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 W40K.rte: Imperium of Man [Standalone/Steam: R20.8b] 
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Post Re: Warhammer 40K Compilation [R3 Out!]
Convection's a ♥♥♥♥♥, huh? ;) I'm not sure there's a whole lot I can do there without potentially making the las weapons a lot weaker.

In other news; a few hours after the release of R3, the updated compilation passed 200 downloads!


Tue Nov 01, 2011 8:16 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Well actually, I noticed you had made some overcharge ammo packs so maybe make those at the current power, and weaken the "regular" power cells? I just don't like a bright red laser beam coming out of concrete and destroying my gun/leg/face/arms when I'm forced into close quarters, firing wildly at some Ronin humping me into the floor.


Tue Nov 01, 2011 11:18 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
Might I suggest using the bolters then?


Wed Nov 02, 2011 12:08 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Well spotted. I might reinstate the overcharge packs if I can think of something fun to do with them other than just "more damage, half capacity", but not yet. I think they need a new pie icon too.

Personally I'd recommend a chainsword or power sword. Using a bolter won't solve much (unless you're using kraken bolts) since that'll just blow your own leg off.

TBH even reducing the particle count for the current lasguns by 1 (they make 4, at current) made them very weak and flashlight-esque. If I did that, there would be no reason to use them over overcharge cells once OC cells came back.


Wed Nov 02, 2011 12:31 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Flashlights will always triumph over the horrors of Chaos. :D


Wed Nov 02, 2011 12:49 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Other than Daemonettes. oh and bloodletter.

also i think the bolters need more power behind them as well as the charge up option for a Plasma gun

i yet to get this update since i been far to busy with getting a job and Job meetings and stuff.

However i think you should attempt to make the space marines more.... Space marines.

In a way that only one squad of marines is really needed and it can be spent with just 5,000 gold or 10,000 gold.

however this is my fandom and Lore of one of my fave series speaking so the issues at hand is really up to you, I would just enjoy to see space marines in their rightful status of Gods of war among normal Mortal men rather than soldiers that can be easily killed off by little scraps of metal.


Wed Nov 02, 2011 1:02 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Why is it that I can only see the red guys, and not the rest that you promise.


Wed Nov 02, 2011 1:03 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
You have to enable all of the factions, it's in a file inside the folder.


Wed Nov 02, 2011 1:05 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
LordVonKain wrote:
However i think you should attempt to make the space marines more.... Space marines.

In a way that only one squad of marines is really needed and it can be spent with just 5,000 gold or 10,000 gold.

however this is my fandom and Lore of one of my fave series speaking so the issues at hand is really up to you, I would just enjoy to see space marines in their rightful status of Gods of war among normal Mortal men rather than soldiers that can be easily killed off by little scraps of metal.


1) All fluff in a book is stated, by GW, to be faction propaganda. Yes the Marines are badass superhumans, but they are still inherently human to some degree, and entirely killable. Go look at the actual tabletop.

Also gameplay trumps fluff.

2) I can beat any mission in UnmappedLands - barring stupid flukes and blatantly overpowered factions - with one, maybe two Marines, depending on the mission. Maybe throw in a handful of AirSupport SAM Sites for defense. Add a grapple gun for each Marine (or not if they're an Assault) and a Bolter or Plasma Gun. Sometimes I'll use a Scout with a Sniper Rifle for long-range defense missions.

--

BigBomb wrote:
Why is it that I can only see the red guys, and not the rest that you promise.


Define "red guys". Are they called "Blood Angels <thing>" in game? If not, you're using the wrong mod. If they are;

In the W40K.rte folder, open up SpaceMarines.ini, then remove the double slash in front of the chapters you want to enable, and add it in front of the ones you want to disable. The "current" SpaceMarines.ini has the Ultramarines and Imperial Guard enabled by default, so if you are running the right mod, you somehow disabled both of them and enabled the Blood Angels in which case you apparently already know how to do this and shouldn't need to ask.

Alternately, you didn't overwrite the ini that only had the BA enabled which means you possibly need to update using this box.net link, NOT the attachment.


Wed Nov 02, 2011 1:59 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
Arcalane wrote:
LordVonKain wrote:
However i think you should attempt to make the space marines more.... Space marines.

In a way that only one squad of marines is really needed and it can be spent with just 5,000 gold or 10,000 gold.

however this is my fandom and Lore of one of my fave series speaking so the issues at hand is really up to you, I would just enjoy to see space marines in their rightful status of Gods of war among normal Mortal men rather than soldiers that can be easily killed off by little scraps of metal.


1) All fluff in a book is stated, by GW, to be faction propaganda. Yes the Marines are badass superhumans, but they are still inherently human to some degree, and entirely killable. Go look at the actual tabletop.

Also gameplay trumps fluff.

2) I can beat any mission in UnmappedLands - barring stupid flukes and blatantly overpowered factions - with one, maybe two Marines, depending on the mission. Maybe throw in a handful of AirSupport SAM Sites for defense. Add a grapple gun for each Marine (or not if they're an Assault) and a Bolter or Plasma Gun. Sometimes I'll use a Scout with a Sniper Rifle for long-range defense missions.


Can i ask not to imply i haven't played the tabletop,i tend to take offences to it.

i am well aware of what they are tabletop wise, but honestly, play as chaos marines and armour saves throw's on a +3 while my brother who sometime play tyranid's etc etc, get save rolls on 5,6''s imperial guard included, the comparison then rolls down towards the other factions of CC which clearly if converted to tabletop standard still only get plus 6+ armour saves. and this is basic units
Termies have a armour save on a +2, and from what i know Lasguns only low armor piecing while bolters have a AP of 3, which means any armor save on a 3 or above have no armour save, which means all imperial guards, and units similar will be killed instantly. Again, These are just basic units.
The Kraken bolt is a AP of 2, for Sternguards which are elite units only.

and speaking of fluff bolt never explode on impact, they explode AFTER impact, they hit the target, rip apart the flesh or armour of the target, and then explode INSIDE the target causing the most damage possible per bolt. of course not all bolts will explode as some bolts will just tear through the flesh like bullets, sure bolts are considered as mini rockets but that's only in terms of if it impact it's explode, it the same to how a RPG can be lodged into someone chest and doesn't explode, Because the impact wasn't enough to ignite it thus exploding it. but in the bolt case, it's a bullet with Explosives in it thus will only explode when impacted with enough force.
(and incase you think im wrong, all information was taken from the space marine codex, the imperial guard codex and tyranid codex, and other things are applied with the laws of logics, also previous and newest editions as well, My family do like to collect warhammer so i'm not the only one with a single codex)
Now if you must know i was well aware this was being balanced to suit CC needs rather than the needs of the fan but i still feel space marines are way too weak to what they should be.

Rant over, in short don't imply i don't play the tabletop or know anything about it. books are a great sources of information for me, Physical and online information. it really irritates me with people assume and imply than think.


Wed Nov 02, 2011 2:31 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
My point was - don't look solely at the fluff when thinking about how totally awesome something should be. What you request is entirely capable if you play smart, and for about the same amount of money you mentioned. Sometimes, dumb flukes happen. It's complete and utter BS, but it happens, and it happens to everyone, even the Emperor's bloody Finest. If Lady Luck has decided you get the natural 1, you get the natural 1. If you lose units due to your own foolishness - not engaging in proper recon, using snipers/artillery to take out heavy weapons/defensive emplacements, then that's your own problem.

If your Marines are getting their asses kicked, stop charging into short range fights? Stop letting the enemy get up close? I don't know what to say if you don't give more specifics about what kind of situations they're getting killed by. Use heavy weapons when the situation warrants? I reduced the damage they take very slightly, but any more and they won't take any damage from entry wounds. If I change the material of their armour, they'll be completely bulletproof against most small arms. Accurate to the fluff? Yes. Fun to fight against? ♠♣♥♦ no. Fun to play as? Questionable. I like an element of risk, personally.

I don't want the Marines to turn into another cheese faction where you simply can't hurt them without resorting to potentially equally cheesy mod weapons, and that's final.

Well, the reason the bolts explode prior to impact in the current version is because the projectiles are MOPixels, but MOPixels can't gib into explosions - only AEmitters can. But to my knowledge, you can't make an AEmitter look like a MOPixel.

But then I'm a pretty novice modder as far as these things go.

Ed: Now that I look at it, a lot of the marines have 'Flesh' set as one of their basic materials. I'll look into this and compare with other, better-armoured actors and see if I can't come up with a better solution that offers better armour without being too overpowered. I'll try replacing it with Armoured Flesh and see how that goes.


Wed Nov 02, 2011 3:19 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
So, any chance of adding the Orks to this compilation? I know that the old version of them still work, but since things have been rebalanced in this, it wouldn't hurt to take a look. It would take a lot of work, I know... But it would be amazing to have orks balanced for play against Sphess Mehreens.


Wed Nov 02, 2011 9:12 am
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Post Re: Warhammer 40K Compilation [R3 Out!]
I feel as if this has been stated before, but why not give them another layer of attachable armor? That way they would weaken over time but still be more damage resistant. Best of both worlds.


Wed Nov 02, 2011 2:59 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
Egotist; Adding the orks would roughly double the download size of this pack. I'd only begin to consider it if someone else did extensive rebalancing of them, with the approval of the original creator. I do not have the time or patience to do this myself.

--

Glowsticks; Because that means more sprites, more headaches, more offsets, more balancing. It could totally work if the Chapters were built with it in mind from day 1, but now? No - we'd need to rework them all from scratch. At this point it's just simpler to try rebalancing materials.

--

Speaking of which, tweaking the material types hasn't rendered any massive improvements I can see, but I am a poor judge of balance. I'll upload R3.1 later today or at some point tomorrow so those of you inclined towards actual testing can report back.


Wed Nov 02, 2011 3:04 pm
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Post Re: Warhammer 40K Compilation [R3 Out!]
Arcalane wrote:
My point was - don't look solely at the fluff when thinking about how totally awesome something should be. What you request is entirely capable if you play smart, and for about the same amount of money you mentioned. Sometimes, dumb flukes happen. It's complete and utter BS, but it happens, and it happens to everyone, even the Emperor's bloody Finest. If Lady Luck has decided you get the natural 1, you get the natural 1. If you lose units due to your own foolishness - not engaging in proper recon, using snipers/artillery to take out heavy weapons/defensive emplacements, then that's your own problem.

If your Marines are getting their asses kicked, stop charging into short range fights? Stop letting the enemy get up close? I don't know what to say if you don't give more specifics about what kind of situations they're getting killed by. Use heavy weapons when the situation warrants? I reduced the damage they take very slightly, but any more and they won't take any damage from entry wounds. If I change the material of their armour, they'll be completely bulletproof against most small arms. Accurate to the fluff? Yes. Fun to fight against? ♠♣♥♦ no. Fun to play as? Questionable. I like an element of risk, personally.

I don't want the Marines to turn into another cheese faction where you simply can't hurt them without resorting to potentially equally cheesy mod weapons, and that's final.

Well, the reason the bolts explode prior to impact in the current version is because the projectiles are MOPixels, but MOPixels can't gib into explosions - only AEmitters can. But to my knowledge, you can't make an AEmitter look like a MOPixel.

But then I'm a pretty novice modder as far as these things go.

Ed: Now that I look at it, a lot of the marines have 'Flesh' set as one of their basic materials. I'll look into this and compare with other, better-armoured actors and see if I can't come up with a better solution that offers better armour without being too overpowered. I'll try replacing it with Armoured Flesh and see how that goes.


if you notice, im all of my previous comments i havn't made all of my suggestion based on fluff, mainly on it, But it heavily changed to suit the game.

and honsetly, if you want balanced WHY THE ♥♥♥♥ ARE YOU DOING WARHAMMER 40,000?
Honestly the game is basicly everything is overpowered in a tin to make it balanced, everything in warhammer is overpowered to the point one overpowered unit is counted by another overpowered unit, 3rd editon nercons for example, most basic unit can easily destroy your most advanced tank,

Also stop implying stuff, i'm going to ignore the stuff you implied there and just leave it as that.

As for the mod, i only used the bolter or heavy bolter and even then the whole mod just feel like a generic army mod, the marine get killed by simple gunfire when in fluff they meant to get anti armor to kill them with ease, how can we convert this into CC? Just make simple weapons do hardly any damage

honestly there nothing separating this mod to another, Nothing what so ever, it just another army with warhammer painted on top.
only reason i use the bolters now is cause they got the Kraken rounds.which is basicly just a sniper round in this game, And the bolt round... which is just a auto cannon round but in a bullet. Really balanced? Yes,Fun? Nope. they just feel sluggy oversize units that can get killed easily than oversize marines that almost any bullet other than sniper rounds maybe will just shrug off to no effect, Also there many mods that have bulletproof against normal bullets but are STILL fun to play as and against, Why? it make a battle more intense, more harder , Not just stand there shooting bullets in one Direction hoping to hit and kill.
hell i enjoy fighting against the Tek Army just purely it make me re-think what i got to do, Should i go all auto fire on it, Or should i aim to do one Kill shot with a heavy powerful sniper,

this mod as this very moment just add generic soldiers, With generic weapons at High prices with a paintjob and a name slapped on it to make it look good.

As for the bolter, again i knew the bolter is incorrect with the fluff for a long time, but i said nothing, Reason? it wasnt' worth picking out or mentioning again i still use the bolter and heavy bolter in other armys / units, reason? they feel like a bolter, just not as realistic as a bolter, But it's a game it shouldn't be realstic.


Honestly anyone who purely thinks on balance shouldn't bother making a army. cause it just be load of same units with a paintjob,
AAL mod, Why is it fun? it has mech's tanks etc, They're slightly unbalanced with the rest of the game, is that bad? hell no, not fun fighting against them? Hell no ethier, Make you change your plan against them can't just camp at your bunker for X-time doing jackshit, you gotta Bring in reinforcement bring out heavy weapons to take them down. what about the Tek troopers? same thing applied, Get out the heavy weapons take them down fast, Uni tec? Get out the snipers, Take them down ahead of time,
Red legion? take cover and grenades or wait untill they reload and hit them with lots of your firepower.
the list goes on for almost every army,

Hell my vampire army when i get around to making it and find a few modders to do the Lua, simple gunfire won't do jackshit to them, you gotta heavily punch them.


And honestly i really lost interest in this mod because of it. there nothing interesting or new about it, you just stand there shoot in a direction and kill, or get shot and die.


Wed Nov 02, 2011 3:26 pm
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