Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
22 SIGABRT.
I've noticed the orks stomping on everything too with massed killakanz or other nonsense. I think it's because of their factional trait where they gain resources with every attack and kill while having the exact same resource buildings as other factions.
As far as faction abilities go, the theme has just been "feel like an unrestricted badass" but I'll try to refine it after finishing up major unit specific details.
Maybe it'd be a good idea to double down on the way orks get influence and ore by reducing their building resource output and make them more reliant on fighting and killing to build stuff. No self respektin greeksin would be caught ded wearing a miner hat and pickax.
Transport slot is 1 slot for every 10 models it can fit. Razorbacks can transport 6 models which works for vanilla because squads are small but technically you can't fit a squad of 10 marines into a Razorback. Have to use rhinos for that.
Should we let 10 men squeeze into a razorback anyway or not let razorbacks transport anything because they can only transport 6 men?