By the Emperor! Beautiful.
By the Emperor! Beautiful.
Can't wait, i love this franchise and you guys are breathing new life into it.
GDI! GDI! GDI!
Something is rising and it ain't those gorgeous thunderbolts.
This is some incredible work.
*FOR THE GLORY OF NOD*
*HAPPY GASMASK NOISES*
Absolutely HERETICAL, I'll take your entire stock.
Great work as usual.
All of that sounds really good except for maybe the hesh lobbing? Ultimately its role is to be an mbt not an spg? I'd like it either way, I tend to like jack of all trades units.
Looks epic, what kinds of abilities do you plan on giving it? Different types of triggerable ammunition?
Fair enough, I still find it kinda ****** to have my fully specced force commander with 700k dps, 630 armor, 4k hp get one shotted tho.
It's manageable it's just a rather steep curve is all.
To be perfectly honest? The bolts aren't worth it, the effects they provide are very small, you're better off speccing for raw dps. Maybe Deus changed how they worked/buffed them in 4.0? We'll have to wait and see.
It would be great if he'd take my offer for implementing stuff from another mod particularly the special ammo types there, they are powerful and versatile.
The bolts do work, their effects are just minimal. The tempest bolts are something you can see if you take a single character and shoot at enemies, it forms little lightning bolts at their feet, the dragon blood(acid rounds i think) also release a light green mist on hits, the hellfire rounds(same deal as acid) however the vengeance and kraken bolts have no distinguishable effect as far as i could see.
For the bosses, the one that was laughably easy was the tyranid boss for the vanilla campaign(mission: the last stand).
The boss that was ridiculously spongey was Ulkair(mission: foul play in the chapter keep).
One side note, are you capable of scaling the health of buildings? It's just a question because in defense missions the generators don't scale and it made some defense missions rather annoying as literally any enemy could one shot them(particularly annoying when facing eldar prism tanks).
Well regarding the wargear it was from a mod that was on the relic forums before they went down and the author had abandoned the mod long before they did despite this however he did leave the mod in a playable state with lots of wargear and special events so if you'd be interested in that i can link the files.
Just plain awesome. This game gives me real supcom vibes and that's a very good thing.
Also, While the Vanilla campaign boss was an absolute joke(killed in under a minute) the chaos rising campaign boss was an absolute bullet sponge that one shotted my commander with 630 armour and my dreadnought with 400 armour and 20k~ hp
Also scaling on regular enemies can be weird sometimes, where elite eldar wraithlords or chaos dreadnoughts are real hard to kill and can one shot your units which doesn't help when they usually spawn in twos and it becomes an issue during boss fights(angel gate) where idranel spawns a bunch at once.
My favourite part of the mod is that you actually mae it worth it to equip terminator armour tho because it was seriously underpowered in the vanilla experience.
As a final note would you be willing to incorporate complete wargear from other mods?
Alright I just finished replaying both campaigns on Primarch difficulty and while I faced no specific issues with any bosses(I did complete all optional missions just in case) some were just a bit spongy and did force me to cheese by retreating.
A minor note however, the first mission regarding angel gate where you face idranel for the first time, fight her with a weak character as she has multiple scripted disappearances and if you light her up out the gate you'll shred her hp(some weird non-scaled moment brought on by the voice lines it seems) and the fight will glitch forcing you to quit the mission and restart.
I faced a single scar issue on the chaos rising campaign when attacking Calderis to kill apothecary Galan, it was related to Ai, unsure of what caused it. It did also not hinder the completion of the mission so no biggie.
As for wargear, I did receive a bunch of no range items for all characters, not sure what causes that. Also a minor grievance as terminator/dreadnought assault cannons or dreadnought quad-heavy boltors cannot equip the special ammunition.Also the kraken bolts ability for the quad dreadnought boltors does not work(does not show up to activate).
Apart from a fair bit of wargear being given the wrong name for who can equip the weapons("Cyrus" being listed as "Thaddeus" on snipers or the dreadnought weapons being listed as "Gabriel Angelos" as opposed to the actual character "Davian Thule")
Hope this helps Deus, let me know if there's some other info you need I'll keep the saves for a bit in case you want me to look at specific wargear or something.
I assume for the feedback you'd like someone to play through the standard and chaos rising campaigns yes?
It just keeps getting better.
That is really shaping up nicely, you keep adding so much to this mod and it's damn impressive.
Well isn't that one hell of a cold shoulder.
What he said.
Galaxyrapier
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