If these ideas interest you ask me for more
Mk III power armour
- Black Relic

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Mk III power armour
I did this. And i would LOVE to see it in elite. Make another armour upgrade for the FC that is similar to the Terminator armour. The upgrade changes the FC armour into the MkIII amrour that you see in last stand. One Wargear option i would LOVE to see for this is a jump pack and a Thunderhammer. The Jump pack wound not disrupt on land though (add a banner to when you purchase the jump pack, you know just for looks) and the hammer give it the sweeping doom ability caz i love watching units fly all over the map. The Hammmer would also caz a mini stun of vehicles for about .75 seconds. I have this in my MOD and the vehicle stun for that long does not disrupt the fire rate too much. mainly just slows its movement to something similar to a snare.
If these ideas interest you ask me for more
If these ideas interest you ask me for more
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
Re: Mk III power armour
Hammer FC already has battle cry that makes units fly all over the map. Why does FC need vehicle stun/snare for thunderhammer?
#noobcodex
Re: Mk III power armour
Nurland wrote:Hammer FC already has battle cry that makes units fly all over the map. Why does FC need vehicle stun/snare for thunderhammer?
Probably an idea from Last Stand
Re: Mk III power armour
Jumpack that doesn't disrupt ?=Teleporter
as Nurland said why the TH needs to stun ?
Your mod is not a balance mod.
as Nurland said why the TH needs to stun ?
Your mod is not a balance mod.
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: Mk III power armour
Why wouldnt the Force Commander's Jump Pack disrupt?
What would the point be with allready having a non-disruptive Teleporter pack?
What would the point be with allready having a non-disruptive Teleporter pack?
- Black Relic

- Posts: 846
- Joined: Mon 29 Jul, 2013 3:05 am
- Location: United States
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Re: Mk III power armour
I don't want the jump pack to disrupt when he is in MkIII armour because the Force Commander is already disruptive as he is. And honestly when i test my MOD i hardly ever even get this Thummer hammer when I upgrade him to MkIII because usually i don't have 200 req and 100 power to spend on single weapon which CAN be avoided. And it is not really a game changer, it is meant to slow down vehicle rather than a complete stop. similar to what stromtroops grenade does but with faster movement. Although it lowers attack speed it is not too much to call "overpowered" i know BECAUSE I CHANGED IT AND MADE IT INTO A WEAPON THAT YOU CANT BE PISSED AT! IT COSTS SOO MUCH! The Chaos Lord with Lightning Claws STILL BEATS THE FC EVEN WITH THIS HAMMER! AND WE ARE TALKING WITH JUST HIS CLAWS, NO ARMOUR, AND NO ACC! Granted you can see this now because I have the patch with all this info in it. The patch right now is a bit more iffy.
You cant call it balance i will agree. But honestly I am not sure i made it in the Space Marines favor AND I MAIN FORCE COMMANDER! I have a hard time in 3v3 vs Expert Computers and even loss it most of the time. I go 111 build into a dread when i hit T2. And I still have a hard time winning. playing a Chaos vs Space Marine and me being on the SM side I have yet to beat them in a VP match. If i had to be honest Chaos has the upper hand in this MOD. Especially the amour i gave him for t3. Which gives him an aoe drain life with a range of 10.
All i am saying is the no. Dont dis this hammer thinking is gay because its like saying Warboss with 'Eavy Amour, Claws, and Trophy Rack.
This MOD is not very balance mainly because its me and like 2 or 3 other people helping me look at it here and there. I WANT to make this balanced with giving each match in the game a unique feel. I dont like the fact that most player stick so a sole build and it works and practically every map. I am trying to make a mod that has players think like "CRAP THIS BUILD WONT WORK ON THIS MAP," rather than "THIS BUILD ALWAYS WORKS." and keeping the game at a dull taste.
Its why in the mod Space Marines have THE LEAST amount of number BY FAR. Yes in retail and in elite they still have the least numbers. But against nids its usually 4 to 1 marine. In my mod is more like 8 or 9 to 1 marine. Tyranids just OVERWHELM the player. The point of the mod it to describe the races according to their codex. Space Marines are described as tough and hard hitting with everything at their disposal which in my option is what has to happen, along with being quite heavy on micro, rather then Space Marines just using brute force half the time unless playing defensively. I am trying to head the other direction and make the Space Marines race hard to play since the codex seems to give the reader a sense of "victory against all odds" which is what i a trying to convey. With Nids is a "without number" race. And that's really what they are. Without number. I am done talking bout this though. My ideas are golden. But Orkfaeller is right. that is from last stand so i cant take credit for that one.
You cant call it balance i will agree. But honestly I am not sure i made it in the Space Marines favor AND I MAIN FORCE COMMANDER! I have a hard time in 3v3 vs Expert Computers and even loss it most of the time. I go 111 build into a dread when i hit T2. And I still have a hard time winning. playing a Chaos vs Space Marine and me being on the SM side I have yet to beat them in a VP match. If i had to be honest Chaos has the upper hand in this MOD. Especially the amour i gave him for t3. Which gives him an aoe drain life with a range of 10.
All i am saying is the no. Dont dis this hammer thinking is gay because its like saying Warboss with 'Eavy Amour, Claws, and Trophy Rack.
This MOD is not very balance mainly because its me and like 2 or 3 other people helping me look at it here and there. I WANT to make this balanced with giving each match in the game a unique feel. I dont like the fact that most player stick so a sole build and it works and practically every map. I am trying to make a mod that has players think like "CRAP THIS BUILD WONT WORK ON THIS MAP," rather than "THIS BUILD ALWAYS WORKS." and keeping the game at a dull taste.
Its why in the mod Space Marines have THE LEAST amount of number BY FAR. Yes in retail and in elite they still have the least numbers. But against nids its usually 4 to 1 marine. In my mod is more like 8 or 9 to 1 marine. Tyranids just OVERWHELM the player. The point of the mod it to describe the races according to their codex. Space Marines are described as tough and hard hitting with everything at their disposal which in my option is what has to happen, along with being quite heavy on micro, rather then Space Marines just using brute force half the time unless playing defensively. I am trying to head the other direction and make the Space Marines race hard to play since the codex seems to give the reader a sense of "victory against all odds" which is what i a trying to convey. With Nids is a "without number" race. And that's really what they are. Without number. I am done talking bout this though. My ideas are golden. But Orkfaeller is right. that is from last stand so i cant take credit for that one.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
Re: Mk III power armour
Lolwut
Re: Mk III power armour
Oooohkay.
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