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Thanks!
Your mod is great and effectively the only decently well functioning Gunpowder mod.
@less1630 I have to echo his post. Hellblaster Volley base damage is 600. Your mod takes it down to like 300 something? I believe he's right about all the other damage rates too.
Dwarfs
1. The original skolder guard(iorndrakes) range 99 and your MOD is range 75
2. The original Flame Cannon range 230 and your MOD is range 225
3. The original Master Engineer range 180 and your MOD is range 170
Empire
4. The original Helblaster Volley Gun damage 600 and your MOD damage is DAMAGE 342
Maybe this is because your reference value is an older version, I think you should probably recheck all the data and fix them.
Anyway,THX for your Mod
I would need permission from the creator of the Kislev overhaul mod first. And I have not modded any overhaul units before. I will look into it but don't get your hopes up.
would it be possible to add these alterations to the Uragan Gun and the Karaz A Karak Cannon from the Kislev Overhaul Mod? They are just reskinned dwarfen cannons.
Updated.
Glad you like the mod!
I agree, even with this mod Gyrocopters & bombers are sadly under powered, I even considered them a waste of a army slot and rarely use them. They obviously needed a stronger buff than artillery. I have given them a 25% attack speed buff and I slightly increased their range buff. I hope this is what you were looking for.
Yay! finally I can enjoy my dwarfen superiority! One thing I would like to point out is that even with the buffs you gave to gyros they still feels really underwhelming. They are THE only fast unit for dwarfs, and they are terrible at their role.
They are designed to chase down fleeing units and cause terror like very expensive calvary. In the game their abysmal fire rate means they stands there midair taking potshots from archers and gunners. When chasing fleeing units they do the most embarrassing stutterstep due to their low rate of fire and their inability to fire whilst moving. It is like watching paint dry as my 2 units of gyros trying their hardest chasing down a 100hp warboss.
Is it possible to increase the rate of fire and/or make them move whilst firing? Currently they are nothing like the flying terrors in the lore from Gotrek and Felix.
good luck on solution
Would greatly appreciate!
Thank you.
I wanted to tell you that actually the grenadier variant shares similar base reload time as regular handgunners (10 as opposed to 13), and they also come in half unit size (48 as opposed to 90 ) so they could be adjusted much less harshly.
Handgun outriders... If I am correct their reload time is about half compared to that of handgunners, and their unit size is 60 compared to handgunner's 90. Each handgunner does 3 more AP damage per shot, yet outrider's Shots Per Minute is more than double, so I am not sure how you would balance them out...
https://www.honga.net/totalwar/warhammer2/
This site has a unit database for TWW in case you didn't know about it.
I'm happy for the input and will take a look at the outriders balance.
Will post here when the Hellcannon mod is done.
I can imagine how a buff of enemy AP damage, ranged in particular, is a nightmare for a player on the Chaos side in campaign. Personally I would have this mod turned off in mod manager on a Chaos campaign. When playing as Empire however it is a much needed buff against Chaos and Norscas endless AI armies.
Thanks for the quick response.
One thing that I also realized is that I feel like this makes Outriders really, really strong.
Given that they already have way shorter reload time compared to Handgunners and are much more mobile, I was wondering if you could tone down the bonuses on both outrider units?
Chaos Warriors would have a nightmare facing these guys. Quite sure these will kite Chosens and Chaos Knights for days; the only ranged unit Chaos has is the Hellcannon but then again there is only one cannon per card, so...
Sorry if I am asking for too much.
I'll take a look at a buff mod for Chaos hellcannon. It is probably underpowered now compared to the artillery of the new races.
Can't promise anything for the warp-lightning cannons unfortunately. I have not played the Skaven campaign yet so I am not confident that I could balance them well.
Could you also make a mod that buffs damage and range of Warp Lightning Cannons and Hellcannons? Hellcannons especially so because you only get 1 cannon per card.
These have nothing to do with gunpowder but they are magical so I feel like they should stand out more than catapults and other primitive artillery.
I fully agree and thanks for liking the mod!