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I will almost certainly need to change stats when going to WH3, so I will review feedback then when I am bringing it up to speed with WH3's units.
When squaring off against the ROR version of the Free Company, their closest contemporary, the Depth Guard Pistols definitely struggle. Both units fill the same sort of role and the ROR Free Company tends to eek out a win by sheer numbers of AP-damaging units. They are one of those cases where if you can charge them down and engage in melee, you should. Both units are melee/skirmish hybrids but DG have the armor advantage even though there are fewer of them, whereas simply skirmishing puts them at a distinct disadvantage.
If facing off against lower-tier infantry that lack AP attacks or against other skirmishers, having the Pistols charge the enemy line, opening up with a few initial salvos and taking advantage of their fear-causing nature, they can do a commendable job at breaking lesser infantry quickly or shutting down opposing skirmishers/ranged behind/within enemy lines.
Which I can't stress enough how much of a difference the un-nerf makes. Without your mod, the Vanilla Depth Guard still lack unit-type versatility, so even with the stat buff they end up getting smacked around by similar, significantly cheaper units. However, with your mod and the un-nerf mod together, the Depth Guard get that little buff they needed, as well as getting some much needed unit versatility to square off with their contemporaries.
HP: 6600 (102 per unit - up from 101)
Armor: 100 (up from 90 - Shields upgraded to silver shield)
Leadership: 65 (up from 60)
Speed: 36 (unchanged)
Melee Attack: 44-(Pistols) 49-(Shields)
Melee Defense: 33-(Pistols) 47-(Shields)
Weapon Strength (Pistols): 48 (39 dmg - 9 AP dmg)
Weapon Strength (Shields): 56 (43 dmg - 13 AP dmg)
Charge Bonus: 17
Missile Strength (Pistols): 31 (7 dmg - 18 AP dmg)
I increased the DG (Pistols) Accuracy to 50 and the Bonus Accuracy from their projectiles to 25. The idea behind this is that as Melee Attack and Weapon Strength increase for melee units, their to-hit chance increases. For missile units this is tied directly to the Accuracy stat. The Depth Guard are directly referenced as "the Blood Knights of the sea" - they're meant to be the elite of the elite as their hefty price tag suggests. The increased accuracy helps offset the lost damage potential from having such a small unit size.
Empire handgunners use rifles, so not only do they out range them, but rifles have more power and armor piercing than pistols.
It is unlikely however I will increase the unit size for the shields. I'd like to keep them the same size as the other depth guard infantry units.
I've never messed with lords or heroes (yet) so I can't make any of those for now.
also while I've seen the idea for Depth Guard with rifles getting rejected how about Vampire Captains and Admirals with rifles?
while talking about existing heroes with different weapons what about Gunnery Wights with other types of gun?
I don't want to seem like I'm shooting everyone's ideas down though. All your suggestions could be very fun units, they just may not fit into this mod so well. Keep unit suggestions and other feedback coming though! You all can think of and notice things I might not alone, so thanks for your help improving the mod.
@vo: I had considered greatswords, but decided they didnt fit with the faction very well. Vampire Coast is all about holding the line while ranged does the work. Giving them elite, armor piercing units that can go toe to toe with other greatsword units kind of breaks that play style.
@ Von Steel: Depth Guard with Rifles is the suggestion with the best chance, but I'm not sure how I feel about a heavily armored range unit for this faction. I worry this would be a range unit people wouldn't have to worry too much about protecting which would be very strong for this faction.
@ Blitz: Sadly animations don't really work like that. I can't tweak or combine animations, I can only use what is already in game, and that is even further limited by race.
Regarding weapon models and animations, I am limited to what is already in game. So I have to take pistols from existing Lords or units, and put them on the units I make. If I wanted to give a unit a weapon like a sword, axe, gun, etc, I'd have to borrow one that is already in game, I can't make my own. I also couldn't make a dual wielding pistol unit because there is no dual wielding pistol unit in the game for me to copy an animation from (that I know of). Animations and armor are also usually even harder because they can be limited by race.
I definitely plan on checking out your paypal bro. Please let me know if these changes are possible
then i toss the normal depthgaurd the pistols variant and the shield variant into a battle against basic zombies and see how they fair.
once im pleased with that i might clean up and toss out a compatabilitypatch. IF i can keep myself focussed on it for long enough^^
So far i can say the biggest diffrence is Numbers (40 instead of 60 in sfo) Armor (a little more needed) leadership (maybe 10 diffrence, so also a little more) and weaponstrenghts (80+ instead of 40) all other stats look similar enough. +/- 2 or 3 points.
Depthsguard ranged damage might need some beef up though, for a top-tier ranged unit that has a fraction of the units. gotta fiddle with that.
honestly. i pay you. doesnt matter who does it. it has to be done. Coast needs more units. and Pirstol Depthguard are by far the coolest thing ive ever seen since the invention of Chocolatechip icecream