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I will say however, ♥♥♥♥♥♥♥ that Knight Errant. As a fan of Knights I loved the custom work there on the thermal cannon though I would see if you can scale up the land speeders melta burst for the Errants Thermal Cannon in order to make it more like how the weapon is described. That though is a minor visual thing that can be done anytime. Great work on the Terminators though, didn't think the Storm Bolters would work out well but I was wrong and I'm plesantly surprised.
Sidenote: If you ever do a custom Imperial Knight Mod for this game, you have a beta tester in me
As for the Tartaros Terminators, yeah they're OP mostly because they're bugged XD I can't figure out why. They're tagged as 'Assault Terminators' in the mod files which are supposed to be exempt from health/damage upgrades that typically affect other infantry (I did that to prevent terms/meganobz from being too OP) but they still get affected by them, raising their HP and attack to frankly ludicrous levels. I'll keep working on making it so they aren't affected by them and then they should be more balanced - standard HP is at 7500, and with the armor level being significantly lower than non-upgraded Imperial Knights, they're supposed to be way easier to take out. Provided those upgrades don't affect them.
If I can't fix that bug...I'll just lower their health and attack til it makes sense with the upgrades :P
As for the Imperial Knight 'mod' idea - funny thing, I may or may not add a Warden to the game. Sadly, I can only use files that are already in the game, hence the thermal cannon, but an avenger cannon from solaria and the chainsword would make a good Warden. Was also thinking about making the Crusader start with one avenger and one battlecannon, upgradable to have both avengers Solaria style. Basically, either way you're stuck deploying 2 so in theory it should still be balanced having multiple knight choices since each faction can still only put out 2 superunits.
Also I played through the Orks and Eldar. Orks are actually pretty on point though I'd see about cleaning up the looted tank model, looks kinda meh. Eldar on the hand are a bit well, boring. I think the addition of perhaps like Mustafao01 said, extra line units, would help the Eldar, specifically the Fire Dragon's and perhaps Swooping Hawks.
The former might be hard to make work (I wouldn't use the dark reapers as a base for them) but the latter you could just used modified versions of the helmated Autarch. They could fill the same role as the Assault Marines and Stormboyz.
Basically, I'll look into adding new stuff, but chances are it won't be anything major because (outside of the janky text) I don't want it to look too silly in some regards. I can just give a chainsword to a ranged-animator Guardsman for example, but he holds it like a 2 handed chainsaw (admittedly THAT one turned out funny, maybe i should add it). Other times weapons straight up get held upside down, backwards, or they sit on the floor or in the sky. Still, I'll do what I can :P
You call them in and they come as 3 guys but then have the ability to spend resources to upgrade the squad to a max of 5 and perhaps lock that behind tier 2 of the stronghold or something or an arsenal upgrade. That way they still deploy small but people can upsize them because, lets face it, its sad when I need to call in 4 "squads" (fireteams really) of Marines just to get 2 full squads of Marines. Additionally I think altering the devastators so that they only have 1 las cannon is a bit meh but thats just me. Just a thought
As for the whole increasing squad size thing via upgrades, i WISH i could do that. Problem is, DoW 3 literally straight up ignores squad size increase commands (and if you force it to listen? it crashes the game XD). So basically, the size of a squad on construction is the permanent size of the squad. With devastators, I may switch that so it's 3 lascannons instead of 1, and I have been putting thought into increasing squad sizes or raising pop caps to make big armies more feasable.
And it sucks that the Heavy Flamers are broken but thats to be expected with Relic's half-baked game and crap mod tools. Worse then EA in some regards.
EDIT 7 hrs later: It also sucks that you probably can't add the option to add lascannon or assault cannon to dreadnoughts, cause that would be cool.
1) The Wraith Knight's jump ability needs a nerf - upon landing he fires of a large number of shots, but since each shot is extremely strong in this mod that means the ability annihilates anything he jumps at.
2) You broke Taldeer - two of her abilities revolve around Stasis, which she could break applying a debuff to hit enemies, however she can no longer attack stasised enemies making her practically useless outside of freezing enemies for a moment.
One of my criticisms, which a few others share with me, is that it feels like most units (infantry at the very least) die too easily, more so than vanilla, which makes them feel far less effective and fights even shorter than they should do. Perhaps most don't agree but I think they should be able to take a bit more damage.