Patch preview - ETA Soon
Patch preview - ETA Soon
Update
General
* Added the Black Legion Warband DLC
* Added Iron Warriors DLC
* Added Space Wolves DLC
* Updated Dark Reaper & Exarch models
* Updated Warlock (Commander) visuals
* Added ~100 emblems to the Army Painter
* Added 11 additional painter colours
* New models for Grey Knight Inquisitorial Stormtroopers
Bug Fixes
* Fixed a bug where Hormaguant Broods counted as detectors
* Fixed a bug where Termagant Broods counted as detectors
* Added a visual explosion for the Whirlwind Hunter-Killer Missile
* Fixed Doom of Malan'tai not dealing any damage against certain units
* Fixed an issue that Terminator FC had no splash on his flamer
* Fixed an audio issue with Inquisitorial Stormtroopers
* Fleet of Foot should not stack with Swift Movement again
Grey Knights are seeing some improvements made to their AV-department with certain builds containing Interceptors. As well as improving the overall economical stability. As a result to this, we need to make sure their transitions don't get overboard onto late-game where they have a huge power spike through Terminator and Land Raider. As well as looking into the Purgation supression rate, the reload duration should make it so they fire more frequently, reducing the chances of being caught off-guard whilst reloading their weapon, ineffectively also effecting their supression effiency.
Grey Knights
* Stormtrooper barrage damage reduced from 25 to 20
* Strike Squad cost reduced from 500 to 450 requisition
* Reduced Strike Squad special attack damage slightly
* Increased Strike Squad Energy Burst cast range from 25 to 30
* Krak Grenade now is a target-select (It can still effect multiple vehicles)
* Psyk-Grenade projectile speed increased by 30%
* Incinerator Courage damage on Purgation Squad up from 15 to 17.5
* Reduced reload duration on Strike Squad, Interceptor & Purgation Incinerator from 3-3 to 2-2
* Reduced global red on Purgation squad from 21 to 15
* Increased energy drain on Grey Knight Terminators from 1.7 to 2.0
The Terminator Force Commander is seeing some improvement to his wargear loadout, making more viable options. The Flamer build time for Tacticals was increased to give the other opposition more of a breather to react to a potential early-gen bash pressure from the Space Marines. Vanguards also see some improvements towards their initial and progressively scaling performance, making them far more durable in combat then most units in the game, effectively serving as a very durable and tanky unit that needs to be taken care of, before they get the chance to reinitiate in combat with higher health pool.
Space Marines
* Techmarine Missile Launcher Turret range increased from 50 to 55
* Scout Sniper cost reduced from 100/35 to 100/30
* Terminator Force Commander Assault Cannon damage from 100 to 128
* Terminator Force Commander Lightning Claw cost reduced from 70/70 to 70/40
* Build time on Tactical Flamer increase from 15 to 20s
* Vanguard Health-regeneration increased from 0.5 to 1.5
* Vanguard Health-regeneration in-combat from 0.5 to 2.5
* Armor of the Apothecarian grants 1.5 speed from 1.0 while out of combat
The Bloodcrusher was always primed to be a very timing effective unit, however with some changes made to Chaos, this has had abit more of a diminishing effect. So it's been reduced to improve it's timing performance abit.
Chaos Space Marines
* Bloodcrusher build time reduced from 50 to 40 seconds
* Chaos Space Marine Mark of Khorne cost reduced from 90/30 to 70/30
* Demolishing(or w/e its called) Strike moved to Aspiring Champion instead of Blood Maul
* Demolishing(or w/e its called) Strike damage reduced to 150
* Improved the domino strength and knockback effect of the ability
* Blood Maul Raptor removed for now
Kaskrins are ultimately a very potent and powerful late-game unit. However, the Grenade Launcher is not really quite where it's suppose to be just yet, so it's damage has been improved abit. The Leman Russ Vanquisher reload-duration should help increase the overall dps, due to it's somewhat inconsistency of it's slow rate of fire.
Imperial Guard
* Kaskrin Grenade Launcher damage increased slightly (Specifics req)
* Kaskrin Grenade Launcher also unlocks "Smoke Barrage"
* Leman Russ Vanquisher Reload Duration reduced slightly (Specifics req)
The Painboy is a very strong unit at the moment, albeit, abit too powerful to some degree. However, we want to maintain the overall design and functionality of the unit, so there are no major changes to him. The healing duration should give players more of an option to even maintain and stay in the fight, rather than force to fallback from charging sluggas under the effect of the healing effect. The Weirdboy is also potent of dealing quite an substantial amount of damage if left unchecked, or just be generally a nuissance. The reload duration/frequency should make it less of a pain to deal with.The Mekboy Turret is getting some substantial changes that makes it more potent as a firing-supportive platform. This is all abit of the experimental phase of it's new approach, so bare in mind there might be more changes down the road.
Orks
* Mekboy Turret damage reduced from 300 to 150
* Mekboy Turret courage damage reduced from 400 to 0
* Mekboy Turret cost from 200/30 to 150/20
* Mekboy Turret weapon cooldown from 1.5 to 1.0
* Reduced cooldown on Mekboys Dakka Dakka Dakka from 2 to 1.5
* Reduced Kult of Speed red from 125 to 100
* Painboy Spesshul Git Sauce health regeneration duration reduced (Specifics req)
* Warp Vomit duration reduced from 10 to 8 seconds
* Increased the reload duration/frequency of the Weirdboy
Dark Reapers were abit to effective for their base cost. With these changes, the overall economical investment remains relatvely the same, but their reinf. per model (requisition) goes up abit, whilst the power goes down.
Eldar
* Falcon cost reduced from 375/95 to 360/90
* Dark Reaper cost increased from 350/35 to 400/30
* Dark Reaper Exarch cost reduced from 85/15 to 65/15
* Dark Reaper Tempest Launcher cost reduced from 100/25 to 65/25
There were some bugs with how the Hormagaunt Warriors and Termagant Broods functioned, causing the units to deal more damage and provide more utility then initially planned.
Tyranids
* Hive Tyrant Venom Cannon cooldown reduced from 2 to 1.5
* Infestation Tower now has a 45s cooldown
* Carnifex Venom Cannon damage increased slightly to offset it can't fire on the move
INCOMPLETE NOTE: CHANGES , FINAL WILL BE POSTED LATER TONIGHT
General
* Added the Black Legion Warband DLC
* Added Iron Warriors DLC
* Added Space Wolves DLC
* Updated Dark Reaper & Exarch models
* Updated Warlock (Commander) visuals
* Added ~100 emblems to the Army Painter
* Added 11 additional painter colours
* New models for Grey Knight Inquisitorial Stormtroopers
Bug Fixes
* Fixed a bug where Hormaguant Broods counted as detectors
* Fixed a bug where Termagant Broods counted as detectors
* Added a visual explosion for the Whirlwind Hunter-Killer Missile
* Fixed Doom of Malan'tai not dealing any damage against certain units
* Fixed an issue that Terminator FC had no splash on his flamer
* Fixed an audio issue with Inquisitorial Stormtroopers
* Fleet of Foot should not stack with Swift Movement again
Grey Knights are seeing some improvements made to their AV-department with certain builds containing Interceptors. As well as improving the overall economical stability. As a result to this, we need to make sure their transitions don't get overboard onto late-game where they have a huge power spike through Terminator and Land Raider. As well as looking into the Purgation supression rate, the reload duration should make it so they fire more frequently, reducing the chances of being caught off-guard whilst reloading their weapon, ineffectively also effecting their supression effiency.
Grey Knights
* Stormtrooper barrage damage reduced from 25 to 20
* Strike Squad cost reduced from 500 to 450 requisition
* Reduced Strike Squad special attack damage slightly
* Increased Strike Squad Energy Burst cast range from 25 to 30
* Krak Grenade now is a target-select (It can still effect multiple vehicles)
* Psyk-Grenade projectile speed increased by 30%
* Incinerator Courage damage on Purgation Squad up from 15 to 17.5
* Reduced reload duration on Strike Squad, Interceptor & Purgation Incinerator from 3-3 to 2-2
* Reduced global red on Purgation squad from 21 to 15
* Increased energy drain on Grey Knight Terminators from 1.7 to 2.0
The Terminator Force Commander is seeing some improvement to his wargear loadout, making more viable options. The Flamer build time for Tacticals was increased to give the other opposition more of a breather to react to a potential early-gen bash pressure from the Space Marines. Vanguards also see some improvements towards their initial and progressively scaling performance, making them far more durable in combat then most units in the game, effectively serving as a very durable and tanky unit that needs to be taken care of, before they get the chance to reinitiate in combat with higher health pool.
Space Marines
* Techmarine Missile Launcher Turret range increased from 50 to 55
* Scout Sniper cost reduced from 100/35 to 100/30
* Terminator Force Commander Assault Cannon damage from 100 to 128
* Terminator Force Commander Lightning Claw cost reduced from 70/70 to 70/40
* Build time on Tactical Flamer increase from 15 to 20s
* Vanguard Health-regeneration increased from 0.5 to 1.5
* Vanguard Health-regeneration in-combat from 0.5 to 2.5
* Armor of the Apothecarian grants 1.5 speed from 1.0 while out of combat
The Bloodcrusher was always primed to be a very timing effective unit, however with some changes made to Chaos, this has had abit more of a diminishing effect. So it's been reduced to improve it's timing performance abit.
Chaos Space Marines
* Bloodcrusher build time reduced from 50 to 40 seconds
* Chaos Space Marine Mark of Khorne cost reduced from 90/30 to 70/30
* Demolishing(or w/e its called) Strike moved to Aspiring Champion instead of Blood Maul
* Demolishing(or w/e its called) Strike damage reduced to 150
* Improved the domino strength and knockback effect of the ability
* Blood Maul Raptor removed for now
Kaskrins are ultimately a very potent and powerful late-game unit. However, the Grenade Launcher is not really quite where it's suppose to be just yet, so it's damage has been improved abit. The Leman Russ Vanquisher reload-duration should help increase the overall dps, due to it's somewhat inconsistency of it's slow rate of fire.
Imperial Guard
* Kaskrin Grenade Launcher damage increased slightly (Specifics req)
* Kaskrin Grenade Launcher also unlocks "Smoke Barrage"
* Leman Russ Vanquisher Reload Duration reduced slightly (Specifics req)
The Painboy is a very strong unit at the moment, albeit, abit too powerful to some degree. However, we want to maintain the overall design and functionality of the unit, so there are no major changes to him. The healing duration should give players more of an option to even maintain and stay in the fight, rather than force to fallback from charging sluggas under the effect of the healing effect. The Weirdboy is also potent of dealing quite an substantial amount of damage if left unchecked, or just be generally a nuissance. The reload duration/frequency should make it less of a pain to deal with.The Mekboy Turret is getting some substantial changes that makes it more potent as a firing-supportive platform. This is all abit of the experimental phase of it's new approach, so bare in mind there might be more changes down the road.
Orks
* Mekboy Turret damage reduced from 300 to 150
* Mekboy Turret courage damage reduced from 400 to 0
* Mekboy Turret cost from 200/30 to 150/20
* Mekboy Turret weapon cooldown from 1.5 to 1.0
* Reduced cooldown on Mekboys Dakka Dakka Dakka from 2 to 1.5
* Reduced Kult of Speed red from 125 to 100
* Painboy Spesshul Git Sauce health regeneration duration reduced (Specifics req)
* Warp Vomit duration reduced from 10 to 8 seconds
* Increased the reload duration/frequency of the Weirdboy
Dark Reapers were abit to effective for their base cost. With these changes, the overall economical investment remains relatvely the same, but their reinf. per model (requisition) goes up abit, whilst the power goes down.
Eldar
* Falcon cost reduced from 375/95 to 360/90
* Dark Reaper cost increased from 350/35 to 400/30
* Dark Reaper Exarch cost reduced from 85/15 to 65/15
* Dark Reaper Tempest Launcher cost reduced from 100/25 to 65/25
There were some bugs with how the Hormagaunt Warriors and Termagant Broods functioned, causing the units to deal more damage and provide more utility then initially planned.
Tyranids
* Hive Tyrant Venom Cannon cooldown reduced from 2 to 1.5
* Infestation Tower now has a 45s cooldown
* Carnifex Venom Cannon damage increased slightly to offset it can't fire on the move
INCOMPLETE NOTE: CHANGES , FINAL WILL BE POSTED LATER TONIGHT
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: Patch preview - ETA Soon
Interesting changes on the Mek Turret.
But are 10 power less really enough considering taking away the supression and cutting its damage that much? Since it wasnt all that great to beginn with.
But are 10 power less really enough considering taking away the supression and cutting its damage that much? Since it wasnt all that great to beginn with.
Re: Patch preview - ETA Soon
Keep in mind the weapon cooldown reduction makes it fire more frequently.
I didn't want to go below the power figure because esp since it might have a very potent timing efficiency with the Mekboy in the early-game. (Early-game timing purchases vary between 15-20 power) whereas 25/30 are more prolonged early-game confrontations, or your second-return from base HQ purchase moments.
I didn't want to go below the power figure because esp since it might have a very potent timing efficiency with the Mekboy in the early-game. (Early-game timing purchases vary between 15-20 power) whereas 25/30 are more prolonged early-game confrontations, or your second-return from base HQ purchase moments.
Re: Patch preview - ETA Soon
Nothing seems unreasonable. Them patches always look so good ^^
Some things on my mind though. Now that the raptor AC has a control ability
shouldn't his raw DPS go down to the same levels as the asm sarge too?
To 30.77 or 35 from 40, considering their higher energy costs and small bit of less hp.
I always though his lack of an ability warranted the higher DPS.
Not sure on the Mek turret either. It's definitely different. Suppression that can't be tied up can be pretty strong which the Mek now won't have anymore. I can now see scuttling the turret though. When it provided suppression the scuttle seemed a little too good in my eyes. Not sure I like losing that suppression platform on him.
Interesting change. Will see how it works out.
How much are we talking on the venom cannon increase?
Because they do pretty high dmg on a very tanky creature.
Guess that's for the upcoming notes?
And what about the leaders? Because as it stands right now they are pretty bonkers.
Guess also for upcoming notes.
Still hoping for some Sterngaurd/Vangaurd changes. More particular: keeping their exp.
And libby ones. Since he still seem lackluster in my eyes.
More particular: knockback resistance while under quickening and increase in duration. Initial purchase power cost to 40.
Again, looking great! can't wait till the rest.
Like the assassin or dreadknight announcement? ^^
Some things on my mind though. Now that the raptor AC has a control ability
shouldn't his raw DPS go down to the same levels as the asm sarge too?
To 30.77 or 35 from 40, considering their higher energy costs and small bit of less hp.
I always though his lack of an ability warranted the higher DPS.
Not sure on the Mek turret either. It's definitely different. Suppression that can't be tied up can be pretty strong which the Mek now won't have anymore. I can now see scuttling the turret though. When it provided suppression the scuttle seemed a little too good in my eyes. Not sure I like losing that suppression platform on him.
Interesting change. Will see how it works out.
How much are we talking on the venom cannon increase?
Because they do pretty high dmg on a very tanky creature.
Guess that's for the upcoming notes?
And what about the leaders? Because as it stands right now they are pretty bonkers.
Guess also for upcoming notes.
Still hoping for some Sterngaurd/Vangaurd changes. More particular: keeping their exp.
And libby ones. Since he still seem lackluster in my eyes.
More particular: knockback resistance while under quickening and increase in duration. Initial purchase power cost to 40.
Again, looking great! can't wait till the rest.
Like the assassin or dreadknight announcement? ^^
Last edited by Dark Riku on Sun 06 Oct, 2013 9:25 pm, edited 1 time in total.
Re: Patch preview - ETA Soon
Hmm suddenly I feel the urge to write a wall of text.
General thoughts: agree with the vast majority of these changes, however I'd like clarification on a few issues if that's ok.
Nice, looking forward to all of these. Is David-CZ's Techmarine bolter coming in?
So Cyris writes persuasively eh? Seriously though these are much-needed tweaks, and the right ones at that. 500 req for SS just made it impractical to get them and tech at a reasonable time/have a realistic army. Curious to see if triple storms into SS into purgation can now work...
Desperately needed for GK. Affecting multiple vehicles with a lock-on seems a little unnecessary, but if your opponent is blobbing his vehicles like that he deserves to get bitchslapped anyway. 2nd best change this patch.
http://yeeeeeeeeeeeeeees.com/
Thank God, Buddha, Vishnu and Black Jesus. Finally Bloodcrushers have a chance of properly fulfilling their potential as rushable vehicles, rather than cancelling them at the last minute cuz ZOMG I HAS RESOURCE TO BUILD DREAD NOW. Still think 35 seconds is most appropriate, but I'm not complaining now.
Could you explain the idea behind CSM MoK cost reduction? The 20 req change is...unexpected (I'll take it tho
) - I'd like to know why the req was hit and not the power. In my experience KCSM are slightly cost inefficient and are a real hit-and-miss as opposed to the consistency of TCSM. I acknowledge that this unit needs fine-tuning not an overhaul, but reducing the req by 20 seems a little too fine. I would have gone for a 5 power decrease, possibly with -15 req to give a 75/25 cost. So may I ask why 70/30 was the adjustment you chose to make?
OMG Raptor AC might actually start justifying the 90/25! As much as I would love otherwise, I presume demolishing strike is exclusive to the lightning claw AC and removed with Meltas? But giving the ability to the AC as default is great: will give him more utility and disruption which should come in a jump-infantry-squad-leader-package. And happy to see useless upgrades phased out, if you find a better use for it then by all means bring it back it's a great model.
Cue Riku orgasm. This really is an intriguing change - I will have to try them in a lot of situations before passing judgement on it.
So it still does more damage the closer you come to it? Can it still be scuttled? Again, will have to play around with these but looks a lot of fun.
Yes the Falcon appears to be underperforming in the current meta but this will not change that. The reason this happens is because of how powerful the wraithlord has become with that 100% fotm brightlance (so the Falcon "underperforms" because your other option for a similar cost overperforms). WL BL hard counters light vehicles because of their low hp and walkers because they cannot kite him. It is a whole new dimension to anti-tank which nothing else can provide in T2. Combined with WS grenades is so often gg for dreadnoughts, as even if they're far-ish away from the WL the warpspiders teleport it and drop the nade, which means the WL can catch up. And you lose no melee effectiveness. It's so tempting to choose that option while you have the resources rather than, and I never thought I'd say this, gamble on a Falcon. Especially if you do not have a Shuri, however unlikely that is.
The Falcon gives you a mobile, potentially very tanky transport, whilst the WL gives you the potential for hard av and great anti-infantry. Sure there are times when the falcon is the better choice, but in the modern meta the WL is just way more often the better choice. When you would buy a Falcon, the question has to come to mind "would it be better to wait 0-20 seconds and get a WL?" The Falcon is fine for its previous cost, it is just being driven out by the WL which is not. This is the only change in this patch that I categorically disagree with.
You say they were "a bit too effective for their base cost". Could you elaborate on how this cost change, along the adjustments to reinforce costs, will fix that issue? Cuz it seems like just a tweak to me, unless that was the idea...
The classic example of you choosing a solution that nobody seems to have suggested so far...most of these have worked in the past however so I'm prepared to give it a shot and see how it goes, although I do not think it will solve the issue of giving pretty much instant support/retreat-killing potential which is the outstanding problem, if there even is one.
Oh do infestation towers give a shiton of xp like webways do now?
I thought it already was 1.5 unless I'm remembering retail values. If it was 2 then yeah given that it does nothing but extra dps it should have the lower cooldown.
Although this was already the best anti-tank cannon in the game, I actually agree with this change as it could be frustratingly inconsistent when affected by wtfimmashootwrongtargetonthemove syndrome.
General thoughts: agree with the vast majority of these changes, however I'd like clarification on a few issues if that's ok.
Caeltos wrote:* Added the Black Legion Warband DLC
* Added Iron Warriors DLC
* Added Space Wolves DLC
* Updated Dark Reaper & Exarch models
* Updated Warlock (Commander) visuals
* Added ~100 emblems to the Army Painter
* Added 11 additional painter colours
* New models for Grey Knight Inquisitorial Stormtroopers
Nice, looking forward to all of these. Is David-CZ's Techmarine bolter coming in?
Caeltos wrote:* Strike Squad cost reduced from 500 to 450 requisition
* Reduced Strike Squad special attack damage slightly
* Increased Strike Squad Energy Burst cast range from 25 to 30
So Cyris writes persuasively eh? Seriously though these are much-needed tweaks, and the right ones at that. 500 req for SS just made it impractical to get them and tech at a reasonable time/have a realistic army. Curious to see if triple storms into SS into purgation can now work...
Caeltos wrote: Krak Grenade now is a target-select (It can still effect multiple vehicles)
Desperately needed for GK. Affecting multiple vehicles with a lock-on seems a little unnecessary, but if your opponent is blobbing his vehicles like that he deserves to get bitchslapped anyway. 2nd best change this patch.
Caeltos wrote:* Bloodcrusher build time reduced from 50 to 40 seconds
http://yeeeeeeeeeeeeeees.com/
Thank God, Buddha, Vishnu and Black Jesus. Finally Bloodcrushers have a chance of properly fulfilling their potential as rushable vehicles, rather than cancelling them at the last minute cuz ZOMG I HAS RESOURCE TO BUILD DREAD NOW. Still think 35 seconds is most appropriate, but I'm not complaining now.
Caeltos wrote:Chaos Space Marine Mark of Khorne cost reduced from 90/30 to 70/30
Could you explain the idea behind CSM MoK cost reduction? The 20 req change is...unexpected (I'll take it tho
Caeltos wrote:* Demolishing(or w/e its called) Strike moved to Aspiring Champion instead of Blood Maul
* Demolishing(or w/e its called) Strike damage reduced to 150
* Improved the domino strength and knockback effect of the ability
* Blood Maul Raptor removed for now
OMG Raptor AC might actually start justifying the 90/25! As much as I would love otherwise, I presume demolishing strike is exclusive to the lightning claw AC and removed with Meltas? But giving the ability to the AC as default is great: will give him more utility and disruption which should come in a jump-infantry-squad-leader-package. And happy to see useless upgrades phased out, if you find a better use for it then by all means bring it back it's a great model.
Caeltos wrote:* Vanguard Health-regeneration increased from 0.5 to 1.5
* Vanguard Health-regeneration in-combat from 0.5 to 2.5
Cue Riku orgasm. This really is an intriguing change - I will have to try them in a lot of situations before passing judgement on it.
Caeltos wrote:Orks
* Mekboy Turret damage reduced from 300 to 150
* Mekboy Turret courage damage reduced from 400 to 0
* Mekboy Turret cost from 200/30 to 150/20
* Mekboy Turret weapon cooldown from 1.5 to 1.0
So it still does more damage the closer you come to it? Can it still be scuttled? Again, will have to play around with these but looks a lot of fun.
Caeltos wrote:* Falcon cost reduced from 375/95 to 360/90
Yes the Falcon appears to be underperforming in the current meta but this will not change that. The reason this happens is because of how powerful the wraithlord has become with that 100% fotm brightlance (so the Falcon "underperforms" because your other option for a similar cost overperforms). WL BL hard counters light vehicles because of their low hp and walkers because they cannot kite him. It is a whole new dimension to anti-tank which nothing else can provide in T2. Combined with WS grenades is so often gg for dreadnoughts, as even if they're far-ish away from the WL the warpspiders teleport it and drop the nade, which means the WL can catch up. And you lose no melee effectiveness. It's so tempting to choose that option while you have the resources rather than, and I never thought I'd say this, gamble on a Falcon. Especially if you do not have a Shuri, however unlikely that is.
The Falcon gives you a mobile, potentially very tanky transport, whilst the WL gives you the potential for hard av and great anti-infantry. Sure there are times when the falcon is the better choice, but in the modern meta the WL is just way more often the better choice. When you would buy a Falcon, the question has to come to mind "would it be better to wait 0-20 seconds and get a WL?" The Falcon is fine for its previous cost, it is just being driven out by the WL which is not. This is the only change in this patch that I categorically disagree with.
Caeltos wrote:* Dark Reaper cost increased from 350/35 to 400/30
* Dark Reaper Exarch cost reduced from 85/15 to 65/15
* Dark Reaper Tempest Launcher cost reduced from 100/25 to 65/25
You say they were "a bit too effective for their base cost". Could you elaborate on how this cost change, along the adjustments to reinforce costs, will fix that issue? Cuz it seems like just a tweak to me, unless that was the idea...
Caeltos wrote:Infestation Tower now has a 45s cooldown
The classic example of you choosing a solution that nobody seems to have suggested so far...most of these have worked in the past however so I'm prepared to give it a shot and see how it goes, although I do not think it will solve the issue of giving pretty much instant support/retreat-killing potential which is the outstanding problem, if there even is one.
Oh do infestation towers give a shiton of xp like webways do now?
Caeltos wrote:* Reduced cooldown on Mekboys Dakka Dakka Dakka from 2 to 1.5
I thought it already was 1.5 unless I'm remembering retail values. If it was 2 then yeah given that it does nothing but extra dps it should have the lower cooldown.
Caeltos wrote:* Leman Russ Vanquisher Reload Duration reduced slightly
Although this was already the best anti-tank cannon in the game, I actually agree with this change as it could be frustratingly inconsistent when affected by wtfimmashootwrongtargetonthemove syndrome.
Re: Patch preview - ETA Soon
Look at the appropriate thread :pRaffa wrote:Nice, looking forward to all of these. Is David-CZ's Techmarine bolter coming in?
Lulgrim already said it will be in the next patch.
Re: Patch preview - ETA Soon
Oh do infestation towers give a shiton of xp like webways do now?
They give 75 XP (they gave 0 initially). Webways give 150 XP.
- Forestradio

- Posts: 1157
- Joined: Sun 13 Oct, 2013 5:09 pm
Re: Patch preview - ETA Soon
Regarding the Vanguard health regen buff, Purifiers got a similar boost a few patches ago. It will help them keep a lot more staying power, IMO
DLC custom models always look sweet, with all of their shiny bits.
DLC custom models always look sweet, with all of their shiny bits.
Re: Patch preview - ETA Soon
Nice start, should be a good patch!
Very happy with the look of the GK changes, except for one big thing... I really find the infinite furious intervention technique on interceptors to be lame, both in using it and fighting against it. Any buffs to interceptors is going to make this even more common. There are ways this squad could be made more T1 viable while having it's T2 infinite energy mode not as degenerate. I really hope to see something like that! Looking forward to the rest of the changes for this faction, and happy to see the focus in their T1 viability. Much like with SM balancing in the past, the potency of their T3 army being reduced in favor of T1 buffs would make the faction more playable in 1v1 and less degenerate in 3v3. Purgation changes look good on paper, but the proof will be in the pudding. If sluggas can run straight through the fire and close to melee without being suppressed, then it didn't help in the ways needed. i still think make them an energy unit and grant a "bonus suppression" skill. GK Energy synergy go!
Glad to see VC Fex getting some long overdue attention. For such a monstrous price tag he lacks a lot of impact. He's an overpriced BL WL in T3 who trades a great ability for one that misses all the time and can't fire on the move. I'm grudgingly in the "lose the T3 leaders" camp for nids. I think the separate warrior squads are more interesting to play as and against.
Vanguard changes don't really address the problem of them being a T3 upgrade that wipes a T1 squads levels. Sternguards remain an anti-infantry/commander upgrade, buff vengance and nerf dragonfire plz! Make them a true anti-everything, medium dps squad!
Mekboy changes are neat, but gotta agree that losing the suppression for 10 less power seems a hard pill to swallow. Tiny Wierdboy nerfs are welcome, larger nerfs would be more welcome
Looking forward to specific numbers for PainBoy.
I'm officialy in the "Webway gates suck the fun out of this game" camp now. The risk reward on them is just so utterly borked in team games, and slightly borked in 1v1. I've long felt Falchon was OP, but I've come around. Buff that bad boy up! I think turret rotation speed increase in addition to this price decrease would be enough.
Very happy with the look of the GK changes, except for one big thing... I really find the infinite furious intervention technique on interceptors to be lame, both in using it and fighting against it. Any buffs to interceptors is going to make this even more common. There are ways this squad could be made more T1 viable while having it's T2 infinite energy mode not as degenerate. I really hope to see something like that! Looking forward to the rest of the changes for this faction, and happy to see the focus in their T1 viability. Much like with SM balancing in the past, the potency of their T3 army being reduced in favor of T1 buffs would make the faction more playable in 1v1 and less degenerate in 3v3. Purgation changes look good on paper, but the proof will be in the pudding. If sluggas can run straight through the fire and close to melee without being suppressed, then it didn't help in the ways needed. i still think make them an energy unit and grant a "bonus suppression" skill. GK Energy synergy go!
Glad to see VC Fex getting some long overdue attention. For such a monstrous price tag he lacks a lot of impact. He's an overpriced BL WL in T3 who trades a great ability for one that misses all the time and can't fire on the move. I'm grudgingly in the "lose the T3 leaders" camp for nids. I think the separate warrior squads are more interesting to play as and against.
Vanguard changes don't really address the problem of them being a T3 upgrade that wipes a T1 squads levels. Sternguards remain an anti-infantry/commander upgrade, buff vengance and nerf dragonfire plz! Make them a true anti-everything, medium dps squad!
Mekboy changes are neat, but gotta agree that losing the suppression for 10 less power seems a hard pill to swallow. Tiny Wierdboy nerfs are welcome, larger nerfs would be more welcome
I'm officialy in the "Webway gates suck the fun out of this game" camp now. The risk reward on them is just so utterly borked in team games, and slightly borked in 1v1. I've long felt Falchon was OP, but I've come around. Buff that bad boy up! I think turret rotation speed increase in addition to this price decrease would be enough.
- Lost Son of Nikhel

- Posts: 636
- Joined: Wed 13 Feb, 2013 4:26 pm
- Location: The Warp
Re: Patch preview - ETA Soon
Lot of changes, but I'm going to wait to the final changes to give my opinion.
I would like to suggest add this on the next patch.
viewtopic.php?f=2&t=213
I would like to suggest add this on the next patch.
viewtopic.php?f=2&t=213
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: Patch preview - ETA Soon
Yeah, that should be implemented as well.
Re: Patch preview - ETA Soon
Any chance the kommando nob grappling hook might get fixed in the near future?
Follow my stream! twitch.tv/frozenvapor100
Re: Patch preview - ETA Soon
Only issue I got is raptors special. They do quite a lot of damage t2 already, a disruption attack just seems excessive
Fas est ab hoste doceri
-
Magus Magi

- Posts: 191
- Joined: Sun 12 May, 2013 7:12 pm
Re: Patch preview - ETA Soon
Cyris wrote: Sternguards remain an anti-infantry/commander upgrade, buff vengance and nerf dragonfire plz! Make them a true anti-everything, medium dps squad!
^ This idea makes me
Last edited by Magus Magi on Tue 08 Oct, 2013 5:42 am, edited 1 time in total.
-
Magus Magi

- Posts: 191
- Joined: Sun 12 May, 2013 7:12 pm
Re: Patch preview - ETA Soon
Dark Riku wrote:Still hoping for some Sterngaurd/Vangaurd changes. More particular: keeping their exp.
And libby ones. Since he still seem lackluster in my eyes.
More particular: knockback resistance while under quickening and increase in duration. Initial purchase power cost to 40.
This idea makes me
Re: Patch preview - ETA Soon
* Mekboy Turret courage damage reduced from 400 to 0
Why do we nerf so drasticly orc turrets but we dont touch chaos turrets ? Which one are way better and got more synergy with PC ( as he is GREAT melee counter ).
For the records im not mek boy player ( rather knob / boss ) but turrets alone are not a big deal to handle it , i think deff gun is more problematic , turrets are useful on some maps to keep the ground. It's not realy fair for orcs to take them away supression turrets.
- Lost Son of Nikhel

- Posts: 636
- Joined: Wed 13 Feb, 2013 4:26 pm
- Location: The Warp
Re: Patch preview - ETA Soon
I suppose Caeltos want to change the Mek Turret to something different, and not a weaker version of the PC/TM Turret.
With this changes, and having in mind that Mek Turret can Dismantle IMHO Caeltos want to change it to something similar to Guardsmen Lassturret: a cheap support firefight turret.
With this changes, and having in mind that Mek Turret can Dismantle IMHO Caeltos want to change it to something similar to Guardsmen Lassturret: a cheap support firefight turret.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"
There will be no forgiveness for us.
There will be no forgiveness for us.
Re: Patch preview - ETA Soon
I thought it was supposed to be a change to the wargear of his. Stupid me.
Re: Patch preview - ETA Soon
Lost Son of Nikhel wrote:I suppose Caeltos want to change the Mek Turret to something different, and not a weaker version of the PC/TM Turret.
With this changes, and having in mind that Mek Turret can Dismantle IMHO Caeltos want to change it to something similar to Guardsmen Lassturret: a cheap support firefight turret.
There are a few issues with this however. Firstly, it is way too risky to spend 20 power early on on a turret. A double in teams can easily get rid of an IG turret, so can a flank in 1v1 or merely a flamer and in the first few engagements the mek is terrible at holding ground, he needs his t1 weapons + 2x big shootas to do that. So I can't see it being useful for early control. Furthermore I think it's way too risky to spend 20 power on a turret to secure a gen bash. I just don't think it will be that useful for the role especially if it still retains it's turret damage type, i.e. it does more damage the closer you get to it. It will need to act like a las-turret, consistent damage to a single model for this change to work, but then the dps stats are way off.
If we consider how high the ork dakka's damage is anyway though it would seem a bit extreme to make this turret any better than the las-turret which does 40dps on a single model. I think a 40dps turret which fires in bursts with a large reload time (double that of the IG las-turret) would be worth the 20 power potentially.
If it is going to retain its proximity based damage and the splash that suppression teams do then it probably is too expensive at 150/20 and would be better at 150/15 or something.
Lets make Ordo Malleus great again!
Re: Patch preview - ETA Soon
Sluggas boys used to be able to build the meks turret for him and each model would build as fast as the mek ould so you could literally build a turret in somebodies face in seconds (very good for bashing). Has this been fixed, or is this actually going be left so the mek can do some IG las-turret bashing, which would be trolls and total OP, but I play mek and would love that 
Lets make Ordo Malleus great again!
- Orkfaeller

- Posts: 1069
- Joined: Mon 29 Jul, 2013 6:01 am
Re: Patch preview - ETA Soon
Wait, like the mek would drop it in, and the Sluggas would then build it while the mek goes capping or what ever?
Re: Patch preview - ETA Soon
Orkfaeller wrote:Wait, like the mek would drop it in, and the Sluggas would then build it while the mek goes capping or what ever?
Yeah, just like that.
Lets make Ordo Malleus great again!
Return to “Community General Discussion”
Who is online
Users browsing this forum: No registered users and 1 guest



