What next people?

Issues dealing with gameplay balance.
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Eclipse
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Re: What next people?

Postby Eclipse » Sat 20 Dec, 2014 10:59 pm

I am not speaking for the devs, but the message I got from the foregoing conversation is that they'll make whatever units they have the models for, regardless of how well thought out other units may be.
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Re: What next people?

Postby ytimk » Tue 30 Dec, 2014 7:41 am

In a continuation of my "fanciful dumb ideas from a noob" series of suggestions:

-Ranged upgrade/option for GK Termies - (Purgation range and fire rate) Psycannons - one for each model. To make the modeling easier just make their halberds much weaker and change the fire rate of the Psycannon wristmounts. Shit, just remove the halberdsand make the other arm a duplicate with a mounted Psycannon basically doing pewpew (on the move?) For GK ranged AV hurr.

-Costly Vehicle/"driver" upgrades for T3 vehicles (and super units?) - also simpy to have a cosmetic commisar/mek-ork/techpriest sticking out of the top of a vehicle waving their arms around. Eg a techpriest/Commisar/Commander for Imperial vehicles makes them... go fasta? Like a mek for Looted tank?

I think it would be pretty funny seeing a LG-looking guy with hat and mustache on a BB making the unit go slightly faster (driver me closer, hit with my sword etc). Same with a little mekboy coming out of the top of the turret on the BW. Fanciful but eh, GK AV and vehicle upgrades is what I'm getting at.
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Re: What next people?

Postby Atlas » Tue 30 Dec, 2014 5:43 pm

Another convert to the Commissar Baneblade I see :P
ol'smithy
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Re: What next people?

Postby ol'smithy » Tue 30 Dec, 2014 11:36 pm

Can anyone modify the gate on the map Angel Gate to open once VP's tick down to a certain number? Once that happens, swarms of AI nids attack both teams and make the top VP much harder to cap. Expect to see this at the top of the next patch notes, thanks
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Oddnerd
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Re: What next people?

Postby Oddnerd » Wed 31 Dec, 2014 12:13 am

Commissar execution needs to not prevent retreat. Retreat is such an integral part of the game that its just too much of a weakness or at least too risky to use most of the time. From a flavour perspective I see why it prevents retreat, but because the retreat option is such an indispensible part of the game the double damage advantage has to really be worth it under the circumstances, the guardsmen squad is squishy enough (especially early on) as it is.
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Torpid
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Re: What next people?

Postby Torpid » Wed 31 Dec, 2014 2:48 am

Guardsmen squads are some of the toughest t1 units in the game, only "space marine" squads are tougher, or warrior broods in t1.

Also, note that 100% extra damage is the same as catalysts effect and that makes the squad you use it on lose 50% of their hp throughout the abilities use... Quite risky too and that's a global that costs red!

Execute cancelling retreat also makes it very useful in t1 for retreating then using execute on the squad mid-retreat. This can be used to counter would-be knockback such as an ASM jump, or just to quickly get away from a melee squad that may otherwise start a melee charge, or to avoid losing more models while kiting away slowly from a ranged squad. It would lose this functionality if changed and that's very undesirable.
Last edited by Torpid on Wed 31 Dec, 2014 3:31 am, edited 1 time in total.
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Ven
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Re: What next people?

Postby Ven » Wed 31 Dec, 2014 2:50 am

ol'smithy wrote:Can anyone modify the gate on the map Angel Gate to open once VP's tick down to a certain number? Once that happens, swarms of AI nids attack both teams and make the top VP much harder to cap. Expect to see this at the top of the next patch notes, thanks


Max Power said to me the other day he has an idea similar to that for an Angel gate Redux hes planning.
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Roey
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Re: What next people?

Postby Roey » Fri 02 Jan, 2015 12:48 pm

Id imagine, due to the holidays, the next update might be February? If so, should we collate a list of balance changes that we think need looking at? For example the discussion about Slaughter (dont change it, its wonderful), and perhaps start a new thread for it to make it easier for the Lords of Elite?

Notice I said Balance issues. As much as I want new units, they can come after we've collated our list.
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Ven
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Re: What next people?

Postby Ven » Fri 02 Jan, 2015 4:30 pm

Roey wrote:Id imagine, due to the holidays, the next update might be February? If so, should we collate a list of balance changes that we think need looking at? For example the discussion about Slaughter (dont change it, its wonderful), and perhaps start a new thread for it to make it easier for the Lords of Elite?

Notice I said Balance issues. As much as I want new units, they can come after we've collated our list.



there is a catagory called balance discussion for a reason. the modding team have been fine with searching these forums for proposed balance changes for years now. furthermore im pretty sure the consideration of balance changes takes more than just an evening after reading one thread. the modding team read each thread as they are posted and if the balance proposal is sound, is jotted down on a notepad or something, i'd imagine.

also, never assume when the next update will be. there is no way of telling unless we're told. we wern't expecting 2.3.1 until 2015 but then indrid was like "errr. yea its almost done, gonna be up this weekend" in late November.
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Re: What next people?

Postby Roey » Fri 02 Jan, 2015 10:52 pm

The assumption was based on my own selfish needs haha ;) So yes, apologies for that if it seems presumptuos. also yes, they might have been happy trawling the forums before, but I see no harm in suggesting starting a thread for it?

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