. Regardless, another tool in 3v3s to dislodge and discourage Turret/Beacon/Shrine camping seems like a good thing and for a while now at high level Manticores have been in need of a buff. Here it is. This will make it so that a Manticore barrage will leave a full hp turret with a slither of hp (~15), so there will need to be some follow up.
Manticore:
Manticore rocket damage multiplier against building_defence armor increased from .05 to .7.

The turret rotation speed changes are primarily standardization but they definitely will present themselves as large buffs. The Executioner Leman in particular will be A LOT more threatening to vehicles. These changes will still make them a little slower at turning than Preds. Will just have to see how they turn out.
Banewolf:
Bile Cannon turret rotation speed increased from 40 to 55. (For reference, SM Predators are set to 75)

Leman Russ:
Default, Executioner and Vanquisher turret rotation speed increased from 40/25/40 to 55.

ImageOrdo Malleus

Globals:
Mind Blades melee skill increase reduced from 20 to 10.
Sanctify cooldown increased from 60 seconds to 80 seconds.

Purification:
Cooldown increased from 40 seconds to 50 seconds. (affects Purifiers and Strike Squad)

The big change here is a three-way wargear switch. Enfeeble on top of lower cooldowns on one wargear was just too much. At the same time, Nemesis Vortex was underperforming quite heavily. To help balance out the power of the BC's gears, Vortex is now granted from the Mantle of Terra, and Enfeeble takes its spot as an accessory wargear. We'll see how this plays out.
Brother-Captain:
Blessed Aegis cost increased from 100/25 to 120/30.
Blessed Aegis health-to-energy ratio reduced from 5:1 to 4:1.

Psychic Lash cost increased from 100/20 to 100/25.
Psychic Lash damage reduced from 100 to 50.

Mantle of Terra cost reduced from 100/30 to 100/25.
Mantle of Terra no longer grants the Enfeeble ability.
Mantle of Terra now grants the Nemesis Vortex ability.
Mantle of Terra health increase reduced from 200 to 100.

Nemesis Vortex is now focused solely as a position stomper now. It does little damage, but can disrupt quite easily. It's now a nice perk to a decent wargear instead of a thoroughly middling wargear in T2.
Nemesis Vortex wargear removed.
Nemesis Vortex maximum casting range increased from 30 to 35.
Nemesis Vortex no longer slows enemies in its radius by 30%.
Nemesis Vortex damage reduced from 80 to 30.
Nemesis Vortex cooldown reduced from 60 seconds to 45 seconds.
Nemesis Vortex detonation time reduced from 5 seconds to 4 seconds.

Enfeeble wargear is now an accessory slot wargear.
Enfeeble grants the Enfeeble ability. (ability attributes unchanged)
Enfeeble cost set to 120/20 and is available in T1.

Nerf bat hit hard here. There was a lot of debate about exactly which parts to nerf here, but we've settled on this. IST are still capable ranged combatants, and the changes to the Grenade Launcher Barrage now promote some more synergy with Purification plays. Now, with energy donations, you'll have noticeably faster barrages should you choose to go for GL Ists. Plasma ISTs, on the other hand, were way way overperforming with energy synergy, and thus their Overcharge ability got nerfed on cooldown. The Acolyte himself didn't have much going for him when he lost his damage aura, so now he's a bit cheaper and offers noticeably more tankiness on top of his ok Fanaticism ability now.
Inquisitorial Storm Troopers:
Lasgun damage per hit reduced from 18 to 15.
Sergeant and Acolyte laspistol dps reduced from 12 dps to 6 dps.
Sergeant no longer grants range 15 detection. (only the normal 5)
Sergeant no longer allows the squad to reinforce two at a time.
Sergeant damage aura reduced from 25% to 15%.

Sergeant Frag Grenade damage reduced from 80 to 50.
Sergeant Frag Grenade cooldown increased from 30 seconds to 60 seconds.

Acolyte cost decreased from 90/25 to 85/20.
Acolyte healing aura is now constant, instead of only while the squad is in combat.

Grenade Launcher count on squad increased from 2 to 3.
Grenade Launcher projectiles per hit reduced from 2 to 1.
Grenade Volley energy cost increased from 0 to 60.
Grenade Volley cooldown reduced to from 45 seconds to 30 seconds.
Overcharge Plasma cooldown increased from 10 seconds to 30 seconds.

These guys are liable to being re-evaluated in 2.7, but for now we've toned down their early potency some more. Without Nemesis Force, Strikes will not be as capable of wiping the floor with other squads in melee as easily.
Strike Squad:
Justicar bolter damage type changed from plasma_pvp to piercing_pvp.
Member hp decreased from 350 to 330.
Squad no longer starts with a melee special attack by default.
Nemesis Force upgrade now grants the squad a melee special attack in addition to its other effects.
Melee special attack damage decreased from 32 to 27.

PsiPurgs are still somewhat underpeforming for now, so this is a baby step in addressing that. Maybe this will be enough to fix altogether.
Purgation Squad:
Psilencer range increased from 44 to 49.

Purifiers:
Cost reduced from 450/75 to 450/65.

Grey Knight Dreadnought:
Plasma Cannon range reduced from 55 to 44.

ImageOrks

Most of these changes are aimed to stabilize the level of performance seen. Orks, as a faction, tend to have very high highs and very low lows, and this patch aims to smooth that out. We were originally looking towards making the Nob squad cheaper, but an excellent suggestion came in that matched the theme of evening out performance. Nobs now have slightly more hp for Levels 1-3, but are roughly equivalent to 2.5 Nobs at Level 4.
Globals:
More Dakka reload modifier increased from .1 to .5.

Warboss:
Angry Bitz cost increased from 130/20 to 130/25.

Mekboy:
Mega Rumblah health increase increased from 100 to 200.
Mega Rumblah energy cost reduced from 70 to 40.

To clarify on this, Burnas used to only do .5x damage below range 12. Now, their damage matches other similar flamers as opposed to being weaker/stronger in certain ranges.
Slugga Boyz:
Burna damage reduced from 10 to 7.5.
Distance damage modifier on burnas adjusted to do 100% damage at all ranges.

This change all but guarantees that a Loota squad will need three shots to kill most transport vehicles instead of two. Dps is roughly equivalent to what it was before.
Lootas:
Beamy Deffgun firing pattern adjusted from 240 damage every 5 seconds to 180 damage every 4 seconds.

Stikkbommas:
Stunbomb cooldown increased from 16 seconds to 20 seconds.

Nob Squad:
Nob Leader hp increased from 1050 to 1150.
Nob Squad Member and Nob Leader health increase per level decreased from 1.15x to 1.1x.

ImageSpace Marines

“Finally an SM nerf” - the crowds jeer! This was quite a stand-out though. Allowing SM to intentionally commit hard to engagements and lose models and not care is wrong. It breaks the design of the race and their balance as they are balanced around the assumption that they cannot get away with such bleed!
Globals:
Drop Pod (not hero, but global) no longer reinforces nearby units upon landing.
Drop Pod cost reduced from 350/0/100 to 300/0/100.

Apothecary:
Sanguine Chainsword cost decreased from 100/25 to 100/20.

ImageTyranids
Nerfing the HTs speed and HP nerfs him while still giving him the same purpose - a buffer of Nid blobs with melee prowess and lots of pressure. CC cost buffed to compensate for slower speed.
Hive Tyrant:
Speed reduced from 4.5 to 4.
Health reduced from 1080 to 1050.
Venom Cannon FotM reduced from 100% to 75%.
Crushing Claws cost reduced from 150/50 to 130/40.

I have felt after many other nerfs on his energy conservation, Flesh Hook, the wider phenomena of Nids being weak to vehicles and the LA doing nothing vs them, that the LA is the weakest Nid hero atm. I wanted to buff him at what he is good at - tying up ranged squads and bleeding models and wiping stuff on retreat. Hence the hp buff, the generic weapon buffs and the Stalk buff (Stalk is a global that allows the LA to wipe stuff on retreat and has little other utility). None of these buffs are extreme, but together should make the LA have a bit more bite. And you should know when facing an LA that you need to be extra careful with preserving units and retreating early since he -is- the Tyranid bleeder and the assassin. Just like you dread the RA’s T2 ranged blob+mobility and the HT’s insane in-your-face pressure, the LA needs a unique role and spamming overpowered Flesh Hooks is not preferable.
Lictor Alpha:
Lictor Alpha health increased from 600 to 620.
Stalk global cost reduced from 75 to 50.

Feeder Tendrils -
Cost reduced from 120/35 to 100/30.

Scything Talon -
Scythe ability radius increased from 10 to 12.
Scythe knockback flight distance increased from 4 to 7.

Toxin Miasma -
Cost reduced from 100/25 to 100/20.

Corrosive Claws -
Cost reduced from 120/30 to 110/25.
Now snares vehicles by 25% on hit. (Effect doesn’t stack with itself, but can be stacked with other slow effects)

Pheromones are a common cause of complaint and whilst one cannot deny it is an amazing ability, it is rather key to the LA’s success now. He has had several nerfs to make him far more energy reliant. Leap, Scythe, Flesh Hooks - all cost more energy. He needs to Infiltrate more to get close enough to hook key targets due to its lower range. So Pheromones costing the energy they do balances them out quite well. Still, there is no reason why in team games it is disproportionately more powerful. I also don’t see the ability as something that ought to be used spammable, but rather used by an energy-conscious LA to decisively counter an over-committed foe. Hence the changes.
Pheromones -
Cooldown increased from 50 seconds to 60 seconds.
Pheromone reinforcement no longer allows allies to reinforce from it, only the user’s forces.

These things underperform really for their role compared to leap. The goal is to make them the best wargear for an LA that wants to solo melee. It won’t make him tanky vs range. It won’t defeat leap in countering SUTs or helping vs vehicles with clutch corrosive claw snares… It will help vs rogue Slugga squads trying to bully your tendrils/LH LA, but atm the regen is too low for it to even do that in a cost effective manner.
Toxic Cysts -
Toxic Burst hp regen increased from 10 hp/s to 15 hp/s for the duration of the ability.

Spore mines are intended for two purposes for Tyranids - firstly they are their primary counter to melee spam since nids don’t get normal suppression SUTs like most races. Secondly, they are a garrison counter so that a Nid doesn’t -need- to pay a rather expensive 50 power for a BSWB to deal with garrisons. The DoT changes were intended to punish units getting hit outside a garrison and running in and camping there. The damage type alternation too. They now do less on retreat and if they no longer suppress units they will be quite easy to out-run by ranged units. This leaves them a clear role of deterring melee and moving over to buildings to counter garrisoned troops.
Spore Mines:
Detonations no longer inflict suppression on affected targets.

Raveners seemed to be only very slightly underperforming when one played the LA and the RA. You want Warriors for synapse but then it takes far too long to get the Ravs out after Warriors atm. Reinforcement costs are intentionally high, but perhaps ever so slightly too much. These changes buff Raveners and also help explain why the HT received his nerfs. I wanted to buff Ravs slightly without making the HT the go-to hero for Nids as he has been for a while now. Therefore buffing Ravs a bit and nerfing HT a bit seemed the better way to go in terms of internal Nid balance and objective balance (the HT is probably still OP in 2.6.0).
Ravener Brood:
Cost decreased from 450/50 to 400/45.
Build time increased from 24 to 30 seconds.

Carnifex:
Venom Cannon cost decreased from 150/35 to 100/35.
Bioplasma minimum casting range increased from 0 to 10.

Neurothrope:
Spirit Leech range increased from 38 to 44.

Brood Nest:
Reinforcement radius decreased from 40 to 30.
Atlas: Minister of Common Sense, Reasoning and Similar Sh*t
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Oddnerd
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Re: 2.6.1

Postby Oddnerd » Wed 08 Mar, 2017 10:27 pm

Atlas wrote:Catachan Explosive Shot no longer does increased damage.


Oh thank god. Im tired of my hormagaunts and sluggas getting deleted instantly.
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Cyris
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Re: 2.6.1

Postby Cyris » Wed 08 Mar, 2017 10:29 pm

<3
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Swiftsabre
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Re: 2.6.1

Postby Swiftsabre » Wed 08 Mar, 2017 10:39 pm

Map updates:

- (2p) Vulcan pits v1.1
- (6p) Quest's Redemption v1.1
- (6p) Archaea Vista v1.1
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Deflaktor
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Re: 2.6.1

Postby Deflaktor » Wed 08 Mar, 2017 10:44 pm

Amazing Changes! Thanks for your hard work =)
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Cyris
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Re: 2.6.1

Postby Cyris » Wed 08 Mar, 2017 11:01 pm

IST sarge has no squad indicator.
SS with NF has no indicator.
Tooltips still need updates for most OM squads.
SS psycannon still sounds / looks like a psilencer? I've lost track of what the weapon is / does though ;)
Last edited by Cyris on Thu 09 Mar, 2017 4:13 pm, edited 1 time in total.
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boss
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Re: 2.6.1

Postby boss » Wed 08 Mar, 2017 11:32 pm

thanks for the new patch guys
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Rostam313
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Re: Elite Mod 2.6.1 Released

Postby Rostam313 » Thu 09 Mar, 2017 7:05 am

Thanks for the tireless work fellas . especially Atlas who did a lot of work
godspeed
Sneery_Thug
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Re: Elite Mod 2.6.1 Released

Postby Sneery_Thug » Thu 09 Mar, 2017 12:46 pm

Thanks for the patch, guys! Very good changes overall (in my nooby opinion ))
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Deuce Bigalow
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Re: Elite Mod 2.6.1 Released

Postby Deuce Bigalow » Thu 09 Mar, 2017 5:32 pm

Thank you
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egewithin
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Re: Elite Mod 2.6.1 Released

Postby egewithin » Thu 09 Mar, 2017 6:21 pm

Is it possible to play this song after Ork victorys? Just asking. :)

https://www.youtube.com/watch?v=whxcq4I0kAo
All you imbeciles can kiss my ass
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Re: Elite Mod 2.6.1 Released

Postby Swiftsabre » Thu 09 Mar, 2017 11:16 pm

Paige informs me Quest's Redemption is bugged, so don't play it.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
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sk4zi
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Re: Elite Mod 2.6.1 Released

Postby sk4zi » Fri 10 Mar, 2017 9:24 am

i dont like this changes at all

im not familar with GK but evereting i can juge seems bad for me

even changes to y suck if you use a european keyboard

1st change which really sucks is that mantle of hate change ...
more reatreat dmg but less singele target ?? why ?

fuking retreat kill cheese love rly?
and if you use it in combat it sucks ... thats retarded.

Rotation rates of turrets finally .. 1 month before dow 2 is dead

Rangers nerfed to death last patch and not resurected
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Shroom
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Re: Elite Mod 2.6.1 Released

Postby Shroom » Fri 10 Mar, 2017 6:41 pm

sk4zi wrote:i dont like this changes at all

1st change which really sucks is that mantle of hate change ...
more reatreat dmg but less singele target ?? why ?

fuking retreat kill cheese love rly?
and if you use it in combat it sucks ... thats retarded.


+
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Re: Elite Mod 2.6.1 Released

Postby Black Relic » Fri 10 Mar, 2017 7:41 pm

why was mega rumbler buffed when it can stun vehicles for 15 seconds?
"...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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Torpid
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Re: Elite Mod 2.6.1 Released

Postby Torpid » Fri 10 Mar, 2017 7:49 pm

Black Relic wrote:why was mega rumbler buffed when it can stun vehicles for 15 seconds?


Can being the operative word. In reality, when does it do it? Very rarely because the Mekboy just dies. It costs such a high amount of energy to teleport in and then use rumblah that he can't teleport in, hit his shield, then use rumblah. So the mek is just there with his ~800hp vs a full T3 army. He dies immediately and rumblah takes a while to kick in after activation.

I felt given the huge cost of the wargear it shouldn't be quite so niche to use and so, the buffs.

Will have to see what the empirical evidence suggests on issues like that. Perhaps the vehicular stun could be reduced. Or the stun overall in duration. But principally it being able to trigger on an army more often is key...

sk4zi wrote:i dont like this changes at all

im not familar with GK but evereting i can juge seems bad for me

even changes to y suck if you use a european keyboard

1st change which really sucks is that mantle of hate change ...
more reatreat dmg but less singele target ?? why ?

fuking retreat kill cheese love rly?
and if you use it in combat it sucks ... thats retarded.

Rotation rates of turrets finally .. 1 month before dow 2 is dead

Rangers nerfed to death last patch and not resurected


Mantle of hate is reverted back to its long-term effectiveness state that it had since 2.5 and before. It still does the job of making key targets very vulnerable to being sniped by ally melee and taking them out of the equation in a battle. It also now has a very minor capacity to retreat kill. What is wrong with retreat killing? The CL is slow and has a small rotation rate and this ability has a very small range now. So he has to foresee the retreating within a great deal of time to move there and intercept it. In reality he won't be able to do it for more than second most of the time, so it is only going to be wiping single models with ~100hp or so in retreat even if the CL does that.

An aware and well microed CL should be rewarded for such.

Given that rangers were never used before, no, they weren't nerfed. They were buffed! Because now they are perfectly viable in nearly every single eldar composition and add to it rather than detracting from it. People simply cannot have it both ways. Everyone complains about shuriken spam AND how OP old snipers were. Yet then there is a minority of about 30% or so who want the old snipers back and hate the current ones. There's no solution to please everyone. This outcome means you can still see rangers, and diversifies eldar t1s slightly whilst not returning the horrible snipers that broken team games that I am sure the majority are happy about. What better suggestion do you have?

We'll just have to see about the GK changes. They look pretty good and pretty interesting to me and now they may actually be fun to play as and against!!! Let's play some GK and see how they fare in game.
Last edited by Torpid on Fri 10 Mar, 2017 7:56 pm, edited 1 time in total.
Lets make Ordo Malleus great again!
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Re: Elite Mod 2.6.1 Released

Postby Kvn » Fri 10 Mar, 2017 10:20 pm

Torpid wrote:Given that rangers were never used before, no, they weren't nerfed. They were buffed! Because now they are perfectly viable in nearly every single eldar composition and add to it rather than detracting from it.


I have a lot of respect for you Torpid, but this really isn't true. Rangers are still really bad. The setup/teardown buff doesn't make any real difference since their damage is too minuscule to do anything anyway (even with the minor buff, but it's so small as to be unnoticeable).

As it stands, even though Rangers are a lot cheaper than they used to be, they're still not worth much at all. The only thing they offer is detection with a side of Kinetic Pulse, making them a worse version of Spotters that have no scaling potential

Personally, I think that they just need a complete overhaul, but I can fully understand why that isn't a popular opinion.
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Re: Elite Mod 2.6.1 Released

Postby Ace of Swords » Fri 10 Mar, 2017 10:28 pm

Kvn wrote:
Torpid wrote:Given that rangers were never used before, no, they weren't nerfed. They were buffed! Because now they are perfectly viable in nearly every single eldar composition and add to it rather than detracting from it.


I have a lot of respect for you Torpid, but this really isn't true. Rangers are still really bad. The setup/teardown buff doesn't make any real difference since their damage is too minuscule to do anything anyway (even with the minor buff, but it's so small as to be unnoticeable).

As it stands, even though Rangers are a lot cheaper than they used to be, they're still not worth much at all. The only thing they offer is detection with a side of Kinetic Pulse, making them a worse version of Spotters that have no scaling potential

Personally, I think that they just need a complete overhaul, but I can fully understand why that isn't a popular opinion.


What torpid means is that rangers are so cheap they are always worth getting because they have CC + the best detection and sight range in the game, I don't agree with that because I would prefer them being a combat unit but it's still true.
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Re: Elite Mod 2.6.1 Released

Postby Kvn » Fri 10 Mar, 2017 10:47 pm

Ace of Swords wrote:What torpid means is that rangers are so cheap they are always worth getting because they have CC + the best detection and sight range in the game, I don't agree with that because I would prefer them being a combat unit but it's still true.


I would really disagree with them being always worth it. Even with a lessened cost, they're still not free, and getting a second Shuri or another unit is almost always better than getting Rangers. That's still not considering the micro investment you need to sink into them to ensure they're always in the right spot to have their Pulse on standby without getting them killed by a few stray shots (which was always a thing, but more so now that they can't defend themselves).

Their detection range may be the longest, but that is pretty much all they have going for them.
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Re: Elite Mod 2.6.1 Released

Postby Shroom » Fri 10 Mar, 2017 10:58 pm

Torpid wrote: Mantle of hate is reverted back to its long-term effectiveness state that it had since 2.5 and before

In 2.5 Mantle was range 20, damage 120, cool down 30. As opposed to damage 100, range 12, cool down 40. Disingenuous to say that it has been reverted to the state it was in 2.5 and before.
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Re: Elite Mod 2.6.1 Released

Postby Ace of Swords » Fri 10 Mar, 2017 11:13 pm

Kvn wrote:
Ace of Swords wrote:

Their detection range may be the longest, but that is pretty much all they have going for them.


Their sight range is the most important thing late game, you'll know exactly how your opponent will be positioned and will be able to get the maximum out of Dcannons and FPs, in T3 20 power to do that is basically nothing.
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Re: Elite Mod 2.6.1 Released

Postby Kvn » Sat 11 Mar, 2017 3:45 am

Ace of Swords wrote:Their sight range is the most important thing late game, you'll know exactly how your opponent will be positioned and will be able to get the maximum out of Dcannons and FPs, in T3 20 power to do that is basically nothing.


It really isn't though for just vision, especially not in a close game while playing Eldar who tend to be very power intensive. Plus, in order to do that you need to keep them at the front of your army, and 450 hp of regular infantry armor in T3 dies in the blink of an eye. Added to the fact that the Farseer hero has a much cheaper, more spammable way of doing that in Farsight, and the Rangers really don't amount to much.
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Re: Elite Mod 2.6.1 Released

Postby boss » Sat 11 Mar, 2017 5:22 am

well I played some games with the new ranges and I like the changes so far the tear down time and tear up time is nothing like 1s their damage is better but abit to low still I think but they are low cost maybe 250 rec and 25 power and give them 70 or 75 damage but their a lot better now should try them more

It really isn't though for just vision, especially not in a close game while playing Eldar who tend to be very power intensive. Plus, in order to do that you need to keep them at the front of your army, and 450 hp of regular infantry armor in T3 dies in the blink of an eye. Added to the fact that the Farseer hero has a much cheaper, more spammable way of doing that in Farsight, and the Rangers really don't amount to much
.

tbh elder more rec heavy then power heavy in t2 this combined with bleed = elder broke, ranges have the longish sight range in the game you don't need them at the front to give you sight plus with infiltrate their shouldn't die unless you use them wrong, but like I say above their a lot better now but can do with more damage but not so cheap
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Re: Elite Mod 2.6.1 Released

Postby Kvn » Sat 11 Mar, 2017 4:15 pm

boss wrote:tbh elder more rec heavy then power heavy in t2 this combined with bleed = elder broke,


I tend to have the opposite experience, with a constant drain on power thanks to Eldar being very power and upgrade dependent on all their units. Throw in some bleed-heavy infantry and expensive vehicles, and Eldar t2 onwards tends to be very costly to power unless you're focusing on Wraithguard (in my experience).

boss wrote:ranges have the longish sight range in the game you don't need them at the front to give you sight plus with infiltrate their shouldn't die unless you use them wrong, but like I say above their a lot better now but can do with more damage but not so cheap


You do need them at the front, otherwise you're paying that extra cost and upkeep for just a couple extra feet of sight. Almost all factions will have some form of detection come t3 (except other Eldar usually) and Rangers will die instantly the moment they come under fire from any kind of concentrated force. Again, they have Scout levels of health without the hp regen or leader upgrade, so saying that "they shouldn't die unless you use them wrong" isn't a very fair assessment, especially not if they're meant to be scouting a late game enemy force.
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Re: Elite Mod 2.6.1 Released

Postby Atlas » Sat 11 Mar, 2017 7:03 pm

If you infiltrate and use their above average detection and sight then no, they should be decently safe from most things barring artillery. And even in artillery's case, they would have to blind-hit them if they're infiltrated. Most things that will kill your rangers will be seen by your rangers first.

Just keep in mind that Rangers are a 9 pop squad as well (6 if you go 2/3) and while they are charged standard upkeep, it really isn't that much in the grand scheme of your army.

Btw, feel free to drop more bug reports in here! Most people have gone directly to me about it, but it's nice to just have other people confirm it on the thread.
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Re: Elite Mod 2.6.1 Released

Postby The Licking Boogyman » Mon 13 Mar, 2017 8:02 am

Why can ists with gl (no serg ) lose to regular shootas without any upgrades lmao
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Re: Elite Mod 2.6.1 Released

Postby boss » Mon 13 Mar, 2017 8:10 am

the only way ist lose is to melee shootas
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Re: Elite Mod 2.6.1 Released

Postby The Licking Boogyman » Mon 13 Mar, 2017 12:51 pm

You tested it ? I did and with nade Launcher or serg only they lose in range Fight with regular shootas. With both the barely best them with like 2-3 Models left.
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Re: Elite Mod 2.6.1 Released

Postby Shroom » Mon 13 Mar, 2017 3:03 pm

Lictor alpha pheromones still reinforcing allied squads.
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Re: Elite Mod 2.6.1 Released

Postby Psycho » Mon 13 Mar, 2017 3:50 pm

Whatever happened to the idea of spotters' incendiary shell affecting turrets like flamers do?

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