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ZeusHammer

Member Since 29 Oct 2017
Offline Last Active Sep 08 2018 07:11 PM

Posts I've Made

In Topic: Space Wolves Mod (Not Wolf Lords)

20 November 2017 - 06:56 PM

I base myself on Biffy's Peril, and I can tell you that if you start by training additional builders to build the barracks faster, then train three scout squads to start capping, you still get to conquer your first strategic points roughly at the same time as you would with other races (building three of whatever troop they can build from their HQ).

  • If you just increase the scouts' build time, this would slow you down in capturing your first points.
  • You still can't decrease blood claws' build time as to make them effective cappers, as they are (or supposed to be?) stronger than, say, slugga boyz or cultists, and you'd have 6 units stronger than most of what others have available at that point.
    • They still COST as 6 units too, true, but you still shouldn't spawn a squad of 6 in the same span others spawn a squad of 4-5 (cappers)

As they are, Blood Claws are melee units in all respect, taking their sweet time to build too. It is true that if you build the armory as soon as I do you'll prefer sky claws to blood claws. Is there currently any reason to prefer blood claws to sky claws aside from the cost? Sky claws also deal higher damage (as far as the UI says) once you perform the relative research. I'll see to test them both against kroots and let you know. I think BC may be in need of some beefing up (maybe after research).


In Topic: Space Wolves Mod (Not Wolf Lords)

18 November 2017 - 10:20 PM

True, I hadn't thought of how fast you can produce them, for instance. My bad ^^'


In Topic: Space Wolves Mod (Not Wolf Lords)

18 November 2017 - 07:51 PM

I must say, I like the setup time, and damage seems still decent enough. I played a game against Necron, they kicked my butt (because I'm not that good, not because of balance issues, I think). I used three scout squads, but they were not my unit of choice for dealing damage, though they were a fairly decent support.

 

I was wondering if it could be preferable to make scout squads cost 1 squad cap. They have a seemingly decent damage output, though they require Tier II to be upgraded, but at that point  you may rather have two grey hunter squads with plasma rifles rather one scout squad. While I haven't hit the maximum cap in a game, and though you may reinforce scout squads while you can't reinforce pack squads, they still come in a small squad size, and I think they should cost just one squad cap, as for other marine mods and vanilla SM.

 

I want to test how good scouts are for chasing after enemy units. Sniper rifles take a lot to load, then deal one powerful shot. These still require some setup time, then require time to deal damage, giving perhaps enough time to get out of their way before they can be effective. Not necessarily a bad thing at any rate. I'll keep testing.


In Topic: Requesting 30/40K Voice Script Writers and Actors / Actresses

09 November 2017 - 06:49 PM

Tau... East Asian accent... Are audition still open? I think I'd like to apply. Do you think it could be nice to actually include some Japanese lines? I remember seeing some Rising Sun units in C&C RA3 which actually had some, I remember a "got it" on moving and "die!" on attacking.

  • No, I have never acted before.
  • No, I am not Japanese.
  • No, there was no need for this list.

In Topic: Space Wolves Mod (Not Wolf Lords)

09 November 2017 - 05:28 PM

Oh... I thought he meant that you can just spam anything against AIs and thus that doesn't mean that some race has a unit spam exploit ^^'