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3ldrad_Ulthran

Member Since 09 Feb 2020
Offline Last Active May 17 2022 03:49 PM

#1106220 Space Wolves Mod 0.76 (Not Wolf Lords)

Posted by 3ldrad_Ulthran on 16 February 2020 - 12:08 PM

Hi brothers,

 

I recently joined the test team and was asked to test teh Space Wolves 0.76 mod. Here below are my findings.

It seemed quite polished eventually and the logfiles did not show any missing sound, texture or AE so the items listed below are minor.

 

Visuals

  • Incorrect flag when capturing a point: For some reason, I always get the Dark Angels' flag when capturing a point with Space Wolves. Not sure if it is my game that has an issue or the mod itself but I still wanted to mention it
  • The Helfrost Blast ability from the Rune Priest seems to lack proper FX compared to others. You basically just see a tiny ball of light flying towards the target but no explosion at impact or anything else
  • Cannot see unit costs in the UI: It may be a problem from my own game again, but I do not see the RP needed to produce a unit
  • Fenrissian Wolves would require some revamped texture and animation (especially when killed by a blast) but I know this is not a tester's job to criticize this aspect.

Gameplay/Balance

  • The Fenrissian Wolves appear to die very quickly and against pretty much everyone so I was wondering if they should be balanced a bit
  • I am not sure why but both the Lone Wolf and the Wolf Priest run much faster than the other units which is surprising given they wear terminator armours
  • If I follow the logic of SW not reinforcing squads but rather have increased damage for the survivors, I would expect the Lone Wolf to be a bit stronger than he is (he dies fairly quickly)
  • This may be a silly remark but is there a reason why scouts are not available in HQ and cannot have sniper rifles?

 

That's about it.

 

Take care brothers.

 

EU