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40k / Re: Some misc 40k mod feedback
« on: April 27, 2019, 05:57:55 pm »
Slowly chugging through the campaign, finally meeting a Khorne scout ship. I'm appreciating some of the balance decisions between the various crafts and the various weapons. Some values I would personally tweak, but there are still use cases for items like a good old Heavy Bolter throughout the campaign. Here's a bit of running thoughts:
Thanks.
- The minimum weapon techs to win consistently seem to be lascannons and melta guns. Everything after that start to move into niche uses and nice-to-haves. Yes plasma are generally better than bolters, but lack the scope of the rare bolter/pistol variants. Mastercrafting make up for the damage gap.
- Flamers stop being critical once Chaos Juggernauts disappear from the scene. They remain useful to screw up the melee AI, but I've tried to not use that - leading to me never manufacturing a Heavy Flamer. I think both flamers could be given spray shot waypoints so that players can lay down a field of flames.
- I would probably never use hand-held Grav-guns, since in many cases even full Terminators could be either safely picked off with lascannons, or charged with several chainswords/powerfists. Except against Chaos Dreadnaughts, where perhaps I should probably try making a couple of MC Grav-guns just for them. What other juicy targets might I be missing?
- It's borderline heretical, but assault marines carrying heavy plasma gives an impressive high-ground advantage once you get them to FA > 110 before armour. This was a tactic I used in original XCOM, taking an HE-autocannon 2+ levels up even to Cydonia. I'm waiting for the third side mission to obtain the third piece of data, after getting 6 of the other two pieces. Oh, one beacon flew into the sea and right back up again around the Russian island north of Japan. Probably a bug where it could not land, right after I upgraded to 019 with the globe tweaks.
- The Hellfire Missile System on the Dreadnaught versus the Missile Launcher on the Centurion Warsuit. The latter doesn't need ammunition made for it, buth e former needs ammo.
- The refuel rate can really hinder various SpaceMarine <weather><bird> aircraft. It takes 3 days to top up a thunderhawk gunship after a trip around the world, which forces me to juggle between using a drop-pod. This is good that drop-pods are never obsoleted, but you can end up in a situation where the Drop-Pods do 3~5 missions between each thunderhawk trip. ...I've just built a Stormeagle, so maybe that could finally put the Drop-pods to bed?
- So, I got into a scrap with a Chaos Flying Fortress (Battleship) and ended up with a few injured birds. Dug into some files and wikis trying to track down why the Techmarine Bay won't help my craft repair faster. ...Turns out they give a bonus to my solder wound recovery time instead. It would be nice if the repair could be accelerated with a facility, but I suppose this is a feature to be implemented by OXCE+ instead?
Thanks.