I've been thinking abut this for a while, maybe it's silly.
On one side we have the Strike Squads armed with halberds, who are the less powerful GK melee fighters (I don´t count IST).
On the other side, we have the Terminators armed with halberds, who are one of the most powerful GK melee units.
Then, we have Interceptors and Purifiers, both wielding swords and being pretty different as ones are energy and others just melee.
I think the nemesis weapons could be used to set better differences between the units visually and make likely units wield likely weapons. My suggestion is:
- Make Strike Squads and Interceptors be armed with nemesis swords, keeping the same stats they have now of course (30 damage per hit and 23.08 per second for Strike Squad models and so on).
- Make Purifiers and Terminators wield halberds, again keeping their current weapon stats (45 damage per hit and 34.62 per second for Purifiers, etc).
This way all units with Melee damage weapons have swords, and all units with Melee Energy damage weapons have halberds, making it more instinctive.
Moreover, this way all Purifiers in the unit have two handed weapons like the Justicar with daemon hammer, making another nice visual effect and helping to distinguish them from Interceptors easier.
GK Nemesis Weapons toggle
GK Nemesis Weapons toggle
Last edited by Aertes on Sat 03 May, 2014 9:22 pm, edited 1 time in total.
Re: GK Nemesis Weapons toggle
That would be fitting, yes, but i guess the design idea behind this was to give the SS and the Interceptors a different visual. In the heat of battle (especially a big melee fight blob) would it be more difficult to seperate them (maybe).
Plus, arent the special attacks of sword and halberd different? (from range mainly)
Plus, arent the special attacks of sword and halberd different? (from range mainly)
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Re: GK Nemesis Weapons toggle
Symetric wrote:Plus, arent the special attacks of sword and halberd different? (from range mainly)
No and that's another thing I'd suggest to revise. Strike Squad members with halberds use the sword animations for their melee attack, creating a really weird effect as they handle their long pole weapons with one hand. I suggested the animations of the SM force commander with thunderhammer (the same used for the Purifiers' Justicar with Daemon Hammer) for the halberdiers before.
Re: GK Nemesis Weapons toggle
Wow good thinking I would like to see that strategy in game if it will be very effective.
Re: GK Nemesis Weapons toggle
It would work, but if the animations are not the same length from swing to contact then the way damage is dished out would have to be completely recalculated so they retain the same DPS, but otherwise it should be fine.
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Re: GK Nemesis Weapons toggle
This is a very nice idea dude. Well done. 
If only they can find a solution for animations, it would be great. And yeah, Purifys deserves much better looking weapons.

If only they can find a solution for animations, it would be great. And yeah, Purifys deserves much better looking weapons.
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