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Fordítási probléma jelentése
I would love to see Tyranids in some way follow their Hive fleet methods.
Large space-faring organisms that exist to remove resistance from other worlds and then devourer them completely. Here are some ideas I would like to see with them:
-No shields! At all! Tyranids are organic creatures without generators
-No abilities like the other factions (especially micro-jump, or any of the bombs)
-Low health. Concentrated fire, even by escort ships, should be able to take down a tyranid easily.
-No lightning strikes. Again, no technology
-Synaptic effects! If out of range of a synapse organism, tyranid ships should revert to basic behavior. Simply attacking at closest range the nearest ship., and you can't regain control of them unless you get them in range again.
But what should they gain?
-Health regeneration. As punishment for not killing off low health tyranid vessles, they should be able to regenerate HP over time
-high boarding resistance. Like orks.
-Passive Assault bonuses! Like Nurgle's void locust ability (damages ships that are too close over time), enemy ships that are close to a tyranid vessel should have a chance at suffering 1 assault action every X seconds.
-Grappling tentacles: many tyranid ships would actually latch onto other ships and either tear them apart or unload thousands of smaller organisms to eat it alive from the inside. I would like to see some vessels that can 'ram' other ships, and when they do, they latch on. If they latch on, they can either slow the ship down, give damage over time, or give boarding actions, etc. It could stay attached until another ship shoots it off or kills it.
-"Without Number". There should be some kind of effect that shows the endless tide of tyranid organisms. Maybe escort ships are so weak for tyranids, but they constantly respawn when they are destroyed and come in off the side of the map edge.
-Rename the critical systems. Deck=Central Nervous System. Engines=propulsion organs. Etc.
I would love to see tyranid ships be really cheap and rely on having lots of escort ships clogging up the firing lanes. I want to run a swarm of ships towards the enem and understand that half or more will perish long before I even reach them! To me, this is the essence of the Hive Fleet. I would love to play in this style.
I seriously stay up at night just thinking about everything they can do with this game.
Love it.
No shields, regenerating health though, and their assault actions should be catastrophic. I would absolutely love to see a battleship sized tyranid organism consume enemy ships whole, like just ram them and instead of blowing them up, eat them!
Tau apparently rely heavily on smart missiles, so I imagine them to do be able to fire heat seeking torpedo barrages and have heavy rail gun broadsides. Also their ships look like fish, kind of, which is cool.
And necrons are apparently the most OP in TT battlefleet, with high powered weapons and thick armor. I would love to see them being a slow but powerful fortress with interesting teleportation and shroud abilities.
The Tyranids do not have shields, what they have instead are these spores that their ships are constantly pumping out that can intercept incoming attacks. Their guns are very very short range. They have special upgrades they can take on their ships which allow them to latch on to enemy ships and tear it apart, and this does massive damage if i remember correctly, pretty sure tyranids are good at boarding. They have these special batteries that can cause fires, pyroacids or smoething like that. They can also shoot tons of torpedoes in the form of spores, I'm pretty sure tyranids don't get ordiances. Tyranids also have this special rule called synapse which means their ships have to be a certain distance from their hive ships in order for the player to maintain control. Otherwise they resort to their instinctive behaviors.
The Tau ship are close to the speed of the ork ships. I think they have special torpedoes that can change their direction. They have special fighters called mantas which act as both bombers and fighters and are very difficult to destroy. The tau don't have assualt boats and i don't think they can do boarding actions. They are extremely weak to boarding. In the tabletop they have a rule that makes it so if their ships stay close together it's like their weapons have the benefits of lock-on target.
The space marines are very assualt action heavy, they are pretty heavily focused on boarding and assualting. They're very similar to orks minus the ramming.
The necron ships are very elite, they have the speed of eldar or close to it, but are as durable if not more than orks. Have a nasty battery weapon with 360 arc and tons of other rediculous abilities. They're so OP in the the tabletop that they have specials rules that make it so that if an opposing players loses most of his fleet or all of it and only cripples a couple necron ships, then the opposing player can win.
In any warhammer game, some well meaned and well intentioned rule is written poorly somewhere, and people exploit it. Other than that, theres huge gaping imballances between things like magic vs missile shooting, or imbalances between cavalry/vehicles vs infantry.
Its fricken nuts TBH. Us as video game players have it soooooo easy. Imagine spending $600 on your army, 90 hours painting your models, to find out that your army loses to some ♥♥♥♥♥♥♥ kid with a spam build, because the rules are broken.
What? Eldar raped by necrons? Are we playing same TT WH40k? In competitive 40K Necrons lose without any chance against eldar
https://drive.google.com/drive/folders/0B-aXA8fc5AQ8fmpVUEtsb1IxcDM5M2pBZjVGcFM5MTlWejVqVkt4VXZzX3E1YWQ0OER5Vnc
click on the "BFG rulebook - Armada.pdf" for the rules of the various fleets.