Re: 2.9.0 and Post-Release Roadmap
Posted: Sat 23 Feb, 2019 2:20 am
				
				Can I ask please to use google docs as an other place to download from not just mega pls next time
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) I just wanted to point out that the Psychic Storm (Far Seer) ability hotkey "O" triggers the Armor of Fortune upgrade. Maybe the ability hotkey should be changed to "N" (the Rune Armor upgrade hotkey).
 I just wanted to point out that the Psychic Storm (Far Seer) ability hotkey "O" triggers the Armor of Fortune upgrade. Maybe the ability hotkey should be changed to "N" (the Rune Armor upgrade hotkey). ). A few of them may be somewhat ambiguous. Anyways, I gave in to my obsession and noted them down in a short document when I was reading the tooltips while testing and (re)learning the game (save for OM which I wanted to check out as well), so whoever is in charge of the scribble work (Atlas?): I can send it to you.
). A few of them may be somewhat ambiguous. Anyways, I gave in to my obsession and noted them down in a short document when I was reading the tooltips while testing and (re)learning the game (save for OM which I wanted to check out as well), so whoever is in charge of the scribble work (Atlas?): I can send it to you. 
 Nikster wrote:Hi! First off: a big thank you to the mod and balance team(s) for your ongoing dedication to the mod! Some of the new maps are pretty nice as well.
After testing the 2.9. patch for several days, I have noticed a few random things that are not directly related to balance but rather to bug fixing and overall polish. Maybe these issues could be addressed before the release of 2.9.1 (bear with me if I am talking about issues that have already been discussed before; I haven't played the game/mod in a long while):
1. What is wrong with the Dire Avenger death animation? The regular DA models simply vanish/"pop out" of existence (like the illusive space pixies that they are?). That wasn't the case when I last played the mod (around patch 2.4.1 I believe). This is not the case with the DLC or Elite Scheme DAs, as far as I have noticed. Looks kind of awkward and fix-worthy tbh.
2. Several times/matches in a row, the Tac drop pod from the global bar would not appear. Instead, only the marker could be seen and the Tacs just spawned "out of nowhere" (I guess this has been an ongoing and well-known issue? Sometimes I feel like this game creates the most random bugs on a whim)
3. I must be one of the 2 or 3 players out there who use regular instead of grid hotkeys.I just wanted to point out that the Psychic Storm (Far Seer) ability hotkey "O" triggers the Armor of Fortune upgrade. Maybe the ability hotkey should be changed to "N" (the Rune Armor upgrade hotkey).
4. As pointed out by Broodwich, do Raptors demoralise now (or something similar), given the red debuff circles that appear upon killing enemy models?
5. Apart from the Codex updates to be made in the near(?) future: There are several typos in the in-game tooltips that are in need of fixing (as far as my inner grammer-nazi is concerned). A few of them may be somewhat ambiguous. Anyways, I gave in to my obsession and noted them down in a short document when I was reading the tooltips while testing and (re)learning the game (save for OM which I wanted to check out as well), so whoever is in charge of the scribble work (Atlas?): I can send it to you.
boss wrote:Can I ask please to use google docs as an other place to download from not just mega pls next time
Telos wrote:Thanks so much to the Mod team for putting in so much work to this! It's so awesome that there's still such a dedicated community of players for this game.
Hutsy wrote:I really don't like the sound of the Purifiers psychic field now
I just don't see the use for that ability now.
Ripper snare no longer affects infantry targets.
(should still affect vehicles and monstrous creatures)
Darn wrote:Sorry if this has been said already but I have had a bug where I cannot get lightning claws on chaos lord. The upgrade finishes but the weapon doesn't change.
Broodwich wrote:- Regular ASM have a larger jump radius than vanguards (???)
- Regular ASM jump flight time is longer. I've no idea why these changes would have been made
Broodwich wrote:I'm also disappointed that even though it was reported, ol reliable was still buffed against garrisons.
I would revert this change. Does anyone feel like this global was over performing? I feel like it is overshadowed by his other globals anyway. A good bloodlust can do wonders, don't get me wrong, but doesn't need a nerf.Atlas wrote:Bloodlust red cost increased from 200 to 225.
I'm not to fond of this amazing ability getting even easier to use than it already is :/Atlas wrote:Subjugation range increased from 30 to 40.
C'mon guys. These guys have been nerfed enough already ^^ I wouldn't nerf their AV capabilities, That's still the squad's main role.Atlas wrote:Plague Missile Launcher reload duration increased from 6-6 to 8-8.
Sure, but can we get the extra HP on the upgrade back then?Atlas wrote:Stomp radius reduced from 10 to 8.
Man, what did they do to get nerfed so hard? Granted, I still haven't tried to master GK but still. This looks harsh?Atlas wrote:Acolyte no longer passively grants +1.5 hp/s to the squad.
Fanaticism duration reduced from 2.5 seconds to 1.5 seconds.
Fanaticism no longer breaks suppression upon use.
Not sure what these guys have done to nerf the bolters? That's not something that was overperforming? They still are high costing T3 units. Revert?Atlas wrote:Grey Knight Terminators:
Paladin Squad:
Stombolter damage per hit reduced from 63.5 to 50.5.
This is one to keep an eye on. I thought stikks were just fine before.Atlas wrote:Stikkbomaz:
Stikkbomb damage increased from 35 to 40.
Well that's just sad to see. I can't see 125 red being worth a 100 req discount and a very fragile reinforcement pointAtlas wrote:Global:
Drop Pod cost increased from 300/0/100 to 350/0/125.
Drop Pod hp reduced from 500 to 75.
 Revert please.
 Revert please.Why nerf this already niche wargear? The other FC loadouts are way better most of the time anyways due to numerous reasons, timing being a big one. That's why the change is also failry inconsequential. Still sad to see that when you do see a chance for this one it is now even worseAtlas wrote:Terminator Force Commander hp regeneration reduced from 3.5 hp/s to 2.5 hp/s.

Why? It's not allowed to do it's job or something? :/ The FC hits things. That's all he does!Atlas wrote:Force Commander now only deals 90% damage while he activates Battlecry and is wielding the Thunder Hammer.

An already very expensive sidegrade getting more expensive? :/Atlas wrote:Tactical Marine Squad:
Sternguard Veterans upgrade cost increased from 100/25 to 100/30.
? °_O Why? Revert please. Makes no sense.Atlas wrote:Plasma Devastator Squad:
Squad cost increased from 400/0 to 400/15.
? °_O An already fairly useless unit (bar from 3v3) getting nerfed? :/ Revert please.Atlas wrote:Whirlwind:
Speed reduced from 6 to 5.
Only 25 red to tie up a unit. This is probably going to be bonkers OP. Keep an eye on this...Atlas wrote:Capillary Tower:
Spawn Rippers/Spore Mines cooldown set from 180/60 seconds to 120 seconds.
Spawn Rippers cost reduced from 100/0/0 to 0/0/25.
I can already hear the people cry. Can you imagine these near a swarmlord, nest, LA, ... Hmmmmmmm.Atlas wrote:Ripper Swarm:
Squad can no longer retreat.
Reinforcement cost reduced from 10 to 1.
Size increased from tiny to small.
Xp yield increased from 10 to 20.
Red yield reduced from 3 to 2.
Unit hp increased from 45 to 70.
Snare slow increased from 3.6% to 4%.
(duration still set to 3 seconds per bite)
Ripper snare no longer affects infantry targets.
(should still affect vehicles and monstrous creatures)
Certain people already complain about Nid AV. Not that I'm saying that, but I wouldn't nerf any of their AV capabilities either atm.Atlas wrote:Warrior Brood:
Adrenal Glands upgrade no longer grants Reverse Synapse.
As long as it doesn't instagib infantry again like this, then it's fine. Otherwise...Atlas wrote:Carnifex:
Unit cost reduced from 600/150 to 575/150.
Venom Cannon splash radius increased from 0 to 1.
Atlas wrote:Sorry it's poorly worded.
The ASM change is an experimental fix to instances where the squad would jump but leave a squad member behind occasionally. If it works, it'll expand to all of the jump squads.
Broodwich wrote:Atlas wrote:Sorry it's poorly worded.
The ASM change is an experimental fix to instances where the squad would jump but leave a squad member behind occasionally. If it works, it'll expand to all of the jump squads.
Atlas, why is this change not in the changelog? Isn't that the point of it in the first place? The communication with this patch is already poor, and now you're adding random shit you don't even mention. I hope you and adila work this out soon
The jump issue doesnt have to do with flight time, it's because a member gets knocked out of the radius the rest of the squad is jumping at. This is true for all jump units. Please revert it