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Techmarine combat support ability
Posted: Thu 03 Oct, 2013 2:18 am
by Major Richard Sharpe
was there supposed to be an eventual replacement for the Techmarine's lost ability "brothers in arms"?
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 11:28 am
by Nurland
The ability came with the Consecrated Bolter, which was replaced by Axe of The Mechanicum. So unless CB comes back, I don't see the ability coming back. And frankly I don't remember ever seeing a game with CB when it was available so I don't think it's gonna come back any time soon or at least without some tweaks.
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 1:01 pm
by Kvek
Nurland wrote:The ability came with the Consecrated Bolter, which was replaced by Axe of The Mechanicum. So unless CB comes back, I don't see the ability coming back. And frankly I don't remember ever seeing a game with CB when it was available so I don't think it's gonna come back any time soon or at least without some tweaks.
It wasn't bad, but i feel like Plasma Gun/MCB were always better choices.
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 2:01 pm
by Torpid
Double tacs + CB + razorback + signum armour. That would killany infantry squad in 2seconds, it was truly terrifying in 3v3 when backed up by numerous plasma/bolter devs.
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 3:02 pm
by Flash
I might jumped into the mod after it was removed, but it was/maybe still is used a lot in retail and it was massively overpowered, especially when combined with mark target
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 4:22 pm
by Asmon
Challenge: Find me one less-than-2-years-old retail game where it is used.
The ability was pretty meh: the buff was meh (+15 % iirc), the AoE was meh (radius inferior to 20) and the energy cost was high. In a nutshell to use it is like screaming Use an AoE attack now! at your opponent.
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 6:01 pm
by Nurland
Dmg buff was 25% iirc but the radius was probably something like 15.
Edit: Just checked. It was 10.
Re: Techmarine combat support ability
Posted: Thu 03 Oct, 2013 7:03 pm
by Orkfaeller
I wouldnt want to see another Bolter added to the TM, not a fan of dublicated weapons on commanders, buuut...
I've seen mods that allow for Stormbolters to be carried by Powerarmored Marines ( dont have a link anymore, sadly ), so, a Stormbolter for the TM that comes with that buff would be sweeet.
Could make for a TM that synergieses better with Infantry-Armies better.
Re: Techmarine combat support ability
Posted: Fri 04 Oct, 2013 11:26 pm
by Codex
Nurland, 10% buff or 10 radius? I never bought consecrated bolter

Re: Techmarine combat support ability
Posted: Fri 04 Oct, 2013 11:38 pm
by Black Relic
15% buff i think, and it was 10 radius i know for sure. Sustained ability, 3 energy to keep it active.
I did have a suggestion to bring it back, and make it an accessory upgrade for the tech marine like a purity seal for the icon. All it would be is give the tech marine "Brother In Arms" ability. Nothing too special.
Re: Techmarine combat support ability
Posted: Sat 05 Oct, 2013 6:11 am
by Kvek
The Techmarine breaks suppression and increases his own ranged damage and that of allied infantry in radius 10 by 25%. Drains 3 energy per second.
http://dow.wikia.com/wiki/Retribution/T ... /Abilities
Re: Techmarine combat support ability
Posted: Sat 05 Oct, 2013 10:22 am
by Nurland
CodexXx: Oh yeah. It was 10 radius and 25% (as xHolyKvekx pointed out). Should've been more precise with my previous post.
And regarding an accessory bringing BIA back. Sounds a bit strong as you could combine it with Signum and a Melta/Plasma.
Re: Techmarine combat support ability
Posted: Sat 05 Oct, 2013 1:28 pm
by Orkfaeller
Techmarine only has two accessories, right?
Would be kinda cool, as a Signum like Devastator Sergeants have one.

Edit:
Derp, Techmarine allready has "
Signum Armour"
Maybe an "Auspex Scanner"?

But yeah, it might be to powerful in combination with Signum Armour, completly forgot about that wargear.
Re: Techmarine combat support ability
Posted: Sat 05 Oct, 2013 6:16 pm
by Dark Riku
Orkfaeller wrote:But yeah, it might be to powerful in combination with Signum Armour, completly forgot about that wargear.
It already used to be available in combinations with that armor. Just not in combination with plasma/melta.
Re: Techmarine combat support ability
Posted: Sat 05 Oct, 2013 6:51 pm
by Toilailee
Nurland wrote:xHolyKvekx

Re: Techmarine combat support ability
Posted: Sun 06 Oct, 2013 12:47 pm
by Orkfaeller
Dark Riku wrote:Orkfaeller wrote:But yeah, it might be to powerful in combination with Signum Armour, completly forgot about that wargear.
It already used to be available in combinations with that armor. Just not in combination with plasma/melta.
Mark Target + Brothers in Arms + Plasma Overcharge
please make it happen
Re: Techmarine combat support ability
Posted: Sun 06 Oct, 2013 2:26 pm
by Dark Riku
Orkfaeller wrote:Mark Target + Brothers in Arms + Plasma Overcharge
please make it happen
Good luck with that 10 energy you have left to activate Brothers in arms and then instantly do nothing anymore

He needs to approximately be level 4 to do something like this. The seal could be mutually exclusive with the melta/plasma or something.
Re: Techmarine combat support ability
Posted: Sun 06 Oct, 2013 8:46 pm
by Codex
That would be weird, considering if you had already bought MCB, then seal, that would either block you from getting plasma gun, or it would allow the plasma gun and automatically unequip the seal?
Re: Techmarine combat support ability
Posted: Sun 06 Oct, 2013 9:53 pm
by Dark Riku
Yea, it would allow you to get the plasma gun. Just disable the seal. Just ideas though. Or the seal could revert to a passive 5% ranged dmg increase when you purchase the melta/plasma. Random thoughts, haven't thought this over yet.