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is it not compatible with anything?
maybe imperial guard expanded?
User: dexgattaca
1) when would this upgrade be available?
2) what would be the conditions to use it?
3) how would the AI interact with this?
Also makes me wish there was a similar mod for Heavy Weapon Teams. I miss those IG weapon teams from Dawn of War with the Heavy Bolters and Autocannons. Great mod regardless!
You think the Executioner needs a buff now? It slays Marines, Tyranid Warriors and Tau Broadsides very well right now.
At the moment all of these tanks are specialists and I think that's where they should be.
Appreciate your feed back!
I think too that the Vanquisher should get a + 1 range for his cannon and more accuracy but should suffer an accuracy penalty after moving. I get that you don't want to surpass the Hammerhead :) but with a little less armor (-1 or - 2) to compensate the bonus range, yeah i know they have the same armor than a regular Leman Russ :( but in my mind, a Tank Hunter/Killer is less armored.
As for the Executionner, i think that a + 1 AP (for all plasma weapons) and + 2 damage could be great for his main plasma cannon or a + 4 damage but with - 1 attack.
I just tested them as i test my mods, so the test was not in game condition.
Yes, Tau are the best :)
Offtopic: I hope for the XV109 Y'Vahra If the Devs make hopefully another unit pack.
https://discord.com/invite/proxystudios the Gladius modding community there is very helpful. Do some tutorials on Blender or 3dMax.
Navar, I tested your 1atk, 6dmg, Large Blast Executioner Cannon idea and it was a bit lacking. Large Blast doesn't carry it because so many Light Vehicles and Heavy Infantry are 3 models. So it's a 66% damage nerf vs those. I decided to just cut it's attack by 1. It's still a solid choice I think. Let me know what you think.
As a Tau player I will never give an executioner range 4 while Hammerheads are range 3 :P
Vanquisher cannon:
The increase to range 4 would make the unit even more unique.
Alternative regarding damage: a modified Armourbane Trait with +4 Damage only against vehicles and a reduced damage against all other targets.
Demolisher:
with +2 armour the tank can survive longer in melee which better highlights the strength of the unit.
Great work as always!
Imho, the Executoner Main Plasma Cannon feels too strong.
I would suggest the following: only 1 Attack, 6 AP and 6 Damage but with LargeBlast and Removing GetsHot. So the strength will be attacks on heavy infantry and light vehicles.
What do you think of the unit balance?
At T6 the Executioner is too good an option. How do we fix it? I don't want to nerf it since it's gun is TT compliant. Pushing it to the next cost tier is a bit iffy but viable.
What about making half of it's cost in energy. That ways it's not as easy to make en masse mid game. While making the "Gets Hot" trait do 10% rather than 1.5% damage. With the option to purchase Emergency Plasma Vents for 40 ore that reduces the damage by half.
At the same time, should the Demolisher get +2 rather than +1 armour? I feel like the single point isn't significant enough.
Appreciate your thoughts.