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Messages - armorer87

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40k / Re: 40k
« on: March 29, 2018, 11:04:38 pm »
I try to make meltagun similar it's tabletop version - high damage (200), but damage reduction (200 at range 6 that -20 damage per tile to 100 damage at range 12) and limited range(12). Multimelta same but with twice range and used like heavy weapon (high tu for aime, kneel aim bonus etc).
But I'm not sure about range. How to get marine in 6 tiles from armored enemy and not be killed.

2
40k / Re: 40k
« on: March 29, 2018, 07:51:39 pm »
Hey bulletdesigner, I'm really loving the mod - it's tough without being overly punishing, and the balance really feels unique from vanilla.  I have some suggestions and reports after playing for a little while (just getting to mastercrafted weapons):
  • Maybe make the starting soldiers be just marines or a predefined mix of marines and guard?  Getting a random smattering of everything is a bit strange.
  • I want to use the mastercrafted shotguns (got a raptor base, so got an excess of corpse), but the spread is just terrible - I reduced the spread to 25% using the extended behavior, and it feels a lot better.
  • Is it intended that mastercrafted lasguns can't use advanced lasgun ammo?  It seems to me that I'd never use them if only the blue lasgun gets advanced ammo.

Thanks again for making such a great mod, I can't wait to see where this campaign goes!

As far as I know bulletdesigner is focused mainly in graphic content. So there is 2 solutions - firtsly, you can change thing values by yourself - they are in  Ruleset folder in the mod, and can be edited by any text editor (just remember that is used YAML syntax). Second option is to wait 2-3 days, becouse I'm doing some changes in weapons stats and other minor changes.

3
40k / Re: 40k
« on: March 23, 2018, 03:15:11 pm »
When should we expect the new release? I have some ideas for the mod, but mb I should post them after release brcouse a lot of things can change.

4
40k / Re: 40k
« on: March 17, 2018, 01:44:59 pm »
is that a lesser lord of change? , because they look neat!. Superb sprites tho :p , i would like to see what you had planned for khorne's units  ;D.

again, outstanding work pal!

It's flamer of tzeentch. With some vintage artstyle, mb 2 ed. or from the Chaos Gate game.

5
40k / Re: 40k
« on: February 19, 2018, 09:06:07 pm »
Havoc looks pretty cool. Do you plan any more units? Can I suggest units like aspiring champion or dark apostle for Cultists?

Is it possible to make enemy units with support capabilities? like buff to morale or buff to accuracy or health?

6
40k / Re: 40k
« on: February 07, 2018, 07:53:37 pm »
tzech will have lots of flamers (as terrorist and also i will give then  standard flame weapons)
but lorewise tzeench marines are known for their resistance to small arms firem becouse they are just walking armors, and for their armor piercing inferno bolts. (in 7th edition they have ap3, so technicaly penetrates marine's armor)
so I suggest high resistance to armor piercing damage type (like mutons in original Xcom) and some resistance for other damage types

Also would you add some specialization to the auxillary units? like high psionic resistance to adeptus soritas (and make them useful against enemies with psionic powers in late game), and armor type with build-in heavy weapons for guard units (for heavy weapon support in early game)

7
40k / Re: 40k
« on: February 05, 2018, 11:10:31 pm »
How many Acid Damage Type weapons you plan add to the mod? If it's just the plague marine bolter then it's not worth it. If you want to make more Nurgle weapons or early game cultits weapons (maybe tyranids in future?) and make acid resistance armor then it's a good choice. I mean new damage weapon type worth it on;y if you plan make some armor weaks to it and some strong.

Main feature of Nurgle(acid?) weapons can be damage to health/morale/stun before calculating armor resistance (I guess that how Wille Pete grenade from xPiratez works?). It makes this weapon effective against any sort of armor, but not leathal. Also it will require some thing to restore morale of troops, and Battle Standart can fill that role. Also acid ammo for loyalist bolters, to make bolter even better then they are now.

Nurgle units - Plague Marine (Nurgle bolter and a lot of blight grenades), Plague marine Havoc (special weapons like plasmagun, melta gun, etc. or Nurgle Special Weapons - blight greande launcher, plague spewer(rapid fire acid shotgun or flame thrower)), Plague Marine Champion(with melee options), Chosen of Nurgle (2 stage unit  - first shooty, second melee, works like xPirates ZombieTrooper). Nurgle deamons. Nurgle tank with direct fire plague spewer and indirect fire mortar.

8
40k / Re: 40k
« on: February 01, 2018, 10:06:22 pm »
What is the difference between chaos marine bolter and nurgle marine bolter? I mean in game mechanic. New weapon damage type? More shots?
Also you can add health regeneration feature like Ghouls from xPiratez, just for lulz and foe the glory of the dark gods!

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40k / Re: 40k
« on: January 05, 2018, 02:50:05 pm »
Greetings
 I have idea how to improve this mod.
 
1.Space Marines recruiting. It's a bit odd, that you can recruit space marien like a simple guardsman, just a bit expensive. So i propose not to purchase marines, but to manufacter them using  space marine recruits (buys at market) and gene-seed (in early game you will have limited stock of them, or can extract from space marine corpse, in late game you can buy it from the market ). That limits space marine numbers for early games and make auxilia more useful.

2.Space marine training and armor. Increse starting MeleeSkill, max Health=150 and max Stamina=200. And make armor stamina dependent. For example standart armor gives -60 to stamina, so only expirienced troops can wear it and use it efficiently.  So rookies have to wear scout armor (no stamina penalty), assault armor (less stamina penalty), devastator armor (becouse they don't need high mobility). More expirienced troop vill wear standart armor, veterans - terminator suits, etc. This will be lore wise and bring some gameplay variability.
 
3.Special bolter amunition and bolter variations. Adding some explosive ,chemical nad armor piercing ammo for bolter will make bolter great again. Also some variants - Staler pattern with precise accurate shot, variants with high capcity clips and high rate of fire, combi-colter that can shhot nolter ammo or something like plasma, flame, grenades, etc.

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