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Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sun 06 Nov, 2016 6:28 am
by Psycho
Black Relic wrote:text
As far as I know only the first guardsman repairing a specific vehicle has a 20hp repair rate, second and so on have only 10.
Formula seems off, too. For 99% damage reduction (hyperbole), it'd supposedly be 700hp x 1.99, resulting in close to 1400, but of course that'd never be correct. If you've been using this formula for your math I'd sooner check it again. The correct formula (I'm falling asleep here so bear with me if I fuck up) would be 700hp / (1.0 -0.[damage reduction]), or 700hp / 0.65 for the leman russ, bringing it to ~1076hp. The 2500hp BB with 10% DR would have ~2777 effective hp.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sun 06 Nov, 2016 7:40 pm
by KanKrusha
Hi
did the AI files make it in, they are linked in this post
viewtopic.php?f=2&t=2475&start=30#p58987
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 3:20 am
by Wise Windu
They're not in the current test build, but they'll be in the next one. Thanks!
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 3:43 am
by Cyris
Tex wrote:Lastly, and very importantly, the librarian needs more love!His initial cost is incredibly prohibitive in terms of internal balance, and a better initial purchase in T2 will almost always be a razorback or whirlwind. My proposal is that the Librarian should be designed around an initial cost of 360-40. In fact, the way he currently performs, that is probably the fair price to pay for him without changing anything! I also think that because he is so incredibly vulnerable against dedicated melee squads, you should be able to upgrade his hp by an additional 60. In essence, the changes would be as follows:
-Librarian starting price reduced to 350-40.
-Librarian ability "quickening" duration increased from 5 seconds to 8 seconds.
-Librarian tome of time upgrade cost changed to 50-25, upgrade no longer grants +100hp, upgrade now increases energy regeneration by 1 e/s.
-Librarian psychic hood upgrade cost changed to 75-20, upgrade now grants +150hp and increases energy regeneration by 1.5 e/s.
-Librarian force staff upgrade cost changed to 100-25, upgrade now grants +210hp.
*NOTE* ---- My reasoning for the reallocation of stats on the librarian is such that you can buy the librarian earlier, and upgrade to his most powerful ability earlier, but you are not granted any additional combat capability on the librarian himself.
Just wanted to pull this up specifically from Tex's awesome post. I love this idea, though I'm not sold on the specific numbers yet. I would be happy to see more Libby play in general, and I see his high up front power cost a big part of what keeps him from finding room in more compositions. Finding a way to keep him well balanced at a lower initial purchase cost is a great direction imo.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 4:03 am
by Atlas
If it's really such a big problem, why doesn't he just start with one of his upgrades or something?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 4:29 am
by The Bad Road
With Eldar rangers I do have a suggestion, tracer shots. The rangers can switch between it and their suppression ammo like Sternguard Tacs. It does low damage (but inferno like psilencers) and in radius X (give me a number guys) gives all allied units a 10% bonus to ranged damage and a 10-20% bonus to weapon range against the ranger's current target. It also cancels out stealth and any benefits derived from it on the target enemy unit.
As for libby I like where this is going but I would also like another upgrade, this one admittedly is just for the sheer cool factor... A t3 terminator librarian upgrade, similar to the force commander. The libby would lose his old abilities but could purchase new ones, psyker powers worthy of the first company. Any ideas here on what those powers could look like?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 4:54 am
by Tinibombini
Atlas wrote:If it's really such a big problem, why doesn't he just start with one of his upgrades or something?
I think he would be cool coming out with veil of time so you could blitzkrieg opponent with that and quickening on libby.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 4:59 am
by Atlas
The problem with that idea, Bad Road, is that we already have a terminator librarian with a bunch of other abilities. He just isn't on SM

Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 5:17 am
by The Bad Road
Sad but true Atlas, that does bring me to another question though. Will the Chaplain ever see the light of day in Elite? Perhaps as a t1 subhero like the painboy + 20% more "oophm"?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 7:27 am
by egewithin
The Bad Road wrote:Sad but true Atlas, that does bring me to another question though. Will the Chaplain ever see the light of day in Elite? Perhaps as a t1 subhero like the painboy + 20% more "oophm"?
Elite mods main purpose is to fix balance issues rather than giving players eye candy things. 2 sub commanders for 1 faction may not be cool, also there isn't a need for Chaplin in the game. A new unit must be a need in the first place.
For example Fire Dragons. They were a need for Eldar because Eldar is a mobile army but their all AV sources were heavy and requares setting up. To break this, Fire Dragons are now providing mobile AV source.
Or lets take Raptors. Chaos had really bad troubles with dealing with multiple set up teams in T1. Tic GL's are not good enough for that so they came in.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 1:03 pm
by Cheekie Monkie
egewithin wrote:The Bad Road wrote:Sad but true Atlas, that does bring me to another question though. Will the Chaplain ever see the light of day in Elite? Perhaps as a t1 subhero like the painboy + 20% more "oophm"?
Elite mods main purpose is to fix balance issues rather than giving players eye candy things. 2 sub commanders for 1 faction may not be cool, also there isn't a need for Chaplin in the game. A new unit must be a need in the first place.
For example Fire Dragons. They were a need for Eldar because Eldar is a mobile army but their all AV sources were heavy and requares setting up. To break this, Fire Dragons are now providing mobile AV source.
Or lets take Raptors. Chaos had really bad troubles with dealing with multiple set up teams in T1. Tic GL's are not good enough for that so they came in.
Orks already have two sub-commanders and both sternguard and the whirlwind feel like eye candy choices rather than filling in a real gaping hole in the SM arsenal, though I do agree with your point - what niche would the chaplain fill in? With Dawn of War 3 on the horizon, i suspect we'll see the final finishing touches of Elite in the not too distant future and adding in new stuff simply for the sake of it doesn't fit the mod's flavour.
I do agree that the base librarian is too costly for what he does, especially in light on other sub-commanders which have a significant impact to the field in their vanilla form - from the speed of autarch or the disruption of the weirdboy (the zoa is also a sub-commander of sorts).
If anything, I'd like to see tweaks to both the extra armour to both the wartrukk and the razorback, which is now currently redundant:
Trukk - Increases the damage of the Trukk to 45 dps (up from 27.43, compared to the 55 dps of the razorback)
Razorback - Moved to T3, adds a healing aura. This allows for more staying power for levelled up HI squads in the late game - much more useful than just reinforcement in the upkeep heavy late game.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 3:57 pm
by Black Relic
The Truck if it had increased dps to that level would become OP imo. The vehicle is supposed to help keep the high damage dealing potential of the orks race high because it falls off really quickly when models die. It doing decent damage itself would make not only its cost skyrocket which would actually damage the use of the vehicle for orks since the truck does most of its work because it can hit the field quickly. Making its first appearance deadly similar to how the BC works just worse since sluggas are usually inside the vehicle.
Plus 45 Dps would make the truck into an expensive Sentinel that actually bleed models reliably, get retreat kills since its speed 8 (would keep up with retreating squads no problem) and make it a total pain to face with every faction.
If the Razorback got a healing aura then the LRR wouldn't be seen. If the Razorback went to t3 even with the healing aura i doubt it would even see the time of day. Because personally i wouldn't get it. And it would also hurt a large tech advantage if the enemy went a heavy t1. The razorback would help gain back map control an infield reinforcement the race sometimes desperately needs. Without the razorback in t2 would probably make SM even easier to deal with as some races.
If anything I would rather have the Razorback smoke nade not have a duration on the ability and the tank just uses it. The Razorback cant move immediately after the smoke nade is used. Plus it needs to work immediately. Because for me it does not work immediately after the detonation on the smoke. I recall popping smoke on the razorback well in advance to a tank buster barrage and it still took full damage until halfway into their ability.
When smoke nade works properly, the razorback will actually be the goto purchase for SM i think.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 4:28 pm
by Crewfinity
Black Relic wrote:The Truck if it had increased dps to that level would become OP imo. The vehicle is supposed to help keep the high damage dealing potential of the orks race high because it falls off really quickly when models die. It doing decent damage itself would make not only its cost skyrocket which would actually damage the use of the vehicle for orks since the truck does most of its work because it can hit the field quickly. Making its first appearance deadly similar to how the BC works just worse since sluggas are usually inside the vehicle.
Plus 45 Dps would make the truck into an expensive Sentinel that actually bleed models reliably, get retreat kills since its speed 8 (would keep up with retreating squads no problem) and make it a total pain to face with every faction.
If the Razorback got a healing aura then the LRR wouldn't be seen. If the Razorback went to t3 even with the healing aura i doubt it would even see the time of day. Because personally i wouldn't get it. And it would also hurt a large tech advantage if the enemy went a heavy t1. The razorback would help gain back map control an infield reinforcement the race sometimes desperately needs. Without the razorback in t2 would probably make SM even easier to deal with as some races.
If anything I would rather have the Razorback smoke nade not have a duration on the ability and the tank just uses it. The Razorback cant move immediately after the smoke nade is used. Plus it needs to work immediately. Because for me it does not work immediately after the detonation on the smoke. I recall popping smoke on the razorback well in advance to a tank buster barrage and it still took full damage until halfway into their ability.
When smoke nade works properly, the razorback will actually be the goto purchase for SM i think.
I'm pretty sure he was intending that those changes get added to the 'Extra Armor' upgrades, which are currently pretty useless for both vehicles. so the base stats and cost remain the same, but the 100/30 upgrade now comes with some extra incentives. For just 100 req more you can buy an entirely new trukk, so 100/30 for a health increase is really not efficient at all in that case. and SM usually have a lot more things they can spend 30 power on in T2.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Mon 07 Nov, 2016 5:09 pm
by Black Relic
Yea totally missed read his post then. My bad.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Tue 08 Nov, 2016 4:17 am
by Flash
Come on man, that was neither an objective nor a mature response. It's obvious you disagree. You can give your reasons and details for proposals or counter proposals as Codex has nicely outlined in his stickied balance thread rules. And at the end of the day this mod is not a democracy, it's an authoritarian dictatorship! The ruling party is a bit more friendly than the average though

. I don't think there has been one patch yet that anyone has been 100% behind every change. It might be beneficial to learn to cope with some of the balance aspects you disagree with.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Thu 10 Nov, 2016 4:56 am
by The Bad Road
On the subject of SM eye candy...
Whirlwinds: Whirlwinds don't have a place in every SM matchup simply by virtue of being horde breakers, wonderful against IG and nids, decent with orks and (perhaps) eldar but sucking against other marines. I think the whirlwind should be downgraded in cost to 300 req and 40 power, also losing the Hunter-Killer Missile (default) ability in the process.
Goal is to make the whirlwind a versatile artillery platform if your willing to sink in the cash.
The whirlwind gains three upgrades, each costing 60 req and 30 power. All three of the abilities granted share the same sixty second cooldown timer.
Inferno Missiles: Does 12 flame damage in radius 20 every second for 12 seconds. Range 80
Hunter-Killer Missiles: Fire an anti-vehicle missile that seeks its target and does 250 explosive damage on impact, also inflicting a two second snare. Range 80
Smoke rockets: Launch a smoke barrage reducing both ranged damage and received ranged damage by 80% and lowering received suppression by 90% in radius 20 for 10 seconds. Range 80
Stern and Vans
Sterns to me seem to need a little extra, a nice boost that will make them worthy of the first company. Unfortunately I don't have an idea as to what that would be, all my "ideas" would make them OP. At this stage their just mildly under performing.
Vans: Vans are good but the timing is wonky, they should be a t2 upgrade like stern but the sergeant loses the thunderhammer in exchange for a lightning claw and plasma pistol. The thunderhammer is retained as a t2 120 req and 30 power upgrade while the powerfist becomes a t2 100 req and 20 power upgrade.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Fri 11 Nov, 2016 3:53 am
by karnakkardak
Lord general valkrie air drop bug fix, pls
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Fri 11 Nov, 2016 5:37 am
by Black Relic
Adding a more power sink in the Vanguards is not a good choice imo. Since the power fist makes it versatile with a bit of AV annd the TH will almost never be purchased.
Plus if Vanguards are in t2 then the SM player will completely rekt chaos and IG in t2. Since Organs wont be a choice if the SM is playing APO or FC.
I don't think they really need any help. They do there job fine as an immediate source of soft counter to vehicles and SHI. Their damage is respectable to HI and Infantry. The only thing is that most people would just like to have another squad and have tacs continue to be their specialist squad towards a certain armor type.
If anything they could have a grenade that has a 1.5 second timer. Does decent damage like 150, had a large AoE like 8 (distance is 1,2,4,8 and damage is 1,0.75,0.5,0.25)but creates heavy cover so the marines can use it. Would help them gain a bit of advantage in a static firefight so they can do their work.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Fri 11 Nov, 2016 9:52 pm
by Cheekie Monkie
I think we should maintain a 'wait and test' attitude to sternguard, considering the fact that they now cost 10 power less to purchase than they do now (if you factor in the cheaper sergeant). The melee skill increase is also a big change in terms of survivability - a banshee twirl is much less likely to knock back and kill that tac model.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sat 12 Nov, 2016 2:06 pm
by jmcopel
I know Elite is focussed on PVP, but is there be any chance of including 'KK's AI mod' in Elite 2.6?
http://forums.relicnews.com/showthread. ... 1045460434
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sat 12 Nov, 2016 2:28 pm
by Adeptus Noobus
It will be in the final release as usual.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sun 13 Nov, 2016 6:21 pm
by Atlas
karnakkardak wrote:Lord general valkrie air drop bug fix, pls
Can you describe the issue more clearly?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Sun 13 Nov, 2016 8:01 pm
by _4ut_
Atlas wrote:karnakkardak wrote:Lord general valkrie air drop bug fix, pls
Can you describe the issue more clearly?
1) Mark abiliti to reinforc. 2) Valkrie araivd. No reinforc.
I fink it's about that voxoperator died in time past 1) and before 2). And it's not honestly, in my opinion.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Tue 15 Nov, 2016 1:35 am
by Shroom
Zee told me he's fixing Taros Mining Facility and making a new map. Any other new maps or updates to maps?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Tue 15 Nov, 2016 2:04 am
by Wise Windu
A 1v1, 2v2, and 3v3 version of a new map by Angry Bird called Argus Seige
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Wed 16 Nov, 2016 1:30 am
by Aetherion
Not sure if it has always been a bug, but purgation burny ability loses cooldown if animation cancelled before all 3 models fire the effect (but ground still burned) seems to happen due to purgation's shitty rotation
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Wed 16 Nov, 2016 10:13 am
by Adeptus Noobus
Would it be possible to not include the maps in the Patch but rather make a separate map pack installer? Saves space and data to be downloaded. If people still want to play the new maps, they can download them easily.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Wed 16 Nov, 2016 11:55 am
by MaxPower
Well the thing is, if you don't include the maps in the base version of the mod, not many players will download them separately, hence nobody (*exaggeration) will play it. Which kinda defeats the purpose of releasing new maps for a mod, wouldnt you agree?
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Wed 16 Nov, 2016 3:15 pm
by Adeptus Noobus
No, I respectfully disagree. If you tell people that maps are now available separately from the patch IN the patch announcement, everybody that downloads 2.6 should be aware of the change. Unless it's a fix of a map that has already been included. Those should obviously be shipped with the patch for now.
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Posted: Wed 16 Nov, 2016 4:06 pm
by Swift
Adeptus Noobus wrote:No, I respectfully disagree. If you tell people that maps are now available separately from the patch IN the patch announcement, everybody that downloads 2.6 should be aware of the change. Unless it's a fix of a map that has already been included. Those should obviously be shipped with the patch for now.
About 10 people will download the maps if this is the case, and even if more people than that do then what will inevitably happen is five out of six people in a lobby will have the map and so they'll never play it because it's easier using the already added ones. Besides, there are loads of maps that could be removed which we should see to first before sidelining the ones me and others such as Max, Indrid, Zeetorq etc have spent hours and hours making.