Commander Wargear Ideas

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Darkbulborb
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Re: Commander Wargear Ideas

Postby Darkbulborb » Tue 10 Sep, 2013 2:59 pm

So what does it matter then if he can walk freely, or shoot 2 times with his incredible range and kill the vehicle anyway :P
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Forestradio
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Re: Commander Wargear Ideas

Postby Forestradio » Tue 10 Sep, 2013 11:41 pm

Darkbulborb wrote:So what does it matter then if he can walk freely, or shoot 2 times with his incredible range and kill the vehicle anyway :P


Because giving him a melta gun will also allow him to put some serious pain on every kind of infantry.

Beamy deffgun is only good vs vehicles.
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Jazz-Sandwich
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Re: Commander Wargear Ideas

Postby Jazz-Sandwich » Tue 17 Sep, 2013 1:59 pm

On the subject of Mekboy weaponry, how about a T3 Shokk attack gun?

http://wh40k.lexicanum.com/wiki/Shokk_A ... jhQWMZNHng

Would function like a blastmaster/plasma cannon in terms of stats.

However it's the model that would be the biggest issue, the weapon itself PLUS the issue of there being no snotling DOW2 models or even gretchin for that matter. Although if the weapon model could be made, it wouldn't exactly be vital to include snotlings.

Back to gameplay, though, if we really wanted to make it unique, we could introduce probabilities of negative occurrences, like on TT. Say, a 20% chance of self-damage, or even a friendly fire explosion at the mekboy's position. And/or firing in the wrong direction? But perhaps the damage output when it does hit should be fearsome.

A real high-risk, high-reward weapon. Not exactly 'reliable', but one of the orkiest damn things around in it's nature.

(But I suppose if it was implemented, a big workaround to it's cons would be to teleport the mekboy into enemy positions with the kustom force field and open fire at near-point blank range, causing catastrophe no matter what happens.)


EDIT: or indeed it would function more like a D-cannon than a plasma cannon
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Orkfaeller
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Re: Commander Wargear Ideas

Postby Orkfaeller » Tue 17 Sep, 2013 9:53 pm

Gosh, I wish we could ripp the Gretchin models from that XBox Live KILL TEAM game.

( think they are even the same used in SPACE MARINE )

or even the Squigs. Will never forgive relic not to include neither Squig nor Grots in DoWII.
Grots were one of the funniest unit in DoW1.

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[TLV]Soul_Drinkers
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Re: Commander Wargear Ideas

Postby [TLV]Soul_Drinkers » Wed 25 Sep, 2013 7:00 pm

Apothecary
200-50
Terminator armor instead of his 3rd option armor. this would be a t3 purchase. Come with a 60 power melee Axe and a storm bolter in off hand. Any previous abilities or exp will be gotten rid of, and heal is bumped to lvl 5 heal which it will stay at for the entirety of the game. This will give the apothecary a tanky option in his t3 setup to let him stay on the field a bit longer while causing dps. especially since i dont see the 3rd armor being used at all anymore.
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Asmon
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Re: Commander Wargear Ideas

Postby Asmon » Wed 25 Sep, 2013 11:04 pm

Eeeeeh... No?

What about his other statistics like health, speed, healing aura, can retreat, price to re-purchase after death? Why do you think this armor would be relevant balance-wise?

Throwing such an idea that merely evaporates the most viable strategy against Apo aka focus the medic without saying anything but "good tankiness and DPS" is, how to put it delicately... mehlulz.
[TLV]Soul_Drinkers
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Re: Commander Wargear Ideas

Postby [TLV]Soul_Drinkers » Thu 26 Sep, 2013 5:59 am

Hmm its just an idea that would obviously need to be looked at. and everything would be applicable from the fc termy armor in terms of speed hp and such. id say like
1800 hp or so, same regen bonus he always have. can be retreated and what not
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Re: Commander Wargear Ideas

Postby crazyman64335 » Thu 26 Sep, 2013 6:27 am

[TLV]Soul_Drinkers wrote:Apothecary
200-50
Terminator armor instead of his 3rd option armor. this would be a t3 purchase. Come with a 60 power melee Axe and a storm bolter in off hand. Any previous abilities or exp will be gotten rid of, and heal is bumped to lvl 5 heal which it will stay at for the entirety of the game. This will give the apothecary a tanky option in his t3 setup to let him stay on the field a bit longer while causing dps. especially since i dont see the 3rd armor being used at all anymore.

would be against everything the apo stands for, squishy support who has tremendous abilities to not only allow more suitability, but also buff units for enhanced combat efficiency . Terminator armor just doesn't make sense on him. If your apo isn't like level 3 or 4 by the time you're in t3 then you probably have the wrong wargears on him, or aren't killing enough stuff! He's not meant to tank, he's meant to heal the tank :P
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Ace of Swords
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Re: Commander Wargear Ideas

Postby Ace of Swords » Thu 26 Sep, 2013 8:22 am

I don't think apo-termies even exsist in the fluff.
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Indrid
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Re: Commander Wargear Ideas

Postby Indrid » Thu 26 Sep, 2013 8:46 am

They do but are very rare. There are Deathwing Apos and Grey Knight ones. I believe some Ultramarine ones are alluded to also.
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Orkfaeller
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Re: Commander Wargear Ideas

Postby Orkfaeller » Fri 27 Sep, 2013 10:41 am

I've never heard of Ultramarines Apothecaries, in Terminator armour.

Yeah, the Dark Angels got some, as they got Terminator Command Squads.

Beside that I still think Terminator Apothecaries are a horrible idea.

I'd really like to see how a Terminator is supposed to go down in his knees and aid a wounded battlebrother. Or better, buzz saw another terminator armour open to retrieve the geneseed.

( atleast the GK terminators have the freedom to turn their heads and lift their arms somewhat )

So yeah, not sold on the Terminator Armour idea on Apos.
One of the Space Marine types where it makes the least sense IMHO
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Commissar Vocaloid
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Re: Commander Wargear Ideas

Postby Commissar Vocaloid » Fri 27 Sep, 2013 1:32 pm

No offense, but when I hear of the idea of allowing an apo to wear terminator armor, its feels counter-intuitive to what his gameplay stands for. It just gives him an excuse to be upfront and healing his comrades without care for his own well being as he would then be able to withstand a lot more damage than if he were to not have his term upgrade. Focusing the apo so that he can less likely heal his own comrades is a legitimate strategy I find, but if you give him the ability to withstand that kind of pressure, it makes it easier for apos to jump in with less hesitation. Plus, in comparison to a lot of other commanders, how would that stand? You now have a tank who (by terminator standars) should do a good amount of damage while still being able to heal himself - it sound a little cheap.
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Torpid
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Re: Commander Wargear Ideas

Postby Torpid » Fri 27 Sep, 2013 2:13 pm

Not really, I think you guys are overreacting. If he had like 1500 HI hp he really wouldn't be that durable and this upgrade is t3 so there will be ample focsu fire to get rid of 1500 HI and there's no reason for him to have a teleport. Besides it wouldn't really be worth it unless you didn't get many upgrades on your apo early on, but it would open up some new builds, namely libby based builds that complement turtle-teching to t3 for your termi apo. I mean, we have to do something to change his Armour of the apothecarion but it's just not useful, that armour doesn't fit the role of the apo.
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[TLV]Soul_Drinkers
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Re: Commander Wargear Ideas

Postby [TLV]Soul_Drinkers » Fri 27 Sep, 2013 9:26 pm

As i said its just an idea for a possible t3 armor on him. i find it would be quite viable if worked well less hp then the fc variant for the fact he has a heal. i think it could stand and work well in this game.
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Forestradio
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Re: Commander Wargear Ideas

Postby Forestradio » Sat 28 Sep, 2013 12:34 am

I'm extremely wary of sticking an apo in termie armor. It would take away his major weakness (fragility).

He would have to have no more than 1200 HP. And no heavy melee shenanigans: maybe something like storm bolter and master-crafted power sword
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Re: Commander Wargear Ideas

Postby [TLV]Soul_Drinkers » Sat 28 Sep, 2013 8:35 am

as stated above a 60 power melee dps power axe should be fine
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Shas'el Doran'ro
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Re: Commander Wargear Ideas

Postby Shas'el Doran'ro » Mon 07 Oct, 2013 6:26 pm

Sanctioned Psyker... For the Lord General's retinue! If somebody can deliver model/animation, do it.
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Orkfaeller
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Re: Commander Wargear Ideas

Postby Orkfaeller » Mon 07 Oct, 2013 8:31 pm

I think with stuff like this, if a model would allready exist, it would be in the game for the longest time now.

The only thing Ive seen so far are retextured Eldar. And I hope ELITE holds a higher standard than that.
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Torpid
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Re: Commander Wargear Ideas

Postby Torpid » Mon 07 Oct, 2013 11:54 pm

Shas'el Doran'ro wrote:Sanctioned Psyker... For the Lord General's retinue! If somebody can deliver model/animation, do it.


A lot could be done with a psyker model. IG would be perfect IMO with a psyker subcommander. So much could be done with him, but I know there are no models so no theorycrafting from me yet :D
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