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is there a way to go around it? Cause I really want to play it but it doesnt work rn
5. Pyrehulks should have their cost Doubled, and perhaps be bumped up to T4. I also have an idea in regards to their speed, I think it would be interesting if they had an ability that massively boosts their speed at the cost of draining their health. Lets call it Overdrive, with the idea being they push the suit past its intended limit which damages the suit. Preferably it would be some form of toggle switch so we can leave them on overdrive for as long as we need for repositioning/charging, acting as a cost benefit mechanic (Should I put it in Overdrive so I can make it over there in time? or should I conserve my Health?). I suggest this because as it stands I often find myself using my Pyrehulks as slightly mobile bunkers that provide fire support instead of using them as champions that are pivotal to the battle.
As a final note I just want to say don't take my suggestions as me Poo-Pooing the mod. I absolutely love it and am eagerly awaiting more updates.
Cheers!
3. Chemlancers are just bad for what their role is, they melt on charging some of the most mediocre units even with the Cinderwind being applied correctly. When looking at their stats I can see that they are comparable to Empire knights with one exception, the armour value. Empire Knights are a T2 unit to the Chemlancers T3. If I were to balance them while sticking to the spirit of the unit I would Lower them to T2, increase their Speed Substantially to reflect the fact that they are minimally armoured light cavalry, and increase their charging bonus. (As a side note they don't really work as an anti large unit even with the anti large attribute. I'm not saying get rid of it or anything, but using them in that role just doesn't work due to how fragile they are.)
4. Inversely, Chemlancers with Drilling Guns are powerful. They could definitely use an Increase to cost and should have the Armour Piercing Damage on their Shotgun Mode reduced to half. Carbine mode is fine as it is.
Love the Mod, having a real fun time with the new units!
There is a bug with the Mortar Muskets interacting with the Imperial Gunnery School from Nuln. When the Concussive Blasts Upgrade is taken, the Cinderwind Shells no longer Proc Correctly, instead applying the "Dazed" Effect.
I do have some balancing suggestions,
1. The Gallowdogs and Fume Corps seem to be far too powerful in auto resolve battles, but are otherwise fine when it comes to real battles and pricing.
2. I personally feel that the Melee Attack for the Deithguard with Blasterkeys and the Deithguard with Axelocks should be swapped. I have noticed that the Axelocks are the worst in Melee compared to the other two, which I feel contradicts the respective natural roles that seem to be implicated in their design. (Carbine & Shield being Melee Defence/Center with some range, Axelock Being Offensive/Flanks, and Blasterkey being Full range/Support with some armour so they don't die to a paper cut)
Is it possible to make not Overhaul version but compilation. Just add em as new units for vanilla roster, not overhaul it?
Looking forward to what you have in store!
T3 120 armour units get destroyed by t1 archers because they have 3000 hp
Apart from balancing issues, this is the best non canon unit mod i have ever played.
Its a great mod, but holy smokes every nation of the Empire becomes invincible with it haha. The wood elf is defeated by round 10, the brass keep by round 18, and every other threat in the Empire on Very Hard is very quickly exterminated by the early units from this mod. Especially in quick resolve, the Fume Corps are absolute demons (REWROTE since my grammar was cursed)
Dedicated hybrids? Wasn't satisfied with Kislev's hybrid implementation but these nerds really do it for me and the designs are just so good they look amazing
Note these thoughts are playing as Nuln with maxxed gunnery school
Do think I agree on Chemlancers with Drilling guns maybe needing a nerf? Two units with the shotgun just dump out so much damage, almost instantly rout most single units with the first then kill them with the second
Pyrehulks are absolutely gorgeous and
Maybe too strong? With how many buffs you can stack on them mine tend to hover around 70/70 MA/MD and absolutely annihilate anything in melee, they feel like tier 5 infantry or something, that said I last played warhammer 3 a while ago and came back because I saw this mod on youtube so I don't know if that's out of the ordinary