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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2927955021&searchtext=
I do not own the morion models, go to cataph.
Colonial Marine Submods
Colonial Marines
Reloading animation
Bayonet animation
Try this, i don't really use any mod manager. Just CA's
Compare the colonial marines old stats from screenshot 3 and you can see, that they had even better stats than the chorfs.
Tested the colonial marines with the new adjusted stats and they are much more balanced, but still a tremendous force to deal with and with the right lord, tech, ranks etc. they can be OP as you like them to be.
Part 1.
I had 1 colonial marine at 25% str left, 1 at 40% str and 1 at 80% str. So overall really good and the BIG determining factor here being the suppression ability of the col marines, which prevented the AI crossbows from firring probably due to knockback.
I believe the col marines are in a solid spot after the "nerf" right now. As mentioned above, you can still make them OP to your liking.
Thx for the quick balance update aswell as bayonets.
Part 2.
But by all means, you can modify their stats to your own desire. you have my permission
Here's the video btw.
Thunderers barely dealt any damage.
Blunderbuss absolutely rekt thunderers, they're NOT AT ALL the best gunpowder unit atm.
Btw, do you allow people to make a submod to buff them as they were before? In this state tbh they get outclassed by too many other gunpowder mods.
Added a submod arming them with a bayonet musket
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2966401640
Just FYI, I did find a mod granting me blunderbuss chorfs. Tested 3 handgunners vs AI 1 unit of blunderbuss and only lost 7 entitys of 1 handgunner unit. The other way around my 1 blunderbuss unit only managed to kill of half a unit of handgunners before being decimated, so.
Couple of colonial marines with a lord, few steam tanks, volley guns for crossfire and artilley to boot should spell a nice dakka dakka army.
Decreased range from 180 to 150
Adjusted Musket damage from 70 to 35 slightyly better than the Dwarf thunderers (I heard this is the best gun unit in the game)
Decreased melee stats of the colonial marines but can still survive toe to toe with chaos units
Will work on giving colonial marines bayonets as i heard they have already fixed it
This proves my point. But each to their own. I will keep an eye on this mod, as I really like it and hope to see it a smidge more balanced.
But i will have to think about it since some people want it a bit buffed, some do say want it nerfed.
I will see to rebalancing it a bit to the point it won't be too buffed nor too nerfed just perfectly balance elite troops that can stand toe to toe with chaos, since it was the idea when i made the mod from WH2 for them to be able to survive against chaos and not completely melt them.
@MuffinTop
Yes indeed, unfortunately with the recent update. Which broke most of the Animation mods out there in the workshop, we cannot work with the bayonet for the meantime. until they find a workaround. Will certainly add bayonets again.
I assume they would be slightly OP as now, as it always is with new additions to a game.
As of now, the colonial marines are the best in the imperial arsenal in regards of range, range dps, melee atk and def as well as armor. A couple of these melt entire armies in seconds, as a fella bellow mentions having 6 of those to steamroll the continent.
I don't wan't them to be bad, just balanced, thus a smidge better than handgunners and the like.
But it was only suggestions, as I will respect the modder and his choices.
Handgunners are pretty damn great if you play them correctly, as any ranged unit tbh. Especially when you get them to rank 9 with buffs from techs, lords and heroes.
Just to comparison, col marines have 3x the dmg of normal handgunners and melee atk and def a good 10 points over greatswords. Pretty much the same with col halberdiers.
They got armor and looks like they are the vets, so it makes sense if they are slightly stronger. But not by a mile.
If possible and not to much of a hassle, try to compare them to their counterparts and just give them like 5 more or something. Have to consider tech buffs, hero and lord buffs as well as ranks would make these guys obliterate anything in seconds.
180 range might be slightly high as well.
Sorry for the nitpicking, I really just love your units and want them to be more balanced.
I should probably consider reducing their range damage