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Merge Squads
I agree that it is rare for the ai to use this. Reinforce sounds like a good idea to me, but maybe have a requirement of being a certain distance to a city or structure. That way there is a sort of source for the extra troops.
Lieutenant
I love this guy. I use him as an early support hero for that extra oomph. I can see why there might be disappointment at first, but once you understand he fills a different role he works really well. I also dont disagree with making him part of the librarian research or his own all together. You could also just keep him as the one hero that is unlocked, and make the captain require research.
Iron Father
I use this guy a lot, but agree that 24hp on one unit lets you make some stuff almost invincible. Very much agree with the AOE approach.
Iron Captain
I agree 100% here. Giving him some sort of nerf feels right.
Venerable Dreadnought
I havent had a chance to use him yet :(
Bionics
These are very cool. I like that your soldiers feel like veterans as they upgrade more and more over time.
As for the infantry vs vehicle problem, why not allow vehicles to use bionics as well? The vehicles are piloted by marines after all. This would make bionics a tempting choice regardless of someone going infantry or vehicles.
I just use Baneblade as a sucidal drop pod and let my predator do the work. Because Baneblade so slow, when playing as AM you can accept that low but not in SM faction
May I suggest Terminus Ultra Pattern, basically the Land Raider without the transport and more gun, more armor
Hey Synister, thank you again for all your feedback. It has been tremendously helpful with this mod. What do you think of the Sternguard, Vanguard and Terminator units?
Hi Phaeron, thank you! Unfortunately I cannot make new models and I don't believe there will be any heavy tanks coming from the Too Many Mods team soon. So what do you think should be done with the Iron Hands Baneblade if it cannot be replaced by another heavy tank?
with all of weapon is laser is nice additon and keep the weak of vehicle against inf
That can be done but I want the mod to feel polished, so I'm avoiding unit proxies such as this.
Do you think the Iron Hands lack this punch? Is it a lack that needs remedy?
I really like them. They make for a good late game replacement to their more regular counterparts. The terminators allow for specialization. I tend to build one much more than the other depending on my enemy. The combi melta on the sternguard is probably my favorite though.
I also can't help but wonder if the devastators will get a like-minded higher tier unit.
Agreed. The issue is that Annihilators only get that damage at T8. So maybe Hunter's can get a 2nd missile shot with the T8 Additional Armaments research?
Hey! I think we may have a Whirlwind coming eventually. Also, I don't want to deviate too much from the unit in lore.
As for the unit. I don't think the Hunter is that bad. Yes, Predator Annihilators are good at dealing with flyers but that is an issue with the Annihilator being OP for it's points.
I have found a place where the Hunter is excellent: infantry support. Infantry generally requires more hex-territory than vehicle armies so the range 4 is very helpful. The Hunter is good at it's job as is - all it takes is one mid-tier research node and you get a decent AA unit. It's cheap, fast to make and won't get in the way of troop production.
On another note, I've been play testing the Iron Captain with 2 movement. It makes him more interesting in the early game. Synergizes well with Mechanized for example. Doesn't eliminate the cheese of having him fully kitted out and tanking a whole army. I had him keeping the whole army of an Impossible Tau AI at bay. I think a big problem is him benefiting form cover damage reduction on top of his layers of protection.
I like the idea of the slower captain. Yes, he can tank, but if you want to tank for your other troops then the whole force is slower to allow the captain to keep up. As you said, it pushes you towards mechanized as well.