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Great that you like them.
I also have a Bretonnia mod and have concepts for some more stuff for more factions.
I am not sure when I will do more in that regard. I actually had something in store for Norsca, because I thought they wouldn't get anything anymore and now I am kinda waiting to see what their DLC looks like to make sure that it works well together.
Lets just say I still have plenty of ideas for years to come.
But I am always happy to hear more!
Modding voicelines is a ton of trouble at the moment.
I have quite some ideas once CA made it easier, but so far I will try to avoid modding them as much as I can.
You are welcome!
Yes it does.
Thats technically the idea behind the Slayer Commandos.
They use their expertise to sabotage enemy ammo supplies.
So, after quite some testing I think I found the root of the problem and settled for an approach.
1. Dwarf Thunderers just suck. They are literally the worst non-hybrid gunpowder unit in the game. Even basic Empire Handgunners do more damage, because they have the same stats but 10 more entities. Thats not how it should be, but I think this explains why actually good units will always perform "surprisingly" well compared to this rather weak unit.
2. With that being said, my Sons of Morgrim performed very close to Chaos Dwarf Fireglaives. Thats not necessarily super op, but I failed to take into account that they also have longer range. So in exchange I decided to nerf their damage by around 15%.
In the tests I have been running the Sons of Mogrim did approximately 70% more damage than Thunderers which appeared fine to me. I obviously didn't test with a super vast array of different targets though. Can you describe your tests in more detail? Maybe I can find blind spots of my own tests with your help.
i think the Sons of Morgrim might need a slight debuff, they outpreform 3 units of thunderers and delete anything in the blink of an eye. they look 10/10 though
I introduced a new Slayer gun unit.
Maybe you like them!
I opened a Discussion thread for you to share as many ideas as you want!
I've been scribbling on a pile of papers ideas for units for the dwarves since tw1, most of them revolve around the different dwarven Karaks to make them more thematic, so that they have their own identity.
In the same vein as the expansions of the skaven clans present on the workshop, after all the dwarves are also proud !!
You are always welcome if you have more ideas about what to do with the gun slayers!
The more interesting ideas we gather the better. The sky is the limit. I have no problem doing another 20 units. If I find ideas for another 20 units that I find interesting enough to implement xD
Although I am always very cautious when it comes to dwarf mounts a goat pulled slow (for a chariot) mining cart with miners throwing blasting charges in it does sound thematic as hell.
I will put it on my list of possible things for the future!
@Oglion CZ
A better gun Slayer unit, since Pirates are really more something for the early game, doesn't sound bad. I wouldn't just make it a thunderer reskin though. I will put that on my list as well and keep thinking about what more interesting things I could do with them.
If I remember correctly Derpy made a Slayer Gunaxe unit. Maybe that furfills your fantasy.
All ideas are welcome!
Especially crazy ideas and design concepts tend to offer great opportunities to think about what really makes a unit interesting.
Basic Snipers and Drakefirepistols have already been done by other modders though.
I think Derpy himself has both in his gunpowder collection.
There would only be a point for me to add my own take, if I have an interesting idea that is actually different.
@Oglion CZ
Aren't that just unbreakable Grudgerakers without armor?
Could you please make an infantry version of the Slayers from the Malakai Makaisson airship as a Slayers infantry rifle unit?
nice for a sudden burst of flaming missile fire to smack a gobbo right in the leadership penalty, but then might need to retreat before firing again. dangerous to your own frontline but highly effective against swarming enemies / possibly as flank protection
total spitball ideas, ignore at will
the idea is that they perform well against enemies with low unit count and armor, single entities and characters, but would waste damage against mobs and are easy for mobs to close upon when unsupported, but can shrug off chaff attacks for a moment - elite infantry not so
My biggest question is always how I can make things interesting.
Hammerers with shields are straight forward, but how do you design snipers without just copying hochland long rifles?
How do I do pistols without just ending up with Slayer Pirates 2.0?
And I love the concept of runic units. Thats why my Spellbreakers follow this formula.
But I really struggled to come up with interesting roles for more such runic units.
So I am always happy if people have more ideas!
they would make excellent ranged units for the Dwarfs. However, what stood out to me the most were the numerous runic skins for armor and weapons. I've always felt that this aspect of runes was sorely lacking for the Dwarfs in Total War, even though we know full well that they use their runes for military purposes as well. This could lead to the creation of a new unit theme, stronger, fewer in number, and serving as the ultimate showcase of Dwarven craftsmanship at its finest.
I did fill out all the gaps that were dear to me at this point.
I only played 2 hours of Vermintide so I don't know what variants you mean. If I find something interesting I would surely consider it.
And even if I don't, implementing a hammerer unit with a shield instead is not that much work. I can imagine doing a simple mod that introduces multiple weapon variants for the folks who like stuff like that.