For the Klink Titan, I'd personally look at the old Starfleet Battles designs of the B-10 or the B-11k from the Starfleet Command games.
For the Klink Titan, I'd personally look at the old Starfleet Battles designs of the B-10 or the B-11k from the Starfleet Command games.
Nah I don't see it. Whatever happens behind the scenes is all well and good but the finished products I found to be incredibly lackluster, and as far as I'm concerned best left forgotten or relegated to a parallel timeline, especially in the case of Picard.
And this is what's missing from alot of new Treks like Disco and Picard, passion. Passion not only for the project, but for the property, as well as paying homage to what came before. This is some fantastic work.
Also, personally speaking, I just laugh when I think of Discovery. Just another parallel timeline as a result of the numerous incursions from the TCW, I'm sure Daniels will eventually clean that mess up.
Original was better, not at all a fan of the "official" design.
I do not remember this character, anyone care to elaborate?
What needs doing for SM?
Excited to see Space Marines 2.0 take to the field. How do they fit in with the mod sticking mostly to vanilla? Are they going to make old Marines obsolete?
That's thudo's project yes? I wasn't aware it was still ongoing as it has been quite some time since I saw an update.
So as I understand it, at some point there will be an actual Primaris faction. How is the progress on that and will it have everything the Primaris forces are listed to have access to currently?
The Mirak? The Lyrans? The Hydrans?! Holy crap take all the time you need.
If you're resteicting yourself to "close to vanilla" then there's not much wiggle room. Without that restriction, or a lessening of it, you can lift limits while keeping units distinct.
Quick example is Space Marines, easiest to use. Let's look at a few squads set up as a more fluff/lore friendly fashion. Assuming restrictions lifted for this example
Scouts - quick, infiltration, sniper capable, very squishy, cheap
Tactical - universal, flexible, many upgrades, medium durability, balanced cost
Terminator - biggest guns, hardest hitting, most expensive, slowest requiring Land Raider to move around effectively outside of teleporting
IF a player could have more than one Terminator squad it doesn't necessarily make the others obsolete.
Tacs have more upgrades and are much faster while have access to grenades,
Scouts can stealth and have snipers to pick off troops at range or could sneak up and use massed flamers to burn foes out
"the DoW games are EXCELLENT"
Well, aside from DoW III...
Thank you for that detailed insight, I had no idea the AP worked that way. So if it shows up in the AP, and the weapon does exist when I open the mod in Corsix, is it as simple an issue as simply adding that weapon or upgrade to the EBP?
Years ago when I was tweaking another mod i came across this as well, in Corsix I noticed that all units have dual armor type entries, the Gretchin/Grotz had an invalid armor type for the second entry that was causing them to be far harder to kill than intended. I also found a similar problem with Killa Kanz as well that made them as hardy as Land Raiders.
No idea if this applies here and you may or may not have already encountered/dealt with this issue before, just thought it might help.
It would make sense, they were the first Primaris.
Though I could see a Primaris faction easily being like the "Space Marines 2.0" for the vanilla Marines. Nothing Chapter specific yet, more of a generalized force at first.
Well I wasn't speaking on caps specifically, more on the number of different units. Space Marines for example, I've been spoiled on Devastators, Sternguard, Vanguard, etc.
Just something I gotta get used to.
But...I just recently saw at least one faction has the Achilles!
And in the army painter, I've seen units with weapons they don't have access to or add-ons that aren't available. Marines with meltas, plasma/lascannons, vehicles with gunners on the tops of turrets, some CRAZY variants of the Predator with sponson autocannons, turret assault cannons, etc.
Are these previews of upcoming things?
Yeah some of them were pretty bad, but I'm more referring to the distinction between races. I'm not used to Space Marines being as squishy, or Guardsmen being as durable.
So I just played a few rounds, and while I love the improved visuals, the improved sound, and the new units...the change from armors and toughness values in mods like UA is very jarring. Also a much smaller unit roster than I'm used to.
I might play around in Corsix and see if I can tweak it more to my liking, but I do have to reiterate, visuals and sound are top notch!
Edit: And apparently installing this broke my UA. Something to do with the updated Tyranids. Now I have to fix that too...
Oh lovely, Emperor Pruneface is back...I would like to keep Vader please if possible, I find him to be far more capable as a leader and less purely evil, Vader's more grey.
And the Vong are coming too. Oh joy, because they are so much fun to fight...just kidding, mostly. SoGE's Vong are a miserable experience to do battle with for me.
Yes! I was starting to lose hope, it's been so long. But I'm glad that it's finally going to happen.
A fantastic shot along with one of my absolute favorite TOS episodes, with a message that is especially applicable today.
So on top of all those Lascannons...you have a multi-melta up top as well?
I approve. No kill like overkill.
Looks good, kinda getting a Starship Troopers Roger Young feeling from the overall shape.
Ahh the Gabe Newell approach, delaying HL3 every time someone made a crack about his weight he pushed it back a year.
But seriously, congrats, I cannot wait to play this. And then, later on after the Four Years War, my favorite era of the Trek universe...
I've been tweaking the mod to my own liking myself, and I do like the idea of entrenched squads having more variety. I dont use the full suppression squad myself so I went ahead and changed around Guardsmen squad leaders. All four leaders at once, one of each, gets me a Sgt, medic, heavy bolter and missile launcher. Never cared for Commissars and I left the standard bearer for the command squads. Makes the once quickly outclassed meat blobs have a bit more staying power later on.
I personally never saw much use of the suppression teams in general, they always seemed to draw too much fire with too little defense...being mere Guardsmen and all...
So rambling aside, maybe fold suppression units into regular squads?
Holy sh...you made me spit out some good apple cider. Now I would be rather irritated normally, but since it's a Connie Refit it evens out.
Is this part of the mod? I thought the TMP stuff was FAR later down the line.
Wow I just got flashbacks from HaloGen that was supposed to be for Generals Zero Hour...in a good way. No offense to Halo Wars but we never did get a TRUE Halo RTS on PC.
Now we just might.
Burst fire as far as I can see, which isn't lore breaking either as Bolters can be fired in bursts. Usually two shot bursts but one can do longer bursts with larger mags like the drums.
First thing that came to my mind too.
The old AI coder sounds like they need a swift boot to the head...or several.
Also seconded for a translated version. Visually the mod looks incredible, and that cannot be stressed enough, kinda hard to play it not being able to read anything though. I have no idea what win conditions I'm switching on or off and what not.
Astartes_Marine
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