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NecronLord

Posted 04 July 2018 - 05:20 PM

Can we stay on topic here this thread is not the topic or conversation about that, lets not derail this thread. You could have easily messaged each other.


thudo

Posted 03 July 2018 - 06:34 PM

Perfect for IF especially the Assault variants + Sergeant although UM would not say no. :smile2ap:


fuggles

Posted 29 June 2018 - 06:01 PM

Yes!

Kekoulis

Posted 29 June 2018 - 01:59 PM

That's awesome! Is it wrapped or viewable in game?

Is this the model you told me?


ZmajOgnjeniVuk

Posted 29 June 2018 - 12:36 PM

That's awesome! Is it wrapped or viewable in game?

Nope, never came to that point, it needs to be unwrapped. For issue of being viewable in game,dont know to be honest, I never was good in that part of the modding, so I guess you would knot better. It has no bones or animations, so I guess only static gray model would appear.


fuggles

Posted 29 June 2018 - 05:15 AM

That's awesome! Is it wrapped or viewable in game?

ZmajOgnjeniVuk

Posted 28 June 2018 - 09:21 PM

Have you ever tried Dow: Pro? That was always the hardcore competitive balance mod, at some points obnoxiously so. On the off chance you did get to make anything official I would rather the engine was expanded and new races added, admech or imperial knights.

 

But anyway, casually chucking in 'HD models and textures' like that rather seems to undersell the amount of work involved. UA are good, but not fans of infantry and synch kills, which is why they have built a truck load of tanks. I'd love them to finish the centurion, or dragon knights for instance. The majority of your changes would take about a day in corsix.

 

Keep going, see what happens.

Fuggles hi, 
I was randomly going through the thread and saw you mentioned centurion. 
If you are referring to SM Centurion exo suit, I have finished one for my now dead mod. When I say, finished, I mean the 3D model is done, however, it has no textures. You can find it here if you are interested.
https://www.moddb.co...ls-pack-release
Cheers


NecronLord

Posted 17 June 2018 - 02:56 PM

 

I know the meta reasonably well, I have a lot of experience in DOW with about 2.5k hours invested in it. I'm not amazing at the game, but I still understand a lot of what is wrong with it. i wrote up a list of possible changes that you should think about. I think a big issue is a lot of your changes seem to be styled to dow 2, which isn't suitable for dow 1 due to low unit HP and fast damage output. If you have any questions about what i suggest, ask my over steam by adding Sir <===CHAOS===> Inferno   as i do not have an account for this website. Also, I may be able to help you update the UI for the game (such as taskbars, unit icons, building icons, mouse pointer) if you are interested in making it look more modern, but this is also a very simple task that anyone can do if they explore the game files. if you need this feel free to add the inferno account and i'll show you some of the screenshots of my updated chaos UI. anyway here are the ideas I thought of:

 

ELDAR:
Elf new Hero:
2x jump that disrupts & causes damage medium area radius Medium cool down
Tier 1 smite sounds unfair, disruption would mean DR can kill whole squads, eldar don't have knockback for a reason. Jump should be 1.5. Imagine vs IG, this would kill so many weak models.
 
 
 
Bone singer Wraithtomb cooldown increased (((only available on two bone singers)))
this second bit seems bad, keeping track of which bonesinger has the tomb on will be difficult in a high micro game
 
 
 
Dark Reaper build time increased
rly bad idea, the timings will be so off. vs necron, cron will have all points before eldar can harass. vs chaos,
chaos will be harassing base with raptors too early. chaos can simply outmass so much easier
 
 
 
 
Dark Reaper squad now comes with 4 units instead of 3
i guess this is to justify longer build time, but it is probably better to keep the current build time and only 3 models. Maybe ake reinforce cost 10 more req
instead?
 
 
 
 
Webway Gates now generate a fleet of foot radius
no keep FoF as toggle, else you remove all fun from playing eldar
 
 
 
Webway Gates can now teleport
teleport a webway gate to another webway gate? this wouldnt be used in normal play but sounds like it could create some abussive strategies with turrets
 
 
 
Fleet of foot is no longer a toggle on infantry units
no :[.  worst thing on this list
 
 
 
Webway Cloak can now cloak units
maybe change this to work like smoke field from rhino? each use does NOT stack. decrease accuracy of enemy by -15%. full cloak sounds broken in the late game
 
 
 
 
Eldar vehicles can now pass through into the webway
this is a joke, right?
 
 
 
 
Eldar nightwing removed
but why? it's eldar's anti air unit, and isn't pointless.
 
 
 
 
 
SPACE MARINE:
New Hero Unit:
Venerable Dred - tier 2.5 unit requires machine pit 3 vehicle popcap only 1 can be built. Ability: Plasma Cannon discharge medium radius medium cool down
SM already have 3 very powerful commanders. They have the most commanders in the game and should not have more. this makes the normal dreads redundant.
sm are probs strongest t2.5 race and adding another powerful tank would be unfair on other races. sm vs chaos would be very unfairly balanced, for example.
Perhaps change this unit into a set of upgrades? tier 4 upgrade already increases the HP of tanks, maybe add a line of text saying "dreads become venerable, HP up"
maybe plasma can be a tier 3 or 4 weapon upgrade for dreads, and the ability can work a bit like tau commander snap shot and deal high DPS to single unit.
 
 
 
Land raider Machine Spirit Ability now grants a temporary invulnerability, has a long cool down
invulnerable OP, this could be broken
 
 
 
lascannon squad - tier 2 unit comes with squad of 3 with a set up time 4 infantry popcap
make this require armory or tier 2.5? skull probe means sm is not vulnerable to tank rush
 
 
 
 
Scout build time increase, Range DPS decreased
you'll need to speed up cap time slightly to balance this w/ other races such as IG or ork, else sm gets behind on eco, but this is very good idea to prevent all in scout rush
 
 
 
 
Liberian smite radius increased  
no, this ability is OPAF already. I would even say to increase the cooldown time by 1.5x
 
 
 
 
Scout sniper damage increased, range increased
tau and elf would suffer so bad in team games, this would ruin the fun for many players. Sniper is debatably too strong at current stats. Here is video to show you a matchup which would be very hard vs sm with these changes
 
 
 
 
Assault / Space Marine Squads now produce with 3 marines instead of 4 out the barracks
this sounds silly
 
 
 
 
Assault Space Marine now use leap which causes damage & knock back upon landing
yet another tier 1 smite. this is more fair than the elf one, but is suited for dow 2 not dow 1.
 
 
 
 
Assault / Space Marine HP slightly increased
they already have big HP for tier 1. + they have 2 upgrades for HP later. in tier 1 sm would demolish ork and chaos with this change
 
 
 
Landspeeder can now bypass any terrain, the jump ability has been removed
this idea of "bypass terrain" essentially makes all these tanks air units, but they are land vehicles. this may make more sense, but in gameplay this is poor idea. keep speeder as they are. perhaps slightly increase the build time?
 
 
 
 
Force Commanders Orbital bombardment radius slightly increased, DPS increased
surely this ability is strong enough already? it can instant kill any race's generators which is their prime use, not vs infantry.
 
 
 
 
Terminators teleport time decreased dramatically
now this IS broken. try playing into breach vs an sm player, he can already jump into base, kill lp, and jump home, ruining the enemy eco. their teleports can already be spammed, with this upgrade you will be using them like vespids...
enemy will not be able to tie up termies, and they can jump arround enemy base freely with this change.
 
 
 
 
 
Warbiker Mob - Fast attack tier 1 unit requires at least two war banners, 2 popcap, only 1 can be built can also decap, is produced from HQ
sounds like ultimate apocalypse mod to me. you would need to be very careful with how you implement this unit, it must not have too high dmg or range. it shouldn't have good damage to buildings or else it could be too powerful harass tool
 
 
 
 
DeathDred - tier 3 unit 3 vehicle popcap
surely this is just a reskinned killa kan? ork does need something extra for tier 3/4 to make them able to combat IG, but this seems bland
 
 
 
 
Ork Boyz Melee DPS increased, HP decreased
slugga boys? they would melt to any enemy damage. i think this will make ork too weak vs eldar as the slugga will die much faster than they do now
 
 
 
Stormboyz Melee DPS decreased
only slightly
 
 
 
Killa Kanz now can be upgraded with a missile launcher
it can do this already?...
 
 
 
War-banners now gain a taunt ability that lasts for a duration if it isn't destroyed upon charging up, the ability grants a temporary speed boost and damage increase to nearby units. 
While the banner is charging the banner is vulnerable and takes on bonus damage.
This actually sounds really interesting
 
 
 
Shoota Boyz now can throw grenades after being researched
this should have low explosion radius and low damage seeing as shoota have huge DPS already
 
 
 
TBA Burner Bommber now is an ability that affects a large radius, with a long cool down, from the flash gitz.
maybe from mad dok or warboss instead?
 
 
 
 
 
 
 
NECRONS:
new commander abilities:
 
Tesseract Labyrinth Tier 2 Creates a Pocket dimension that throws a selected target into oblivion has a long cool down
does this mean instantly kill 1 unit? that shouldn't be usable vs tanks or commanders
 
 
 
Void field Tier 3 Deflects incoming projectiles in a medium radius around the necron lord for a duration medium cool down
so this is basically just phase shift but deals damage too..... hm. necron lord is already unkillable so: phase shift + phylactery + void field, this guy would never die
 
 
 
Sempiternal Weave Tier 4 Makes the necron lord temporarily invulnerable & can still attack for a duration long cool down
imagine this with immortals in the army, i think that is broken. units cant tie the immortals up as necron warriors will kill them fast in the short range, and they cant kill the warriors because they are invulnerable.
meanwhile the immortals kill the enemy HQ or other important building. not to mention this with the resoterd monolith, can heal it with scarabs whilst it still shoots and can't be damaged. 
combine this with phase shift, and void field/phylactery and necron lord is pretty unkillable. maybe make this ability usable on 1 allied unit, and not usable on the necron lord?
 
 
 
 
Translocation Beacon Tier 4 All warrior & immortal units can teleport to his location long cool down
so i think you haven't thought abotu how these ability can be abused in combination.
EXAMPLE:
lord jumps into enemy base
1) translocation beacon, teleport army into enemy base near HQ
2) attack buildings
3) when enemy responds, make army immune with sempiternal weave
4) enemy most likely losses his HQ and part of army
5) solar pulse or phase shift, delays damage to your army for longer time
6) deciever to distract enemy from fighting your army
7) army teleports home, suffering no damage due to the complete abuse that enemy had to withstand
 
 
 
Deathmarks - tier 1 Only one squad can be built - 2 infantry popcap does good damage to light vehicles and infantry. Scales with warrior upgrades.
make them tier 3 commander squad
 
 
 
 
Scarab build time decreased, HP increased
unfair early game advantage, in all maps necorn can go for 5 scarab eco boom
 
 
 
 
Warriors now cost 75 power with the first two warriors Free
so I did some tests to see how this would impact gameplay
necron starts wth 300 power
necron needs atleast 5 gens placed at the start, this costs 200 green, leaving 100 power
que 1 NW, only 25 power left. no chance you will be able to get the necron lord at this rate, and he is very important unit in many matchup
i think make NW cost 25 green and to have only 3 models when they are built, as a lot of players wont want them reinforced like much at the start of play
 
 
 
Necron HQ now generates 20 power
normal HQ = 20 req
10 power == 20 req (more or less)
this would be a bit too strong for a techy necron in team games, especially with the faster builder spawn time
 
 
 
Necron tier 2 power research now cost 450 power up from 350 power
ouch. this is how it used to be but the devs reduced it. 350 power is a HUGE investment, as tier 4 could be got instead. 450 is a bit too pricey imo
 
 
 
Necron Heavy Gauss Turret DPS increased, HP slightly increased
heavy gauss already strong, it shouldn't be upgrade at all
 
 
 
 
Wraith production time decreased
this is a joke right?
 
 
 
Tomb Spider micro scarbs now have a toggle to fly & can also engage ground units
ths is really cool idea
 
 
 
Deceiver gets the new Time vortex ability, which desentagrates targets in a medium radius, Ctan lighting is another new ability which effects a large area that slows enemies and does damage overtime.
so many new abilities for an already powerful unit? if you add new abilites, make them morale style for Deciever to fit with the theme
 
 
 
Deceiver old abilities have been removed
why not change how they work instead of removing them?
 
 
 
Pariahs are now replaced with the Necron Lychguard
NO! leave the memory of the pariah alive :(
 
 
 
Tzaangors tier 1.5 requires armory Melee squad only 1 can be produced 2 infantry pop cap
chaos has enough melee infantry already? please fix khorne bezerker by improving HP and doing a bit of dps to buildings instead
 
 
 
Slave builder unit walking speed now increased with forced labor
no one would use this ever, better to use on buildings
 
 
 
Chaos Lord unit build time increased
no way is this fair. he is necessary vs some races, and already has huge build time
 
 
 
 
Cultist Grenade damage Increased, Range decreased
I'd suggest decrease damage slightly, keep range, and allow for 3 weapons on a cultist at start instead of 2
 
 
 
 
Cultist HP increased
but why
 
 
 
 
TBA Chaos Taylon dirty bombing run is now an ability which the chaos lord can call down, effects a medium radius, & slowly kills a target location, has a long cool down,
is this really necessary for chaos?
 
 
 
 
Updated Model:
ask people from UA mod and daemons if you can use their models. chaos marine looks amazing
here is example screenshots so you can see:
 
 
 
 
 
IMPERIAL GUARD
Skitarii Vanguard - tier 3 unit choice between kasakin squad or Skitarii Vanguard. Slowly damages units once in melee only 1 squad can be built takes 3 infantry popcap
no one would ever pick melee unit over kaskrin, ever.
 
 
 
Bunker Weapons - 1 slot range DPS increased, 3 slot Range increased
this isn't necessary, they already deal great damage to infantry
 
 
 
Commander build time increased
Commissar build time increased
really? i don't think these are unfair build times as is
 
 
 
Chimera Range DPS increased
a joke right? XDD
 
 
 
Imperial Guard global capping time decreased
no they have fast like orks already
 
 
 
Imperial guard can call in 2x squads of guardsmen armed with plasma this requires a tactica and tier 2.5. the ability is called from the HQ. Must have a field of view.
um wtfff... broken? 2 free units?
 
 
 
 
 
 
 
DARK ELDAR
Lhamaean - tier 1 made from HQ 2 infantry popcap only one can be built
so this is basically dark eldar harlequin. in tier 1?.. so they can now have 3 commanders in tier 1. maybe make this tier 2.5 where dark eldar is weaker
 
 
 
 
Wracks tier 2 unit 4 infantry popcap produced at the Hall of Blood
should be t2.5
 
 
 
Dark eldar builder build cost from 75 req to 90 req
sounds brutal if they lose the builder to scout rush
 
 
 
Mandrakes build time decreased
only very slightly, if at all. they have fast cap speed so this is a bit of an unfair advantage
 
 
 
 
Scourges Range DPS increased slightly, HP increased slightly
this should be ranged dps (((decreased))) vs infantry
 
 
 
 
Corrosion ability now decreases armor of units in the cloud by 15% instead of 8%, cloud radius increased
this seems a bit too high
 
 
 
 
Dark Eldar Archon Vampire ability removed
fix it, dont remove it
 
 
 
 
Archon gains the Dance of death ability that lasts for a duration
wtf how will this work with incubus, and also, how will you make this not look stupid for the archon model?
 
 
 
 
Bug Fixes:
Archon vampire ability fixed
but you said you will remove it?
 
 
 
Extra notes:
need more strength tier 2.5
need less strength in tier 1!
suprised you did not mention these, DE hillariously unfair in tier 1
 
 
 
 
 
 
 
TAU:
Stealth Suit jump packs no longer need to be researched
No! this will mean they can take the map far far far too fast. they can jump to middle of map on panrea, for example and get huge advantage.
 
 
 
 
Commander HP increased
not necessary, a good player wont let it take damage
 
 
 
 
XV88 battlesuit now cost 1 infantry pop
in a hypothetical situation this is abusable, maybe for quick start players this is unfair
 
 
 
 
 
Barracuda Gunship now cost 4 vehicle cap, only 1 can be built,
maybe limit it to 2 or 3, it is a very necessary unit
 
 
 
 
 
SOB:
Sisters of battle transport vehicle DPS increased, popcap increased
I know very little about SOB, but i dont think this needs DPS increase
 
 
 
Sisters Squad DPS increased
only slightly
 
Extra notes:
why don't you mention balancing celestians vs necron? the cellestian grenades should do a lot less damage vs buildings light armour (necron generator) and cellestian should do slightly less damage
 
 
 
 
congrats if you read that all and i hope it helps
 
 

Hey Guest,

 

So what you're saying is adding new content isn't going to balance the game? This is why this is important to get the community feedback, we are not just making a mod for fun, we intend to balance out the game as well as add new content, we will not box our selves in by just making a balance update. Thanks for the input though it is noted. It would be great if you could give more input that was more constructive lets say to the proposed balance changes based on the current meta. I also want to add that these proposed changes actually fill in much needed changes, they weren't just for fun. The current meta of soul storm is broken. The changes that say increase or decreased don't have the actual values proposed but are a base to call out what needs to change.

 

 

Now this is what i like to see, the community getting involved. I will review and add you to on steam

 

Updated: I love your proposed changes and they do make a lot of sense, most i agree with on, i will update this based on your input and if you know of anyone else who might have a different opinion please share this post with them. Also it would be great if you could help out with icons and UI. you can add me on steam Necron|ord is my name.

 

Thanks


Posted 17 June 2018 - 03:58 AM

I know the meta reasonably well, I have a lot of experience in DOW with about 2.5k hours invested in it. I'm not amazing at the game, but I still understand a lot of what is wrong with it. i wrote up a list of possible changes that you should think about. I think a big issue is a lot of your changes seem to be styled to dow 2, which isn't suitable for dow 1 due to low unit HP and fast damage output. If you have any questions about what i suggest, ask my over steam by adding Sir <===CHAOS===> Inferno   as i do not have an account for this website. Also, I may be able to help you update the UI for the game (such as taskbars, unit icons, building icons, mouse pointer) if you are interested in making it look more modern, but this is also a very simple task that anyone can do if they explore the game files. if you need this feel free to add the inferno account and i'll show you some of the screenshots of my updated chaos UI. anyway here are the ideas I thought of:

 

ELDAR:
Elf new Hero:
2x jump that disrupts & causes damage medium area radius Medium cool down
Tier 1 smite sounds unfair, disruption would mean DR can kill whole squads, eldar don't have knockback for a reason. Jump should be 1.5. Imagine vs IG, this would kill so many weak models.
 
 
 
Bone singer Wraithtomb cooldown increased (((only available on two bone singers)))
this second bit seems bad, keeping track of which bonesinger has the tomb on will be difficult in a high micro game
 
 
 
Dark Reaper build time increased
rly bad idea, the timings will be so off. vs necron, cron will have all points before eldar can harass. vs chaos,
chaos will be harassing base with raptors too early. chaos can simply outmass so much easier
 
 
 
 
Dark Reaper squad now comes with 4 units instead of 3
i guess this is to justify longer build time, but it is probably better to keep the current build time and only 3 models. Maybe ake reinforce cost 10 more req
instead?
 
 
 
 
Webway Gates now generate a fleet of foot radius
no keep FoF as toggle, else you remove all fun from playing eldar
 
 
 
Webway Gates can now teleport
teleport a webway gate to another webway gate? this wouldnt be used in normal play but sounds like it could create some abussive strategies with turrets
 
 
 
Fleet of foot is no longer a toggle on infantry units
no :[.  worst thing on this list
 
 
 
Webway Cloak can now cloak units
maybe change this to work like smoke field from rhino? each use does NOT stack. decrease accuracy of enemy by -15%. full cloak sounds broken in the late game
 
 
 
 
Eldar vehicles can now pass through into the webway
this is a joke, right?
 
 
 
 
Eldar nightwing removed
but why? it's eldar's anti air unit, and isn't pointless.
 
 
 
 
 
SPACE MARINE:
New Hero Unit:
Venerable Dred - tier 2.5 unit requires machine pit 3 vehicle popcap only 1 can be built. Ability: Plasma Cannon discharge medium radius medium cool down
SM already have 3 very powerful commanders. They have the most commanders in the game and should not have more. this makes the normal dreads redundant.
sm are probs strongest t2.5 race and adding another powerful tank would be unfair on other races. sm vs chaos would be very unfairly balanced, for example.
Perhaps change this unit into a set of upgrades? tier 4 upgrade already increases the HP of tanks, maybe add a line of text saying "dreads become venerable, HP up"
maybe plasma can be a tier 3 or 4 weapon upgrade for dreads, and the ability can work a bit like tau commander snap shot and deal high DPS to single unit.
 
 
 
Land raider Machine Spirit Ability now grants a temporary invulnerability, has a long cool down
invulnerable OP, this could be broken
 
 
 
lascannon squad - tier 2 unit comes with squad of 3 with a set up time 4 infantry popcap
make this require armory or tier 2.5? skull probe means sm is not vulnerable to tank rush
 
 
 
 
Scout build time increase, Range DPS decreased
you'll need to speed up cap time slightly to balance this w/ other races such as IG or ork, else sm gets behind on eco, but this is very good idea to prevent all in scout rush
 
 
 
 
Liberian smite radius increased  
no, this ability is OPAF already. I would even say to increase the cooldown time by 1.5x
 
 
 
 
Scout sniper damage increased, range increased
tau and elf would suffer so bad in team games, this would ruin the fun for many players. Sniper is debatably too strong at current stats. Here is video to show you a matchup which would be very hard vs sm with these changes
 
 
 
 
Assault / Space Marine Squads now produce with 3 marines instead of 4 out the barracks
this sounds silly
 
 
 
 
Assault Space Marine now use leap which causes damage & knock back upon landing
yet another tier 1 smite. this is more fair than the elf one, but is suited for dow 2 not dow 1.
 
 
 
 
Assault / Space Marine HP slightly increased
they already have big HP for tier 1. + they have 2 upgrades for HP later. in tier 1 sm would demolish ork and chaos with this change
 
 
 
Landspeeder can now bypass any terrain, the jump ability has been removed
this idea of "bypass terrain" essentially makes all these tanks air units, but they are land vehicles. this may make more sense, but in gameplay this is poor idea. keep speeder as they are. perhaps slightly increase the build time?
 
 
 
 
Force Commanders Orbital bombardment radius slightly increased, DPS increased
surely this ability is strong enough already? it can instant kill any race's generators which is their prime use, not vs infantry.
 
 
 
 
Terminators teleport time decreased dramatically
now this IS broken. try playing into breach vs an sm player, he can already jump into base, kill lp, and jump home, ruining the enemy eco. their teleports can already be spammed, with this upgrade you will be using them like vespids...
enemy will not be able to tie up termies, and they can jump arround enemy base freely with this change.
 
 
 
 
 
Warbiker Mob - Fast attack tier 1 unit requires at least two war banners, 2 popcap, only 1 can be built can also decap, is produced from HQ
sounds like ultimate apocalypse mod to me. you would need to be very careful with how you implement this unit, it must not have too high dmg or range. it shouldn't have good damage to buildings or else it could be too powerful harass tool
 
 
 
 
DeathDred - tier 3 unit 3 vehicle popcap
surely this is just a reskinned killa kan? ork does need something extra for tier 3/4 to make them able to combat IG, but this seems bland
 
 
 
 
Ork Boyz Melee DPS increased, HP decreased
slugga boys? they would melt to any enemy damage. i think this will make ork too weak vs eldar as the slugga will die much faster than they do now
 
 
 
Stormboyz Melee DPS decreased
only slightly
 
 
 
Killa Kanz now can be upgraded with a missile launcher
it can do this already?...
 
 
 
War-banners now gain a taunt ability that lasts for a duration if it isn't destroyed upon charging up, the ability grants a temporary speed boost and damage increase to nearby units. 
While the banner is charging the banner is vulnerable and takes on bonus damage.
This actually sounds really interesting
 
 
 
Shoota Boyz now can throw grenades after being researched
this should have low explosion radius and low damage seeing as shoota have huge DPS already
 
 
 
TBA Burner Bommber now is an ability that affects a large radius, with a long cool down, from the flash gitz.
maybe from mad dok or warboss instead?
 
 
 
 
 
 
 
NECRONS:
new commander abilities:
 
Tesseract Labyrinth Tier 2 Creates a Pocket dimension that throws a selected target into oblivion has a long cool down
does this mean instantly kill 1 unit? that shouldn't be usable vs tanks or commanders
 
 
 
Void field Tier 3 Deflects incoming projectiles in a medium radius around the necron lord for a duration medium cool down
so this is basically just phase shift but deals damage too..... hm. necron lord is already unkillable so: phase shift + phylactery + void field, this guy would never die
 
 
 
Sempiternal Weave Tier 4 Makes the necron lord temporarily invulnerable & can still attack for a duration long cool down
imagine this with immortals in the army, i think that is broken. units cant tie the immortals up as necron warriors will kill them fast in the short range, and they cant kill the warriors because they are invulnerable.
meanwhile the immortals kill the enemy HQ or other important building. not to mention this with the resoterd monolith, can heal it with scarabs whilst it still shoots and can't be damaged. 
combine this with phase shift, and void field/phylactery and necron lord is pretty unkillable. maybe make this ability usable on 1 allied unit, and not usable on the necron lord?
 
 
 
 
Translocation Beacon Tier 4 All warrior & immortal units can teleport to his location long cool down
so i think you haven't thought abotu how these ability can be abused in combination.
EXAMPLE:
lord jumps into enemy base
1) translocation beacon, teleport army into enemy base near HQ
2) attack buildings
3) when enemy responds, make army immune with sempiternal weave
4) enemy most likely losses his HQ and part of army
5) solar pulse or phase shift, delays damage to your army for longer time
6) deciever to distract enemy from fighting your army
7) army teleports home, suffering no damage due to the complete abuse that enemy had to withstand
 
 
 
Deathmarks - tier 1 Only one squad can be built - 2 infantry popcap does good damage to light vehicles and infantry. Scales with warrior upgrades.
make them tier 3 commander squad
 
 
 
 
Scarab build time decreased, HP increased
unfair early game advantage, in all maps necorn can go for 5 scarab eco boom
 
 
 
 
Warriors now cost 75 power with the first two warriors Free
so I did some tests to see how this would impact gameplay
necron starts wth 300 power
necron needs atleast 5 gens placed at the start, this costs 200 green, leaving 100 power
que 1 NW, only 25 power left. no chance you will be able to get the necron lord at this rate, and he is very important unit in many matchup
i think make NW cost 25 green and to have only 3 models when they are built, as a lot of players wont want them reinforced like much at the start of play
 
 
 
Necron HQ now generates 20 power
normal HQ = 20 req
10 power == 20 req (more or less)
this would be a bit too strong for a techy necron in team games, especially with the faster builder spawn time
 
 
 
Necron tier 2 power research now cost 450 power up from 350 power
ouch. this is how it used to be but the devs reduced it. 350 power is a HUGE investment, as tier 4 could be got instead. 450 is a bit too pricey imo
 
 
 
Necron Heavy Gauss Turret DPS increased, HP slightly increased
heavy gauss already strong, it shouldn't be upgrade at all
 
 
 
 
Wraith production time decreased
this is a joke right?
 
 
 
Tomb Spider micro scarbs now have a toggle to fly & can also engage ground units
ths is really cool idea
 
 
 
Deceiver gets the new Time vortex ability, which desentagrates targets in a medium radius, Ctan lighting is another new ability which effects a large area that slows enemies and does damage overtime.
so many new abilities for an already powerful unit? if you add new abilites, make them morale style for Deciever to fit with the theme
 
 
 
Deceiver old abilities have been removed
why not change how they work instead of removing them?
 
 
 
Pariahs are now replaced with the Necron Lychguard
NO! leave the memory of the pariah alive :(
 
 
 
Tzaangors tier 1.5 requires armory Melee squad only 1 can be produced 2 infantry pop cap
chaos has enough melee infantry already? please fix khorne bezerker by improving HP and doing a bit of dps to buildings instead
 
 
 
Slave builder unit walking speed now increased with forced labor
no one would use this ever, better to use on buildings
 
 
 
Chaos Lord unit build time increased
no way is this fair. he is necessary vs some races, and already has huge build time
 
 
 
 
Cultist Grenade damage Increased, Range decreased
I'd suggest decrease damage slightly, keep range, and allow for 3 weapons on a cultist at start instead of 2
 
 
 
 
Cultist HP increased
but why
 
 
 
 
TBA Chaos Taylon dirty bombing run is now an ability which the chaos lord can call down, effects a medium radius, & slowly kills a target location, has a long cool down,
is this really necessary for chaos?
 
 
 
 
Updated Model:
ask people from UA mod and daemons if you can use their models. chaos marine looks amazing
here is example screenshots so you can see:
 
 
 
 
 
IMPERIAL GUARD
Skitarii Vanguard - tier 3 unit choice between kasakin squad or Skitarii Vanguard. Slowly damages units once in melee only 1 squad can be built takes 3 infantry popcap
no one would ever pick melee unit over kaskrin, ever.
 
 
 
Bunker Weapons - 1 slot range DPS increased, 3 slot Range increased
this isn't necessary, they already deal great damage to infantry
 
 
 
Commander build time increased
Commissar build time increased
really? i don't think these are unfair build times as is
 
 
 
Chimera Range DPS increased
a joke right? XDD
 
 
 
Imperial Guard global capping time decreased
no they have fast like orks already
 
 
 
Imperial guard can call in 2x squads of guardsmen armed with plasma this requires a tactica and tier 2.5. the ability is called from the HQ. Must have a field of view.
um wtfff... broken? 2 free units?
 
 
 
 
 
 
 
DARK ELDAR
Lhamaean - tier 1 made from HQ 2 infantry popcap only one can be built
so this is basically dark eldar harlequin. in tier 1?.. so they can now have 3 commanders in tier 1. maybe make this tier 2.5 where dark eldar is weaker
 
 
 
 
Wracks tier 2 unit 4 infantry popcap produced at the Hall of Blood
should be t2.5
 
 
 
Dark eldar builder build cost from 75 req to 90 req
sounds brutal if they lose the builder to scout rush
 
 
 
Mandrakes build time decreased
only very slightly, if at all. they have fast cap speed so this is a bit of an unfair advantage
 
 
 
 
Scourges Range DPS increased slightly, HP increased slightly
this should be ranged dps (((decreased))) vs infantry
 
 
 
 
Corrosion ability now decreases armor of units in the cloud by 15% instead of 8%, cloud radius increased
this seems a bit too high
 
 
 
 
Dark Eldar Archon Vampire ability removed
fix it, dont remove it
 
 
 
 
Archon gains the Dance of death ability that lasts for a duration
wtf how will this work with incubus, and also, how will you make this not look stupid for the archon model?
 
 
 
 
Bug Fixes:
Archon vampire ability fixed
but you said you will remove it?
 
 
 
Extra notes:
need more strength tier 2.5
need less strength in tier 1!
suprised you did not mention these, DE hillariously unfair in tier 1
 
 
 
 
 
 
 
TAU:
Stealth Suit jump packs no longer need to be researched
No! this will mean they can take the map far far far too fast. they can jump to middle of map on panrea, for example and get huge advantage.
 
 
 
 
Commander HP increased
not necessary, a good player wont let it take damage
 
 
 
 
XV88 battlesuit now cost 1 infantry pop
in a hypothetical situation this is abusable, maybe for quick start players this is unfair
 
 
 
 
 
Barracuda Gunship now cost 4 vehicle cap, only 1 can be built,
maybe limit it to 2 or 3, it is a very necessary unit
 
 
 
 
 
SOB:
Sisters of battle transport vehicle DPS increased, popcap increased
I know very little about SOB, but i dont think this needs DPS increase
 
 
 
Sisters Squad DPS increased
only slightly
 
Extra notes:
why don't you mention balancing celestians vs necron? the cellestian grenades should do a lot less damage vs buildings light armour (necron generator) and cellestian should do slightly less damage
 
 
 
 
congrats if you read that all and i hope it helps
 
 

Hey Guest,

 

So what you're saying is adding new content isn't going to balance the game? This is why this is important to get the community feedback, we are not just making a mod for fun, we intend to balance out the game as well as add new content, we will not box our selves in by just making a balance update. Thanks for the input though it is noted. It would be great if you could give more input that was more constructive lets say to the proposed balance changes based on the current meta. I also want to add that these proposed changes actually fill in much needed changes, they weren't just for fun. The current meta of soul storm is broken. The changes that say increase or decreased don't have the actual values proposed but are a base to call out what needs to change.

 


fuggles

Posted 15 June 2018 - 05:11 PM

I mean there is probably an argument that you could make the mod already using existing models and corsix to prove it works.

Review the complete topic (launches new window)