Total War: WARHAMMER II

Total War: WARHAMMER II

Helstorm Gyrocopter for Empire and Dwarf (New Unit) - Gyro
83 Comments
Rambo987 17 Jan @ 2:17am 
Can I use your gyro units in a mod I'm making?
专戒网瘾_Elekromagnetischeka 10 Jun, 2022 @ 8:31am 
Help! It seems there are no-longer tier 4 workshop for Dwarfs. Making it unable to recruit this
Woizer 12 Aug, 2021 @ 4:27pm 
This looks alot better than stupid brimstone, but dont like em being available for empire
snowwolff1 15 Jul, 2021 @ 11:05pm 
UPTATE PLEASE
BigBootyCappin 14 Jul, 2021 @ 2:02pm 
the new update is doing something to the units, I can't recruit them in campaign but they show up in custom battles
hardlinerain 8 Jun, 2021 @ 12:49pm 
hey i noticed running against TK i sent two copters ahead and they weren't firing.only one round were fired the rest of the battle they just sat there.strange..i don't recall having this issue with rotary or flame units...?!
Inardesco 8 Jun, 2021 @ 6:09am 
@Moutshoot if you have RPFM you can easily disable the unit for Empire.
hardlinerain 31 May, 2021 @ 10:34pm 
Amazing !! had like four of em' in custom battles set up with other arty!!wrecking some Vamp Pirates ! just sickening amount of hardware these Dawi have now ...xoxoxox
Moutshoot 16 May, 2021 @ 1:10pm 
Would it be possible to have a Configuration Mode option to disable them for the enpire?
n.pedrazalis 20 Mar, 2021 @ 5:40pm 
PLEASEeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
n.pedrazalis 20 Mar, 2021 @ 4:41am 
UPTATE PLEASE I CANT LIVE WITHOUT THIS
Nasser 31 Dec, 2020 @ 8:09am 
How do I change the min range on RPFM?
Blood 10 Nov, 2020 @ 10:53pm 
awesome to hear that. thanks for replying too
Rumpl4  [author] 8 Nov, 2020 @ 12:52am 
Yes they do, tech and redline skills
Blood 8 Nov, 2020 @ 12:39am 
do tech trees improve any stats for this unit? thanks for the great mod anyway
CharChar 28 Oct, 2020 @ 4:30pm 
Can you do a port to SFO Grimhammer II mod?
Jolly Roger 17 Oct, 2020 @ 8:27pm 
Welcome to Estalia, Gentlemen!
Rumpl4  [author] 1 Sep, 2020 @ 10:59am 
Done intentionally, they did have bombs but it was a way of attempting to balance the unit, I changed the unity ability rather than delete it so anyone making a local copy could simply revert the changes by deleting the "1"
Sep 1 Sep, 2020 @ 10:54am 
Thanks for the mod! I just found the copter doesn't have the bomb ability, that's because the unit key is "rumpl_gyro_helstorm1" instead of "rumpl_gyro_helstorm" in the pack file. Is it a typo or done intentionally?
Rumpl4  [author] 24 Aug, 2020 @ 3:29am 
Update: added Siege Attacker so you can launch sieges instantly
Rumpl4  [author] 23 Aug, 2020 @ 12:22pm 
If they arent a siege attacker then I've dropped the ball as I always intended them to be, I just didn't want them to be able to kill towers and make siege cheese even cheesier...
Mint 23 Aug, 2020 @ 10:49am 
I don't think it is classified as a siege attacker unless that came during this iteration. Last time I couldn't launch a siege because these were my only 'artillery'. I'm fine with that - just letting you know as I think you said otherwise a few comments back.
Mint 23 Aug, 2020 @ 10:45am 
Just gave this another shot with the new balance iteration.

I think it's in a much, much better place. The accuracy reduction was a good shout. Now you need to actively think about where to position your gyro before wasting your valuable ammo. That perfect positioning often brings you in range of the enemy missiles. These units now have the element of risk and reward rather than being pure flying death machines. Still have the capacity of providing devastating damage, but it's more earned and sometimes punished. Good job
Rumpl4  [author] 22 Aug, 2020 @ 2:19pm 
@Damadtroller thank you for the feedback, I'll take a look, I've recently nerfed the helstorm and buffed the rotary variants, I've obviously gone to far, i'll look to reduce the effectiveness of the rotary as I don't just want lots of OP units
Zzz 22 Aug, 2020 @ 1:38pm 
I was wondering about the balance for these units. I tested both in a custom game, nothing too fancy just 1 unit of gyropter with gun and another with rockets, vs 2 units of black orks. What I found was that despite the gun version having an anti large bonus, the damage, rate of fire and accuracy were far greater than the rocket version, thus leading to a large disparity in total kills between the two versions, with the gun version having significantly more kills than the rocket version. The rockets need to either fire more per salvo or otherwise do more damage or have better accuracy, or the gun damage needs to be reduced as it is too powerful. Just my suggestion, but it seems to me that the gun version is just straight up better and thus leads me to disregard the rocket version entirely, so some rebalancing of stats would be preferable to make both variants of roughly equal strength when engaging their preferred targets. Thank you again for this mod.
stefan_kolbe 22 Aug, 2020 @ 2:35am 
OK, I understand and accept your point of view, though it doesn't change mine. Anyway, I still like the mod.
Rumpl4  [author] 22 Aug, 2020 @ 2:29am 
If there are elements you want to change, grab a copy of RPFM and I can show you the fields you need to modify and you can run it as a local copy :)
Rumpl4  [author] 22 Aug, 2020 @ 2:24am 
I disagree that its inconsistent, this isn't a flying helstorm battery, it's a gyrocopter with short ranged, low powered rockets, if I gave it the ability to attacks towers etc. Then you could simply fly over walls and attack towers with impunity. I don't want this unit to replace artillery, just give you an alternative tactical capability. It should still be classified as a siege attacker.

What other people do with their mods is down to them, but I'm not interested in creating an "I win" unit
stefan_kolbe 22 Aug, 2020 @ 1:53am 
Well, I understand that on the one hand, but it is inconsistent nonetheless. Apart from that, the range of the Hellstorm gyrocopter is only a third of the normal Hellstorm battery. I don't think that's OP. There is a mod known to me where a flame cannon gyrocopter shoots 500 meters, which can also attack towers, walls and gates. I call that OP.
Rumpl4  [author] 22 Aug, 2020 @ 1:42am 
Fire whilst moving is an animation thing, I could get it working but would need to change this from a Gyrocopter to a Gyrobomber (I think)

I didn't include the same stats/effects as the proper helstorm as I didn't want it to be too OP.

Leave that with me and I'll do some testing and if I don't think it's to bad I'll add it
stefan_kolbe 22 Aug, 2020 @ 1:18am 
Your mod is very good, but I am missing two abilities for this gyrocopter. 1)The ability to attack gates, walls, and towers, as a normal hellstorm battery does. 2) to shoot missiles while moving. Best regards as always.:steamhappy:
Rumpl4  [author] 20 Aug, 2020 @ 4:49pm 
as it so happens, this was the mod i wanted, no one had done it so i learnt how to mod
Zzz 20 Aug, 2020 @ 12:32pm 
I had an idea for making a mod just like this one. Lucky you saved me from doing all that work lol. I always wondered why dwarves never had rockets...

Rumpl4  [author] 11 Aug, 2020 @ 1:47pm 
i build these mods for my own use, i share them with the community as others may want something similar, i'll never build something and walk away from it and i can only improve things when the community give feedback, it's a two-way street, if no feedback i assume that everything is fine, but if someone lets me know something isn't working or could be improved i will always take steps to fix it
Lulfd 10 Aug, 2020 @ 4:44pm 
thx for your availability and work on your mods and not just throwing them out and them be done with it :)
Rumpl4  [author] 10 Aug, 2020 @ 2:36pm 
they do gain from research as well as red line
Rumpl4  [author] 10 Aug, 2020 @ 2:28pm 
they do from red line, i need to check if i added tech tree in
Lulfd 10 Aug, 2020 @ 2:17pm 
quick question, do your gyros profit from research tech and red skill tree line?
Anarky 9 Aug, 2020 @ 9:44am 
I also like the idea of caps. Sad about losing the bombs though. I must have been the only person that liked them.
Vrooktar 9 Aug, 2020 @ 8:08am 
A cap increased by buildings, like the Tomb Kings have, is something I can get behind in principle regarding any high tier unit of any faction.
It simply saves lower tier units from instantly becoming obsolete as soon as a single city reaches a certain tier. And on top of that it feels stupid anyway if suddenly massive amounts of certain elite units fall from the sky as soon as a single recruiting facility has been built.
But I would suggest to make this limit not as tight as the ones of the Tomb Kings.
Otherwise you run the risk of annoying people who aren't as much of a fan of this design.
Warsmith Forrix 8 Aug, 2020 @ 8:44pm 
I agree with having a unit cap on them, though that's mostly because I like playing with unit cap mods anyways so that doomstacks are much more difficult to get and aren't spammed everywhere
Rumpl4  [author] 8 Aug, 2020 @ 4:58pm 
updated: balance tweaks
Rumpl4  [author] 8 Aug, 2020 @ 4:29pm 
so i've got a list of the nerfs if you like that i wanted to do to this unit, i did consider making it an RoR but i'm now just wondering if i do add a unit cap which can be increased by increasing certain buildings top tier engineer workshops for example

I'm going to update the mod with the more mundane changes first, cost, range etc. and have a think about the building limitation
Mint 8 Aug, 2020 @ 4:12pm 
The idea is novel and fun. A unit cap (ala dread saurian/tomb kings) seems to me to be the best way to keep these in check. These should be as rare and expensive as dread saurian in this form. If not more so.
Rumpl4  [author] 8 Aug, 2020 @ 4:03pm 
thanks for the feedback guys, i really need to focus on the balance of this unit.

you've given me food for thought...
Mint 8 Aug, 2020 @ 4:00pm 
"Better balanced than expected". If you're not getting 300+ kills per gyro-hellstorm unit then you're not utilising it well. As soon as I got these into my armies, no other unit had to make a significant contribution. The AI has zero answer to these units.

Any balancing would need to be drastic. You can add a unit-cap. And/or, reduce the speed to ~40. Double the upkeep. Half the ammo. The bombs are irrelevant tbh. Leaving them or removing them makes no difference to the power.

My initial thoughts were that these units are a lot of fun. On reflection, it feels like I had an uncounterable advantage over the AI.

Just to reiterate, with possibly the exception of mages, these are the best units in the game when modded in.
Lulfd 8 Aug, 2020 @ 3:46pm 
Adding my 2cts about it:

The ability to have helstorm rockets on the fly is insanely powerful as you can adjust their position relative to the enemy lines and thus get ever higher casualties. Additionally the 160 range is actually helpful in that your shots are no longer inaccurate, you hit unit formations pretty consistantly. Right now I have to force myself not to bring more than one unit in an army, or I feel like cheating.

I concur with stripping the bombs as they are no longer needed, and maybe reduce their ammunition by 1/4 and I think they would be quite balanced. Hope this helps!
Rumpl4  [author] 8 Aug, 2020 @ 1:30am 
@Vrooktar thank you for the feedback, I did initially remove the bombs but added them back in, but have considered removing them again as I've never used them and feel it does help with balancing, I agree ref. Tier 5
Vrooktar 7 Aug, 2020 @ 5:34pm 
After playing for a while with it my take on balancing would be the following:
First off, its better balanced than expected. You basically created a new niche of "airborne artillary" for the dwarfs which feels like a rather natural combination for the dwarfs that fits perfectly into their composition. This broadens their versatility without being simply better than their classical artillary. Great concept.
The only things I would recommend are
1. Getting rid of their bombs altogether. Your Gyros bring enough to the table without those. It also leaves the bombs as a niche for the standard Gyros, which are otherwise close to obsolete.
2. Switching them to the Tier 5 building. That way the fact that they usually outperform standard Gyros is more justified, its also more in line with other Tier 5 units like the flame cannon and that way Tier 5 has more stuff it unlocks.
Anyway, great work.
Rumpl4  [author] 6 Aug, 2020 @ 9:06am 
@Mint it's currently the most expensive Gyro i've made but i do agree with you, I need to find a way to balance it better, i plan to increase costs and remove the bombs