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Comment History  (0 - 30 of 70)
mrjuanit010
mrjuanit010 - - 70 comments @ Unification Mod - Dawn of War: SoulStorm

I really love playing the mechanicus explorators and your team improved the models. Especially the knight. Really appreciate the effort and passion put into the mod.

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Unification Mod - Dawn of War: SoulStorm

Greetings. Was the legion of the damned updated?

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Unification Mod - Dawn of War: SoulStorm

i am excited about the angry marines. will you add power chairs, power bats and power boots as a default weapon of a squad? and models with two melee weapons as a default squad? since angry marines do not use bolters conventionally, will you add marine launchers as their default range weapons? and add stomping battle animations and sync kills using their power boots? because i think these are part of their character as the angry marines. this is only aesthetic wise.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Salamanders mod REFORGED: Unto the Anvil of War!

by the way, from what i saw from youtube the salamanders looks like pack quite a punch. by tier 1.5 you can already build a vanguard army.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Salamanders mod REFORGED: Unto the Anvil of War!

sorry if your offended, but that is not what i intended to say but just stating my experience in previous versions of other race mods. my point is just rts is more fun in the long run if they are competitive and balanced. the witchhunters, grey knights and harlequins met what i wanted and having fun just playing against those races. i will not defame someone's hardwork but will make constructive criticism. again, i am sorry if i offended you.

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Unification Mod - Dawn of War: SoulStorm

do you guys do homebrew race mods? i find the 1st membranes have potential to be a race mod with their explosive melee tactics. Deviantart.com

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Salamanders mod REFORGED: Unto the Anvil of War!

well for me it is fun if they require skill to defeat and smooth gameplay throughout the tiers and balanced. playing them with ai or in multiplayer like the witchhunters and grey knights branch of daemonhunters and recently the harlequins. they wont be a gimick race mod where the fun ends when you have seen all the gimicks. so for rts a competitive gameplay is the best fun i will have in the long run.

Good karma0 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Salamanders mod REFORGED: Unto the Anvil of War!

i hope you and gambit will make the last versions very competitive. i thank you for
your efforts and best of luck. with the modding community this game will still run for a minimum of 5 more years.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Salamanders mod REFORGED: Unto the Anvil of War!

what is your next project

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Team Unification

do you guys do homebrew race mods? its because i find the 1st membranes have the potential for unique gameplay. an ig regiment that have explosive melee combat prowess.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Ultimate Apocalypse Mod (DOW SS)

do you guys do homebrew race mods for vanilla ss? its because i find the 1st membranes to have the potential for a unique gameplay.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Adeptus Custodes for DOW:SS

maybe just get different ones but the lines should be delivered based on the tts characters. the custodes there are full of character. even the emperor you nailed with his sassy voice lines.

Good karma-1 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Ultimate Apocalypse Mod (DOW SS)

tts lines will do if the tts voice actors will not be possible just to give them character and to avoid them being bland.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Adeptus Custodes for DOW:SS

or some tts lines will do to give them character. because that what makes a difference of a bland character and an unforgettable one

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Ultimate Apocalypse Mod (DOW SS)

i hope the custodes mod will feature some voices from tts to give them character. although the emperor of mankind have some good and sassy lines.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Adeptus Custodes for DOW:SS

i hope the captain general will be voiced by thunderpsyker. some tts voices will give them character.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

i hope for changes just want their faction have more character i can wait and hope your other faction mods will be able to reach quality the Emperor of Mankind approves.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Adeptus Mechanicus: Explorators mod

what are your current projects and the order of priorities

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

it would be cool if you add their litany as voice lines for the grey knights with the lines from the litany spread to different grey knight units and inquisitorial units quoting from inquisition quotes. some of their lines are very generic and some of the delivery are like they are meditating in a room. although the high gothic and war shouts are good.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

can you add more voice lines for the units please?

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Chaos Daemons Mod (Soulstorm)

i think the plague bearers are a little op because it can mow down infantry very quickly with its skill combined with horrors for anti vehicle. chaos daemons can hard counter both infantry and vehicles. imagine the chaos daemon army consist of 2 main plaguebearer squads with commanders and 2 horror squads with builders attached for anti vehicle support and unit spam of plaguebearers for meatshield. the plaguebearer meatshields when full squad can activate the skill and the commanders can shuffle between squads and cannot be driven out because they can deepstrike continously with 3 daemon portals. they sustain too much that the enemy is choked and cannot counter the enemy because of sheer numbers and the plaguebearer skill.
the other branches are more balanced the nurgle branch is very op. tried it against daemonhunters and witchhunters. they cannot drive me out.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Chaos Daemons Mod (Soulstorm)

looking forward to it

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition Daemonhunters 3.5

willing to wait in exchange for a formidable faction.

i really hope for racist voice lines for the inquisitor and the deathwatch. it would be fun as hell.

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Adeptus Mechanicus: Explorators mod

i think the strategy of units getting stronger and the compact aspect of the faction is its trademark hope it will not change but the researches should be compacted it is very inefficient for the "disciples of the Machine God" very illogical

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Gambit_1

idea for researches of alienhunters:
the idea will be instead of using their technology as is. use an aspect of their technology to exploit their weakness.

race:tau
research: hydraulic boots
after studying the lower limbs of the kroot, the magi biologis aided the design of a hydraulic powered boots.
adds leaping ability to assault marines.

race: necron
research:necrontyr technology
by studying the power core of a necron exoskeleton, the techpriests developed a method to hasten production by harnessing nuclear radiation to power machines.
hastens unit production and researches.

race: eldar
research:calibrated focusing
by studying eldar laser weapons, the techpriests calibrated all standard las weapon design to focus more energy when firing.
add more damage to lasguns and lascannons.

race:chaos
research:corruption resistance
by studying the nature of the dark gods through different markings on corpses of chaos forces and residual warp energy, the inquisitors harness the aspect weaknesses of each dark god to their advantage.
grants resistance to damage.

race:tyranids
research: anatomical expertise
by studying the anatomy and biochemistry of tyranids, the magi biologis taught the weak spots of the bioformes and designed weapons to exploit their biochemistry.
adds extra damage to all weapons.

race:orks
research: confusion tactics
by researching ork behavior, the inquisitors exploit the weaknesses in ork chain of command throwing them in disarray.
leader unit of the squad are first to die except for commanders and adds more morale damage.

race: imperial forces
research:imperial purge
by tolerance of alien infestation of imperial ranks in question, the Ordo Xenos approved the inquisitor to purge imperial ranks.
lowers all requisition and power costs.

Good karma+3 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

another idea for researches:
the idea will be instead of using their technology as is. use an aspect of their technology to exploit their weakness.

race:tau
research: hydraulic boots
after studying the lower limbs of the kroot, the magi biologis aided the design of a hydraulic powered boots.
adds leaping ability to assault marines.

race: necron
research:necrontyr technology
by studying the power core of a necron exoskeleton, the techpriests developed a method to hasten production by harnessing nuclear radiation to power machines.
hastens unit production and researches.

race: eldar
research:calibrated focusing
by studying eldar laser weapons, the techpriests calibrated all standard las weapon design to focus more energy when firing.
add more damage to lasguns and lascannons.

race:chaos
research:corruption resistance
by studying the nature of the dark gods through different markings on corpses of chaos forces and residual warp energy, the inquisitors harness the aspect weaknesses of each dark god to their advantage.
grants resistance to damage.

race:tyranids
research: anatomical expertise
by studying the anatomy and biochemistry of tyranids, the magi biologis taught the weak spots of the bioformes and designed weapons to exploit their biochemistry.
adds extra damage to all weapons.

race:orks
research: confusion tactics
by researching ork behavior, the inquisitors exploit the weaknesses in ork chain of command throwing them in disarray.
leader unit of the squad are first to die except for commanders and adds more morale damage.

race: imperial forces
research:imperial purge
by tolerance of alien infestation of imperial ranks in question, the Ordo Xenos approved the inquisitor to purge imperial ranks.
lowers all requisition and power costs.

Good karma+2 votes
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

also change the death watch veteran on space marine faction to honor guard

Good karma+1 vote
mrjuanit010
mrjuanit010 - - 70 comments @ Inquisition: Daemonhunt mod

it would be fun if the voice lines of the death watch marines will be very angry racists.

the idea i have for the faction since they are more likely counter punchers with on the spot research and development on enemy unit line up:

turrets with strong firepower but low health.

very tough buildings since their tech up is enemy dependent and slow at the beginning and more like on the spot research and development for effective engagement they be able to weather assaults while upgrading effective weapons and researches.

their weapons and researches will be hard counters ONLY to avoid the faction to be op. no grenade launchers and knockback immunity to melee units if researched. bolter, lasgun, combat knife and bayonets as default weapons good for light infantry in few numbers.

deathwatch exclusive weapons. counterunit weapons on steroids. effective only on specific units. can be upgraded on squads as a package to be effective on certain units ONLY.

researches can be combat techniques and strategies to counter certain races studying their anatomy which gives your units more damage to certain races even with default weapons. units can be classified by race and tactics. researches can deal more damage to certain races and units.

classification according to race (currently) can be tier 1 research or unlock after killing a model or studying gene sample from corpse:

-imperium based races(xeno tolerant heretics)
-warp races(chaos worshippers, daemons and warp based races)
-eldar (eldar, dark eldar, harlequins)
-tau (tau empire, farsight enclave)
-orks (orks and ork based races)
-necrons (necrons and necron based races)
-tyranids (hive fleets and genestealers)

classification according to tactics can be
tier 2 upgrades :
-swarm types (fast reinforcement and many squad members but weak models)

-tanky types(bulky units with lot of hp)

-assault types(aggressive melee units)

-firepower types(long range high damage units)

-vehicles

-commanders(leader unit of the squad can be the first model to die if researched except for true commander units)

-jumping units(if engaged cannot teleport or jump except for commander units)

-moral damaging units(if researched your units are resistant to morale damage weapons and immune to morale damage abilities.)

limit the researches that can be researched to avoid this faction to be op but when the research is funneled to specific units should be deadly. weapon researches can deal double damage to specific type of unit but deal half damage otherwise.

-have the deathwatch kill marine be the starter unit and do the gene gathering from corpses but gene can be gathered by killing enemy units by any of your units.

-the deathwatch kill marine should be attachable.

Good karma+2 votes