Search found 196 matches

by Galdred
Fri Dec 12, 2014 11:44 am
Forum: Mods and Scenario Design
Topic: Exceed range 4 ? Possible ?
Replies: 16
Views: 3879

Re: Exceed range 4 ? Possible ?

Actually... no this is not something I know, it was only something I've been told. Sorry! :oops: I thought Rudankort had said during the beta that it was only an arbitrary value and it could be changed. Can you check with him, please? It would open new options (Shadowswords being able to fire from ...
by Galdred
Fri Dec 12, 2014 11:44 am
Forum: Mods and Scenario Design
Topic: Exceed range 4 ? Possible ?
Replies: 16
Views: 3879

Re: Exceed range 4 ? Possible ?

Double post
by Galdred
Fri Dec 12, 2014 11:39 am
Forum: Mods and Scenario Design
Topic: WH 40 K TableTop Experience Mod
Replies: 25
Views: 6373

Re: WH 40 K TableTop Experience Mod

How will you manage increasing direct fire range above 4? I thought it was currently hard coded.
by Galdred
Fri Dec 12, 2014 11:13 am
Forum: Warhammer® 40,000® Armageddon™
Topic: infantry proposal fix v2.0
Replies: 63
Views: 8125

infantry proposal fix v2.0

I still don't hat the way infantry works, and I think a good part of the problem is that infantry gets to fire all its weapon, and all weapons in a squad are representedm which usually makes zero sense : For instance, in the TT, 1 terminators gets 1 assault cannon and 5 gets 1 stormbolter. Here, we ...
by Galdred
Sat Dec 06, 2014 10:54 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Why no true LOS?
Replies: 6
Views: 912

Re: Why no true LOS?

yes please! We would just need an overlay with spotted hexes to male things clear.
by Galdred
Sat Dec 06, 2014 1:12 am
Forum: Mods and Scenario Design
Topic: Exceed range 4 ? Possible ?
Replies: 16
Views: 3879

Re: Exceed range 4 ? Possible ?

I would really like to have an option(or a value to edit) to change it to a longer range(both for max spotting range and firing range). I find the value of 4 too limiting, and I would like to mod longer ranges(double of the current ones) in the game to see how it works.
by Galdred
Sat Dec 06, 2014 12:12 am
Forum: Warhammer® 40,000® Armageddon™
Topic: Disappointing guardsmen performance against basic infantry
Replies: 9
Views: 2065

Re: Disappointing guardsmen performance against basic infant

It's for balance. It probably also has something to do with the kind of tactics they use. A very large unit (ex. A blob of conscripts) would make easy targets and would probably lower their defense Higher price for Space Marines should be enough for balance. 7 predators with 2 heavy bolters and 1 l...
by Galdred
Fri Dec 05, 2014 9:57 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: Disappointing guardsmen performance against basic infantry
Replies: 9
Views: 2065

Re: Disappointing guardsmen performance against basic infant

space Marines are crippled by their unit strength of 10. I don t like the arbitrary effect unit strength has on efficiency. I wish unit strengths would be more consistent (ie always 30 for infantry, 15 for "big" infantry(terminators, centurions), 7for tanks, 2 for superheavies. It seems very odd tha...
by Galdred
Wed Nov 26, 2014 11:59 pm
Forum: Warhammer Open Beta
Topic: [RC] Unit Balance
Replies: 18
Views: 4760

Re: [RC] Unit Balance

Out of curiosity, why has cover been reduced so drastically from Beta 2? With the increase in number of shots of anti infantry weapons, it might be one of the reasons why it is very hard for infantry to survive now (not for orks, as they have very high body count). BTW, someone on RPGCodex had the s...
by Galdred
Wed Nov 26, 2014 9:16 pm
Forum: Warhammer® 40,000® Armageddon™
Topic: [UI]whole unit data required
Replies: 18
Views: 3072

[UI]whole unit data required

Some very important pieces of informations are left out of the information display : I have to go to the purchase screen to see an unit move allowance and spotting range, but you cannot even do that for opponents (+ it is cumbersome), while both are crucial informations about your own troops and the...
by Galdred
Tue Nov 25, 2014 10:08 pm
Forum: Warhammer Open Beta
Topic: [RC] Unit Balance
Replies: 18
Views: 4760

Re: [RC] Unit Balance

But I proposed buffing blast and multiple weapons, so that 8 heavy would fire much more than 2.5 heavy bolters for instance, and blast weapon would do more damage to big formations. The idea being to lascannons a very poor way to deal with an ork horde, but heavy bolters, or artillery a much more ef...
by Galdred
Tue Nov 25, 2014 9:29 pm
Forum: Warhammer Open Beta
Topic: [RC] Unit Balance
Replies: 18
Views: 4760

Re: [RC] Unit Balance

Something like two or three new traits might be enough, to avoid changing the engine : All weapons wouldbe focused by default, then some could have small blast, other large blasts (I don't know how many different blast size they have now in 40K, but I would say 3 should be enough). Blast would give ...
by Galdred
Tue Nov 25, 2014 9:14 pm
Forum: Warhammer Open Beta
Topic: Beta Complete
Replies: 10
Views: 2454

Re: Beta Complete

Me too, I have been quite vocal but liked the changes being made, and the game has improved a lot in these 3 weeks. I wish you all good luck for launch day and after.
Thank you
by Galdred
Mon Nov 24, 2014 1:47 pm
Forum: Warhammer Open Beta
Topic: Ai shortcomings
Replies: 15
Views: 3954

Re: Ai shortcomings

Good job on the AI i. The latest build. I didn't t have time to test much, but I saw it launch large scale counter offensives. That said, it still behaves a bit weirdly when it spots no one, or only units it cannot hurt much : I played one turn on campaign 3 mission 1 at highest difficulty, alone of...
by Galdred
Mon Nov 24, 2014 9:14 am
Forum: Warhammer Open Beta
Topic: RC weapon balance
Replies: 12
Views: 3140

Re: RC weapon balance

Glad to hear that! :)
by Galdred
Sun Nov 23, 2014 10:36 pm
Forum: Warhammer Open Beta
Topic: Act2 Missions Feedback
Replies: 19
Views: 4198

Re: Act2 Missions Feedback

Isn't the goal of mission 16 to kill Gazghul Thrakka battlefortress? Maybe it would be good to have a pop up the first time you spot an aux unit you need to kill. I don't think I paid attention the first time I destroyed it.
by Galdred
Sun Nov 23, 2014 8:32 pm
Forum: Warhammer Open Beta
Topic: [RC] Unit Balance
Replies: 18
Views: 4760

Re: [RC] Unit Balance

Actually, AT weapons can destroy both tanks and infantry, while Anti personal weapons are very weak against tanks, and have a very wonky scaling (see the scaling of multiple heavy bolters vs multiple lasercannons). My main problem with infantry is that it dies way too quickly to non dedicated infant...
by Galdred
Sun Nov 23, 2014 1:13 am
Forum: Warhammer Open Beta
Topic: RC weapon balance
Replies: 12
Views: 3140

Re: RC weapon balance

Anything else I have noticed : 4 Lascannons is still more than 2*better than 2 2shots 85 AP 30 to 1 shot 75 AP 30 While 2 bolters aremuchworse than 2*1 I think it would be better to have 4 lascannons = 2 shots 75 AP30 for consistency... Another problem : Reaver weapons are both worse than Warhound's...
by Galdred
Sun Nov 23, 2014 1:02 am
Forum: Warhammer Open Beta
Topic: [RC] Unit Balance
Replies: 18
Views: 4760

Re: [RC] Unit Balance

vs tankbustas, range 2 : Sternguard losses =2, Tankbustas losses = 9, replacement cost = 255 (355 with Rhino)/5 = 51(71) for 9 cas = 5.666 req/kill Land Raider Achilles = 1 HP lost, tankbustas losses = 11, replacement cost = 720/(4*5) = 36 for 11 cas StormLord Upgarded =1 HP losses, tankbusta = 13 c...
by Galdred
Sat Nov 22, 2014 9:34 am
Forum: Warhammer Open Beta
Topic: RC weapon balance
Replies: 12
Views: 3140

Re: RC weapon balance

I am also curious about it. I had no problem firing from range 5 last build with tue volcano. The AI won t try hard to engage the units it cannot see indeed, but this is already the case at range 3. I fins the statement that it is not possible to make a one shot weapon stronger than a 2 shots weapon...

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