Ideas for Autarch Hero
Ideas for Autarch Hero
Again, I think that the Autarch as a secondary character limits the potential of this character a lot. She is supposed to be really versatile, and just gets a limited set of abilities. I had some ideas to make the Autarch a new Eldar main Hero on her own right:
Animations: of course, she'd use the animations and base model of the existing autarch. She'd come equiped with a sword and shuriken pistol. She wouldn't have the wings innitially.
Initial Abilities
- Fleet: just like the Farseer's initial ability.
Weapon Options:
T1- Ripper Wind: it equips the Autarch with a powerful shuriken catapult and gives the Bladestorm ability; which deals splash damage in a targeted area.
T2- Executioner: it equips the Autarch with a spear, strong melee weapon against infantry and heavy infantry.
T3- Solar Tear: it equips the Autarch with a melta gun, powerful against vehicles and monsters.
Armor Options:
T1- Howling Banshee Armor: it improves the Autarch health and allows her to jump over terrain. Also gives the banshee's supressing scream ability.
T2- Swooping Hawk Armor: it gives the Autarch the Falcon Wings, gives her the Flacon Jump (normal long ranged jump) and Celestial Barrage (this ability allows her to jump up, then lands on the targeted area after releasing several plasma grenades, just like current Autarch's Celestial Jump).
T3- Striking Scorpion Armor: it improves the Autarch's health and armor and also gives her the Infiltrate ability.
Accesory Options:
T1- Dire Avenger's gear: it gives her Plasma Grenades and the portable shield ability (like dire avengers/guardians).
T2- Warp Spider's gear: it gives her anti-vehicle bombs (like the Warp Spider's ability)
T2- Energy Shield: just like the current Autarch's ability: activates a shield that makes damage consume energy instead of health.
General Army Ability (red cost)
The Autarch as main character would replace the Autarch army ability for a new one called "Sweeping Hawks" for Tier 2.
It works like the normal Autarch, but instead of an autarch a Sweeping Hawks unit lands.
Sweeping Hawks
Animations: they would use the same animations as the Autarch. They come equiped with Assault Lasers,
Assault Laser: these weapons use the base model of a catapult but have laser fire effect like Imperial Guard Lasguns, just in blue or white colour. These weapons have a much faster rate of fire and are effective against non-heavy infantry. They have longer range than Warp Spider's weapons but are less powerful.
Initial Models: 4.
Initial Abilitiy "Falcon Jump": normal long ranged jump (like assualt space marines)
Options:
T2- Aspect of the Falcon: gives the Exarch a Solar Rifle and the unit gets the "Celestial Barrage" ability (just like current Autarch's Celestial jump).
T2- Exarch: sergeant of the unit, improves the unit's health and morale.
Solar Rifle: upgraded Assault Laser that uses thicker and more powerful fire effect and has faster rate of fire, powerful against all infantry and gives the unit the "Supressive Storm" ability, that supresses enemies in an targeted area.
Animations: of course, she'd use the animations and base model of the existing autarch. She'd come equiped with a sword and shuriken pistol. She wouldn't have the wings innitially.
Initial Abilities
- Fleet: just like the Farseer's initial ability.
Weapon Options:
T1- Ripper Wind: it equips the Autarch with a powerful shuriken catapult and gives the Bladestorm ability; which deals splash damage in a targeted area.
T2- Executioner: it equips the Autarch with a spear, strong melee weapon against infantry and heavy infantry.
T3- Solar Tear: it equips the Autarch with a melta gun, powerful against vehicles and monsters.
Armor Options:
T1- Howling Banshee Armor: it improves the Autarch health and allows her to jump over terrain. Also gives the banshee's supressing scream ability.
T2- Swooping Hawk Armor: it gives the Autarch the Falcon Wings, gives her the Flacon Jump (normal long ranged jump) and Celestial Barrage (this ability allows her to jump up, then lands on the targeted area after releasing several plasma grenades, just like current Autarch's Celestial Jump).
T3- Striking Scorpion Armor: it improves the Autarch's health and armor and also gives her the Infiltrate ability.
Accesory Options:
T1- Dire Avenger's gear: it gives her Plasma Grenades and the portable shield ability (like dire avengers/guardians).
T2- Warp Spider's gear: it gives her anti-vehicle bombs (like the Warp Spider's ability)
T2- Energy Shield: just like the current Autarch's ability: activates a shield that makes damage consume energy instead of health.
General Army Ability (red cost)
The Autarch as main character would replace the Autarch army ability for a new one called "Sweeping Hawks" for Tier 2.
It works like the normal Autarch, but instead of an autarch a Sweeping Hawks unit lands.
Sweeping Hawks
Animations: they would use the same animations as the Autarch. They come equiped with Assault Lasers,
Assault Laser: these weapons use the base model of a catapult but have laser fire effect like Imperial Guard Lasguns, just in blue or white colour. These weapons have a much faster rate of fire and are effective against non-heavy infantry. They have longer range than Warp Spider's weapons but are less powerful.
Initial Models: 4.
Initial Abilitiy "Falcon Jump": normal long ranged jump (like assualt space marines)
Options:
T2- Aspect of the Falcon: gives the Exarch a Solar Rifle and the unit gets the "Celestial Barrage" ability (just like current Autarch's Celestial jump).
T2- Exarch: sergeant of the unit, improves the unit's health and morale.
Solar Rifle: upgraded Assault Laser that uses thicker and more powerful fire effect and has faster rate of fire, powerful against all infantry and gives the unit the "Supressive Storm" ability, that supresses enemies in an targeted area.
- BaptismByLoli

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Re: Ideas for Autarch Hero
Codex Mod has the Autarch as a main hero IIRC.
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Re: Ideas for Autarch Hero
Oh, I only played the Elite Mod, I thought that the Codex Mod was not complete.
Re: Ideas for Autarch Hero
I mean at least Elite has all that is intended to have. Anyway, I really like Elite mod and that's why my idea is intended to be here.
Re: Ideas for Autarch Hero
You already suggested like 3 heroes, are you thinking about balance or are you one of these fluff bunnies? sorry for being that guy but this mod doesn't need more units and i doubt anyone who plays this game on a higher level wants em
(high level 3v3s don't count, uh such nerd talk)
(high level 3v3s don't count, uh such nerd talk)
- BaptismByLoli

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Re: Ideas for Autarch Hero
Kvek wrote:You already suggested like 3 heroes, are you thinking about balance or are you one of these fluff bunnies? sorry for being that guy but this mod doesn't need more units and i doubt anyone who plays this game on a higher level wants em
(high level 3v3s don't count, uh such nerd talk)
You took the words from my mouth
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- Commissar Yarrick

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Re: Ideas for Autarch Hero
How about adding The Emperor or at least a Primarch as 4th SM hero instead of Chaplain? 

Re: Ideas for Autarch Hero
Commissar Yarrick wrote:How about adding The Emperor or at least a Primarch as 4th SM hero instead of Chaplain?
Now that would be balanced.
On another note, Aertes, I understand your curiosity, but you really like to shake the foundations of DoW a lot.
The internal battery has run dry, the game can now be played. However, clock based events will no longer occur.
Re: Ideas for Autarch Hero
Kvek wrote:this mod doesn't need more units
I deeply disagree to that. I don't say the mod isn't great as it is, but adding some units that bring more variety or just background is not a bad idea at all, that is my opinion.
And no, I didn't pretend to shake anything's foundations, I just have ideas and share them in case the mod's creators find them interesting to work with. When Caeltos mentioned that a Chaplain would be included in next upgrades, I wanted to share my ideas for such character, and just kept thinking about other possible new main heroes.
That's all.
Re: Ideas for Autarch Hero
Aertes wrote:Kvek wrote:this mod doesn't need more units
I deeply disagree to that. I don't say the mod isn't great as it is, but adding some units that bring more variety or just background is not a bad idea at all, that is my opinion.
And no, I didn't pretend to shake anything's foundations, I just have ideas and share them in case the mod's creators find them interesting to work with. When Caeltos mentioned that a Chaplain would be included in next upgrades, I wanted to share my ideas for such character, and just kept thinking about other possible new main heroes.
That's all.
If you want more units, go to the Codex mode, you have all units you'll ever want there
Look at the Codex mode, it's hugely imbalanced because of new units all over the place.
Re: Ideas for Autarch Hero
Well the question of the mod needing more units is actually a rather complicated one. I assume by need somebody is implying that the mod needs more units in order to have a properly balanced meta. That's understandable. A lot of new units have been added into elite because balance wise they were necessary in order to not completely kill the fluff (jet-pack t1 ogryns, bye-bye fluff, bye-bye IG set-up team woes). Examples of such are the spotters, the painboy, raptors etc.
However adding another unit always increases the overall possible combinations of x, including bullshit, so it does innately make balance more complex. Now, if balance isn't perfect to start with and then you make it more complex to comprehend then suddenly the addition of a new unit has made balance harder to perfect or worse off. So in order to ensure balance is not crippled there must be a reason for the implementation of new units and it needs to be a good one too. I feel like IG do need a sub-commander to be properly balanced in 1v1 (i.e. not UP and not OP).
However adding another unit always increases the overall possible combinations of x, including bullshit, so it does innately make balance more complex. Now, if balance isn't perfect to start with and then you make it more complex to comprehend then suddenly the addition of a new unit has made balance harder to perfect or worse off. So in order to ensure balance is not crippled there must be a reason for the implementation of new units and it needs to be a good one too. I feel like IG do need a sub-commander to be properly balanced in 1v1 (i.e. not UP and not OP).
Lets make Ordo Malleus great again!
Re: Ideas for Autarch Hero
Kvek wrote:Look at the Codex mode, it's hugely imbalanced because of new units all over the place.
That's exactly why I'm here, where I see things are made with brains.
I'm not saying that new units are "needed", I just think that it is interesting to ponder about them, they can bring new tactical and strategic ways if well implemented.
Re: Ideas for Autarch Hero
This is general discussion, we'll entertain some ideas. But naturally we'll also consider arguments as to why it's unnecessary.
If this was balance discussions it'd be different.
Carry on.
If this was balance discussions it'd be different.
Carry on.
Righteousness does not make right
Re: Ideas for Autarch Hero
Codex wrote:This is general discussion, we'll entertain some ideas. But naturally we'll also consider arguments as to why it's unnecessary.
If this was balance discussions it'd be different.
Carry on.
Do you mean I should post my crazy hero ideas in the Balance forum?
- BaptismByLoli

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Re: Ideas for Autarch Hero
Aertes wrote:Do you mean I should post my crazy hero ideas in the Balance forum?
Nope. If you posted this in Balance option, they'd simply tell you for what purpose.
Taking your Mad Doc as an example, people will argue with you that the painboy is there to address Ork Bleeding or something like that. Another example will be the Autarch.
The Autarch helps with inspirational jumps and heals and also as a good support commander that can easily disrupt and can be equipped to either be more tanky via force shield or as a source of AV via fusion gun
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Re: Ideas for Autarch Hero
Aertes wrote:I'm not saying that new units are "needed", I just think that it is interesting to ponder about them, they can bring new tactical and strategic ways if well implemented.
It could be the case, unless there were still so many things that require tweaking in order to be competitive and interesting, about already existing units and wargears. Which would ultimately result in... new strategies.
Re: Ideas for Autarch Hero
@ Aertes
Nope, I'm saying that these ideas belong in GD. Balance discussions by their nature are generally tweaks to preexisting units and elements, and generally not overhauls or new units from scratch. That's because we believe that baby steps are the best way to achieve balance, since you can observe changes in action much more effectively. See "There is Only War" for a demonstration of how to give yourself a balancing nightmare.
Nope, I'm saying that these ideas belong in GD. Balance discussions by their nature are generally tweaks to preexisting units and elements, and generally not overhauls or new units from scratch. That's because we believe that baby steps are the best way to achieve balance, since you can observe changes in action much more effectively. See "There is Only War" for a demonstration of how to give yourself a balancing nightmare.
Righteousness does not make right
Re: Ideas for Autarch Hero
On a related note...
What's that? I only know about "Only war" from FFG which generally isn't considered balancing nightmare. Is it another mod probably?
Codex wrote:See "There is Only War"...
What's that? I only know about "Only war" from FFG which generally isn't considered balancing nightmare. Is it another mod probably?
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
Run in little circles, wave your hands and shout
Re: Ideas for Autarch Hero
A patch for DOW2 retribution. IIRC it was the one in which they fucked up catachans or something? I don't remember...
Lets make Ordo Malleus great again!
Re: Ideas for Autarch Hero
No TIoW was like the branch from 1.4 to 1.5 iirc, it was the HUGE retail patch that modernized how the game is played now. Huge revamps everywhere.
- Nuclear Arbitor

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Re: Ideas for Autarch Hero
coh2 just got the equivalent. i wasn't around for TioW but this CoH2 one has made huge differences.
Re: Ideas for Autarch Hero
The CoH2 one was more forced. TiOW happend not so long after retails release, I believe it was at least a good 4-6 months or so after the games release.
CoH2 one was like almost a year or so. It felt completely uneccasary, but I suppose it was to add more complexity and depth to the game, so it's abit of a w/e matter.
DoW2 was more of a rushed designed rather then somewhat polished at release. CoH2 fared better at it's release in terms of how things were designed.
CoH2 one was like almost a year or so. It felt completely uneccasary, but I suppose it was to add more complexity and depth to the game, so it's abit of a w/e matter.
DoW2 was more of a rushed designed rather then somewhat polished at release. CoH2 fared better at it's release in terms of how things were designed.
- Nuclear Arbitor

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Re: Ideas for Autarch Hero
i can't comment on the comparison but i will say that the soviet show a lot of rushed thinking in their design. i'm sure it's a product of THQ's situation for the vast majority of development.
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