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Messages - Simi822

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« on: January 05, 2022, 02:15:16 pm »
the vanilla release was not really balanced, see the latest ROSIGMA update what they changed...practically when running with ROSIGMA then crashes or balance issues are fixed

when running it with the newest ROSIGMA then its working fine.

« on: January 04, 2022, 02:07:40 pm »
I given my opinion about the new main mod not about ROSIGMA...they should first do some Beta testing or write that it is for testing purposes

ROSIGMA works fine, and I am still playing as the Arbiters and after that will do Sororitas

so hopefully they will fix the Inquisition fraction till then

« on: January 03, 2022, 11:26:42 pm »
the new addon is pure GARBAGE and a Joke

there must have been no test play before it release

and balance is also not existing

so YOU introduce the Greyknights and have the possibility of the production of Stormbolters before the stormbolters are developed and the Wiki of the Stormbolters does a CRASH....Fuken A

and give then shite fighters and carriers and give then 8x Greyknights with rookie guardsman the playa
at the start

the destroyed almost both of my fighters...and I started my Battle...8x GREY of they hands if a fixed STORM BORTTA  so I cannot use a snipper gun, missile launcher I had to go thru a fight with 8x sluggish Greyknight who have a stormbolter gaultlet with 20 percent hit rate within 2 tiles....

this is pure bullshit....

and with ROSIGMA it is even worse :) I could not buy servitors, etc....

this addon is garbage avoid it !

« on: December 29, 2021, 12:16:00 am »
Dear All,

in regards of crashes...I dont know if it can happen during playing, but when clicking on the turret of the shielded Primaris Tank the game crashes.

I looked into the new stuff thru the Skirmish mode, for lots of new missions (Gene stealers, etc) the description is not there and also for some of the new stuff the Wiki is not available (Pump action shotgun, various new genestealers, and other enemies...can research to nothing etc. for example)

then I started my Arbiters game again, the changes are really some "stuff": remove the medic armor from production as it cannot be used (I like that you give Enforcer and Heavy Enforcer armor only...and the player can choose which sub type) the pardon of Criminals works...but the elevation of Enforcers to Judges is still not there? I find the genestealers good, but here some Ideas...I had a RIOT mission where chaos cultist where fighting the Genestealer cult...maybe after the forces of chaos are crushed...the Genos attack the Imperial forces?

Also Gene stealer cult, I like that they have weapons which I cannot produce (but I can use once obtained like Pump  action Shotgun or Webber) maybe add them some unique weapons like the Liberator Autostubs of the Kelermorph (and add him also :) )
also maybe add Aberrants? to the enemy list (with BIG crude melee weapons that can kill a Astartes with a single blow like we saw in angels of death) or  add a Magus (practically just reskin the Psyker) and as the big bad baddie (same size as a Sentinel) the Patriarch (most of the ranged weapons do has to go one on one with the great one like we saw in angels of death in melee combat) and the Stubber Tankette they the Arbiters dont have much, give them this tankette (real world police utilized such tankettes to crush riots in the past) as a equivalent to the Mounted weapons of the IG...and the "masked/veiled" civiliants should then drop the act...and be identified as Pure Genestealers in such missions

« on: December 26, 2021, 01:32:18 am »
Also one small notice, yes I can Pardon Penals to what? as a arbiter? as I cannot give them any Arbiter Armor...and what is not working is to Upgrade a Arbiter to Judge etc can use the best armors...with this update I could do the update of penals to semi IG with flak armor...but no higher and also the second update is missing :)

« on: December 26, 2021, 12:17:43 am »
Please also fix the eye cancer in the wiki....also there are empty entries, but at least no entry leads to a crash :)

« on: December 20, 2021, 12:59:59 am »
'Dear All,

I see that the useless "hydra" have been removed from the Chimera...for the IG

can someone give me a explanation what is the function of the HYDRA unit for the Arbiters???? its fuken slow against any craft it is useless ...and it is not protecting the base...I have here a base that will be attacked and I give command HYDRA attack the incoming craft / or I do noting (Hydra is parked in that base)....nothing is happening ? 

the HYDRA as a craft is useless  and because of that I abandoned my Arbiters game...for almost a month...will now abandon that base :( and see

« on: November 02, 2021, 07:35:48 pm »
Here are my Arbiters saves if it helps to determine the balance for them...

I did only minor changes: add 2x Long las + Hot shots ammo, 2x Hand Flamers, 2x Inferno guns and 2x IG Heavy bolters

in the end with the "Loyalist" Marines I got a plenty of Stalker Bolters and also Astartes Heavy I never used Hand flamers or Inferno guns (I used normal Melta or Harmonic melta)

Long Las is nice BUT the sniper rifle is 10x better....

so practically the only weapon the arbiters are lacking is the heavy bolter....

and based on the saves...a WAAGh with 3x Orckboses + 10x killa kangs or a Raptor base or a gathering with 16x doable

the only thing is the Arbiters Armors "suck" ( I did pimp them up and reduced the price) and the promotions are not when these are fixed then they are the brady bunch....

and regarding the whole Mod direction....we have Filth combi weapons, and some Soronitas (dont know how it works for them) BUT I would add more combi weapons to the game...BUT same category as the Tigrus/Stalker etc. to be found...and maybe only as found...add quest like artifact heist...Orcks want to loot this place :)

« on: October 31, 2021, 02:47:58 pm »
Legionnaire to Guard, Guard to Arbiter and then Arbiter to Judge

yes a Legionnaire to Arbiter would be a too big of a jump.

« on: October 31, 2021, 12:45:50 am »
'So my playing ROSIGMA as the Arbiters,

after a bumpy start it is now OK but the final flaw is not a difficulty but a logic flaw

the action "Promote to Arbitrator" is DEAD....I cannot promote any Arbiter to the Judge lvl

I can indoctrinate  IG to arbiters....what is nice but almost dead when playing the Arbiters

also what is missing here is the promotion of Penal Legion IG ???? or Arbiters????

if these changes where to be added to the next batch then the Arbiters....are semi playable (give them the heavy bolter, hand flamer  and then they are money)

« on: October 26, 2021, 11:09:58 pm »
checked out the changes you made,

I think the cost of material is now more fair (example a quad lascannon or autocannon 50 instead of 100 adamantium or Advanced sentinels 40 adamantium etc)

with the Arbiters it did cut down the price of the Heavy Armor and the Heavy armor + Shield
(20 and 30 per set is still a lot when compared to the IG Storm trooper armors, but its fair..I think in vanilla it was the double)

personally I think what should be considered to be changed, the price of 100 adamantium for the Arbitor armor and 200 (!) for the Marshal armor is too much (same price as a Centurion Warsuit)...apply here the same pricing as for the Soronitas or SM to pay for them with imperial tokens (Honor guard armor: 300 Tokens + 1 Adamantium...)

« on: October 23, 2021, 04:48:27 pm »
question for weapons with "Recoil" what is the key factor for hit percentage? accuracy and strength? or?

as I have two guys almost identical stats one can shoot the Heavy bolter from the hip the other has 0 percent hit change...

and I use light bolt pistols with the guys using the shields...get like 95 percent for snap shots for a decent distance (accuracy above 90, strength like 50), given the same guy a Tigrus boltpistol...same distance he gets 70 percent for a aimed shot and snap shot is like 10...

When I played as SM I could shoot across the whole map with the Tigrus bolt pistol or the Spectre one...when I play as IG or now the Arbiters, my commissars, Judges who have high accuracy and also strength cannot do this a limitation that only Astartes can use bolters without penalty?
(and the same with Stalker bolters...I got them from the Loyalist Marines and my Judges can do Aim shot for a decent distance...but nowhere the distance when I played as SM)  also the setting for the Arbiters/IG works fine

« on: October 18, 2021, 08:19:02 pm »
Dear Leflair,

great news, the Arbiters getting for example the Lucius Heavy Stubber or the IG Heavy bolter is a game changer playing that fraction (don't gonna lie, I added 2x IG heavy bolters, 2x Longlasses , 1x Lucius Heavy bolters and 2x Hand flamers and 2x Inferno pistols to my squad playing ROSIGMA with the arbiters - recently as with the weapons available it was HARD).

What should be also analyzed is the cost of Arbiter armor, example: Arbiter signal armor (1x Airstrike) cost 200 Adamantine while being weaker then a veteran Carapace armor, and same for the Arbitor armor (has a energy shield) which is same level as the Commisar Carapace (also with energy shield but one can buy it cheap)....maybe add the possibility to pay for these armors with Tokens (all Arbiters armors are weak but supper costly on maybe if one can by by tokens then it is more OK) I am with the Arbiters in year one and have barely 200 adamantine pieces...get mostly ORK and Space hulk missions

40k / Re: 40k
« on: October 17, 2021, 10:06:57 pm »
Playing as Arbiters,

the defense munitorum is a mission impossible, look here took my 3x turns yet lost 4x weapon/ammo stacks and for that minus 630
practically all got lost after turn 1...whoever created these missions must have a balance issue as these missions are impossible to get a positive score

40k / Re: 40k
« on: October 17, 2021, 02:23:30 pm »
a question in regards of the Above ground Bases,

I see that there are multiple types - each type taking up soo much space that there is no possibility of combining them
(one has a Trade place or a outpost or a training facility) what is somehow unpractical as one has in total a very limited
nr. of Bases.

So I always end up building a Trade place (without it finishing the games is very hard, the possibility to buy raw material is key)
BUT with that I have a base that has no Radar and no it gets never attacked (not once in like 10x playthroughs)
would it not be more logical to make every above ground base a "Outpost" (with a runway and a radar) and one can additionally
build a 2x2 Trade place or a 2x2 Training facility into it? (beside the Turrets, mine fields, etc.) - so the possibility to have one outpost that
can hold every above ground extra facility.

also then maybe add a Hidra Turret...if the base gets attacked (Let me quest...if I would build the above ground base with the radar then it could get attacked? or my trade place...if Orks would find it then it could get attacked?)

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