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0HawkLord0

Member Since 20 Sep 2018
Offline Last Active Aug 17 2020 04:31 PM

Posts I've Made

In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

21 October 2018 - 04:13 PM

Not a problem! I can do that for sure. Yeah with a big post it's hard to sift through especially if you're working on multiple things. Not problem at all.


In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

21 October 2018 - 03:43 PM

Yeah do end up winning most of the games I have observed them as AI but it seems to happen mostly in the mid game stages from what I have observed, they are able to bring more squads then other factions are and can actually outnumber people once they get an economy going. Another thing I wanted to add was in this respect making more advanced infantry units cost 3 or even 4 population to make this a little less unbalanced. Thanks for bringing that up, I forgot to mention this!


In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

21 October 2018 - 12:37 PM

Okay so I have continued to test the Space Wolves, and I have some more thoughts/ideas for your consideration. Little more detailed report then my first one.

 

1: In my first post I mentioned switching the blood Claws and Scout units production buildings. I believe that this is a good course of action because the Wolves especially in the hands of the AI are rather slow in terms of capping points, and getting strategic footing on the map. This is not as bad on small 1v1 maps, but on larger maps this is an issue. The AI build order goes with a Blood Claw or two, and builds multiple Iron Priests, or tech-marines. This stunts their growth due to the high cost of units early on, and it makes the AI play defensively. I would suggest an increase in the size of the scout squad, along with increasing their load out options once tier two is reached, as of now they only can be given one upgrade, and there is little reason to build them. I would say giving them sniper rifles and maybe a flamer/plasma gun would help them keep their utility as scouts are supposed to have in the fluff, and it keeps them in line with other scouts factions like the Dark Angels, and vanilla scouts as well. Maybe upgrading them with chain-swords could be interesting as well? Not sure if that is doable or not. The Emperor's Wolves are his executioners, with fluff like that I would suggest that playing defense is not in their nature, and it makes them weaker, as they are an offensive army but end up being forced into a defensive posture and thus they get overwhelmed. I have noticed this when playing against Orks, Dark Eldar, and Chaos Marines, they attack early, and they can put the wolves on the back foot in the hands of the AI on hard difficulty. Hardest difficultly is tougher still, especially in team games the Wolves end up losing their side relatively fast, but I think it is an easy fix. 

 

2: If the change is made, I would make the Grey Slayers and Blood Claws have comparable health, and squad size, and both cost 300 REQ as to make them a choice between melee or ranged squads at tier 1.5 making strategic decisions more relevant in terms of army structure, thus not breaking balance either. If this were to be done I would also make sure to not allow Grey Slayers to have any more plasma rifles, the entire squad can get them, and they become Ork and Space Marine killers, it's very strong and I would lower that to one less plasma rifle.

I would lower the cost of sky claws and little bit, they cost a lot at the moment, and while they are great, I think they are a bit to expensive, maybe 340, instead of 360?

 

3: I like that the wolves get the Leman Russ, I think it's neat for sure, but what I have found myself doing, is getting a Leman, and then when I get my Land Raider, I have to get the standard version with Lass cannons because I am lacking anti-armor vehicle punch. Might I suggest maybe an upgrade to customize the Leman a little more, allowing you to have a decent main battle tank if you can't get a Land Raider in the absence of a relic. I think this would help late armor out in a big way from a game play standpoint. Not sure if it is entirely fluff compatible however, but balanced game play does take precedence, otherwise the Necrons would be modded out of the game :D. On another note, perhaps giving the Land Raiders a hunter killer missile for a little extra punch? This is needed for sure if you can't change the Leman around, a hunter-killer would help offset that a little bit. I think this would fit in nicely with the offensive style of the Space Wolves, and give them more bang for their buck as it were. It might be a nice addition anyway, giving the space Wolves more offensive ability, and make the player choose more carefully in how to dealt with them.

 

3A: Possible Bug; The invincibility machine spirit ability doesn't always seem to work on the Land Raiders, it fires but sometimes they still get dealt damage. Not sure if it is a bug or not, but it was an issue I noticed it seems to happen when it is engaged with other vehicles.

 

4: On the issue of offense, I would say maybe having a rule that the Wolves can't use turrets or can't build 6 of them? This is more the fluff talking here, but as an army that wants to Rip&Tear for the most part, turrets are a little out of their element. Just a minor issue there, if their play is supposed to be offensive, then I don't think it matters if they have turrets or not, best offense is a good defense. 

 

5: I was checking out the MDB form and I was looking through the comments on the mod, most people were complaining about the lack of infiltration detection. I found that I never had a problem, if you need it really bad, against Tau or Edar, one Fenris wolf pack gets the job done, along with the Wolf Lord. But as a fun upgrade I was thinking of maybe allowing the Blood Claws to be upgraded with a pet wolf or two, not sure, just something that could be fun, but is honestly not needed. I really don't think its a major problem at all. 

 

5A: The Wolf Guard Melee Terminators need to have another member or two added, they are a bit underwhelming for terminators, they have a low damage output IMHO. The Ranged terminators are really nice, but maybe more weapon options? maybe allowing them to get a flamer or a terminator auto cannon would help them be even better, and let them have a bit of utility as well. 

 

6: I have seen the model for the Wolf Guard in tactical armor with the superior bolters, but the unit is not implemented in game. I think it would be neat to give the Wolves a Tactical Squad honor guard, that would be designed for the Chaplin or librarian to attach to, the model looks good in the army painter but isn't in game, made me sad :sad: . Maybe it could be built from the sacred artifact building? Or Wolf Lodge? I forget the name of the building the produces the Rune Priest. 

 

7: Glitch report; when the tech-marine is in combat, and surrounded, every once in a while he gets stuck in a frozen building animation with his servo harness fully extended in all directions around his model. This has happened to me only twice, and I have had a lot of trouble duplicating it, it's not game breaking and it quickly corrects itself. Again I have tried to get it to happened multiple times, and in tons of play-tests I've seen it twice, definitely not a major issue. 

 

7A: The tech-marine has the rally ability which is kind useless because you can get sergeants at tier two with the same ability, and they are cheaper, and they aren't limited in number. The tech-marine when attached to a squads also makes the entire squad a builder unit so to speak and has to be moved manually apart from the rest of your army. It's needless micro, and once you get a sergeant he isn't really needed. Maybe giving him a sabotage ability instead, and taking away his attachment ability, I think the AI would also use the unit better in that capacity as well. Personally I found little use for him in combat because I was building to get to the 2nd tier anyway so that my squads could be filled out once built.

 

7B: Also maybe limiting the number you can build to three, the AI builds four of them early on, and is again detrimental to it's effectiveness.

 

8: Cosmetic suggestion. The wolf lord of the Space wolves 13th might be a better choice for the normal space wolves, maybe switching the two around? The Space Wolves wolf lord looks like he has the wolfen curse, and his weapon seems a little heretical. BLAM, Heresy!! Anyway just an observation that might make a little more visual sense as the 13th have a wolfen lord, who doesn't seem super wolfen to me.

 

9: Overall this project is really solid, and doesn't need much work, a few things moved around and I think its well on its way to joining the ranks of finished projects, It looks good, the army has a good feel, animations are good, FX is good, I think they are in great shape!


In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

19 October 2018 - 12:21 AM

There is one moment when you can beat the Tau, its when they are trying to build the path to enlightenment. Literally the only way you can do it if not super late, or super early. With the Tau I just rushed them as soon as I had four units, and they didn't have that many squads built, I honestly thought there would be more for sure. 

 

In regards to testing, I was thinking of trying to run maybe five to ten 1v1s vs every faction, with which ever I am testing, and then then the same type of thing against multiple opponents, and with a team. Maybe to try and notice patterns or see if there are strategies that can be developed in order to maybe further flesh out the faction. Just a thought for how I could test things in the future. 


In Topic: Space Wolves Mod 0.76 (Not Wolf Lords)

18 October 2018 - 10:46 PM

Okay so to clarify better, i was able to take out the tau, Pretorian Guard, and the Orks. The tau put up the most resistance, but that was because their army was in their base, the orks we off bashing skulls somewhere else, and i waltzed into their base. So i had a very easy time with the first two.

The Guard were engaged with the necrons and i came in behind them, but i ended up losing most of my force to the necrons, after i collapsed the PG.

I generally play annihilate, with standard rules, and i play either on hard or harder difficulty. Basically it has worked against everyone who has a weaker early game.

 

I was just testing them out within the current public build, and against other Unification/Vanilla races, so nothing special, due to the fact that they are already balanced to a degree. I forget the name of the map atm.