Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Necrons 9th edition | Overlord And Lichguard update + Custom Models
HungryTGUY 15 Oct, 2024 @ 1:15am
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Sorry for creating an new discussion, but my comment was a bit long to post normally;

Oki, so I've played with this mod for a bit and so far, great and fun mod- however, I just want to give my 2 cents on what could be done to make it better. Just note this comes primarily from playing AGAINST necrons as SM player, so here it goes-

1. Biggest improvement I would argue would be balancing. There are a lot of things that I can think of (such as range 6 high power doomsday ark) but the biggest one is the particlebwhip. The stats on it are ridiculous (range 3 and can oneshot tactical squad for example) and necron HQ has it giving you access to it in the beginning of the game. Granted, I do feel like this mod is a "power fantasy" kinda mod which is fine, but I just would like to let you know. There are lots of ways to balance things like this, for example I would tone the whip #of attacks to like 2 if it's gonna be range 3 (like a battle cannon on chaos hq). Alternatively, on the other extreme end of the spectrum you could make it an extreme version of aeldari d-cannon on their hq (1 attack barrage range 2 large blast with like 30 dmg 6 acc 6ap or something) by keeping it 6 attacks but is range 1 barrage- this way there is a tradeoff and ways to counter it (stay out of range 1, or bum rush in and cripple it in 1 turn because barrage trait=no overwatch, thereby allowing alpha strike).

2. Some abilities I think you should reconsider the way they work. For example necron lord (or royal warden) I think has an ulti ability which fires an arrow with ♥♥♥♥♥♥♥♥♥ damage, ap, and range but 1000 cd (thereby making it once per unit kinda thing). This sounds cool on paper and is pretty balanced, but it also has the unintended effect of making players hesitate from ever using it as it's literally limited to one per lord, which by being a hero you can only get a few of in the game. I would personally like to see mechanic like necrodermis repair (lower the damage and cd to like 5 turns but make it cost like 80 influence to use) where it's an on-demand ability which is pretty expensive but there are situations where its use is justified (ex: a sudden jinked flyer comes from fog of war and parks behind your units, cutting off your retreat and you would like it to politely ♥♥♥♥ off from existence).


Other than that, great mod, and I personally love fighting against these units (although I toned down some stats of things like particle whip and the ai is a bit meh at using some abilities-then again they always are). I'm excited to see what u do next:)
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Lucius  [developer] 27 Feb @ 7:27am 
thanks for the feedback, i will work something out
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