bug fixes that im kinda hoping for
deffkopter looted ability and the slice em doctrine do not reliably activate or perform as desired. FIX: buzzsaw blitz ability start actions- endpoint options change facing angle from 5 to 360, otherwise you have to manually rotate the unit pior to activating the ability, however when doing this with a group of deffkopters it is very likely not all of them will perform the action.
slice em is unable to latch onto LPs with 3 addons and difficult to latch on to LPs with 2 addons to fix this FIX: ability buzzsaw blitz start target action- endpoint options -requirement actions -aura requirements change required unit type from "building" to required all, is building and is not unit type addon
slice em will stop dealing dmg if attached to shield gen and it is captured and gains heavy cover, personally i dislike this regenerating heavy cover and would like it to be removed as it is an easy way to fix this bug.
frag grenade starts as Q but will switch if the unit grabs flamer it becomes W FIX: switch ui position to 12 so its always W
nob taunt should only force aggro and not melee, and that just involves setting force melee to false
units get thrown to far and take to long to stand back up. getup speed should be 50% faster and knockback distance could use a slight tweak, this would be a lot of work since so many abilities cause knockback and have their own various values for getup speed and knockback, hopefully u can easily/ global tweak this with multi_add modifier
grouped skimmer pathing is really bad. when ordering them to move far away several of them will straight up move perpendicular to where you want them to go. change the pathing of air units so they travel in a straight line ignoring terrain type and height completely unless it blocks air units from going over them, i had some minor success with deffkopters changing their size from 4 to -1 changing pathing to "super ability" and increasing look ahead distance by alot, but it still wouldnt be ideal as 1 or 2 units would still break off from group and fly along side group but like a droppod distance away
giving eldar the ability to webway link at tier one is needed to compete with droppod and waaagh towers which are available tier 1. this is does require a few steps but is rather straight forward ifu look at how webway link works. remove set_webway_portal_fake and give webway gates the set_webway_portal ability, and having 2 webway links at tier 3 could be fun. this has quite a few steps, u could of course download my mod and see what i did there http://steamcommunity.com/sharedfiles/filedetails/?id=1136173220 it has the webway link changes.
Addons should not increase in price its such a bad mechanic for multiplayer matches having to pay double requisition (for power nodes) as your ally just for having your focus be elsewhere or being a few secs late for pressing the button. just please remove it.
whirlwinds ability and wierdboy fist should have visual indicators. whirlwind barrage should only knockback a model once instead of chain knockback, in ebps frag_missile projectile in on_detonate_actions set apply_only_once_ever to true
The game’s balance had a rather rocky start each race not only has so many different mechanics, unit variety, unit upgrade options and values, tier upgrade costs, and unit availability options. there are too many factors to possibly be able to balance the game. i believe a good way to start would be removing the power costs on all units available at tier 1 (maybe not for spectres tho) having requisition addons cost requisition and having tier 2 and 3 cost the same for all races, perhaps giving orks a tier 2,3 upgrade for their hq and making waaagh towers be their webway gate equivalent might be the right call as well
not a fan of escalation phases if u plan to remove it and add tier 2,3 upgrades for orks the number of waagh towers alive could determine what scrap size can spawn. 3 for medium 5 for large.
i really wish there were more maps where most of the map is the same height level, as so many maps have a lot of high and low ground and with few stairs to access to get to them which kinda hurts eldar who cant jumppack or launch units up cliffs. also so many multiplayer maps have... well. lanes and tiny choke points that really hinder your ability to join up and help your allies unless you have access to droppods your kinda stuck and on your own thats not very ideal for a multiplayer "team" map. just something to consider for future maps. as maps are very, if not the most important part to a balanced game.
Victory Point Mode adding this would be greatly appreciated by adding this option to the map editor similarly to how power core and annihilation can exist in the same map. add a UI element at top middle of screen to show the points. im not sure if you would have to create a new resource type or if you can make each team have a set amount of “action” points and have the control points generate or decrease that value. have a function on control points that adds 1 to owned VP ledger and when turns neutral the increase is removed and then just throw in a bunch of if statements for the relevant combos to determine the rate of VP loss. i tried making this in editor making the game have any control point that has no nodes on it (cant have addons built on it) count as victory point and gave it an ability similar to plasma gun warm up but ended up giving up
when i look at this game i think. we have a large pool of hero units to choose from, each race has 2 and eventually more "super units" (super units like dawn of war 2 Avatar of kain) that we can choose from and doctrines "could" be really great in changing and altering units. however they kinda just buff those units as opposed to changing their usefulness and play style. currently there are way too many doctrines many of which are inferior to others. giving gretchins the ability to stun vehicles, dark reapers being able to teleport, are good doctrines and changes what these units can do, possibly making each doctrine also come with a slight nerf to the unit might be something you may want to consider as well
observer mode and backwards compatibility for replays are rather desirable. to start adding a new player slots for each map type (1v1, 2v2 3v3) where people can join and can watch the match and have no buildings and cant lose. and then later on u can add kill count to each squad and player, how much resources spent and gained from addons and LP. models lost, resources losts, super zoom out
Last stand could be fun it would be similar to dow2 last stand each race has certain ultimates and accessories but the weapon you choose determines the hero you use. also adding a kill xenos mode or kill specific race modes could be fun, maybe even defend objective and kill all enemies mode where you assault a fortified enemy base or perhaps missions that feel like dow2 campaigns, which is go through map and fight a boss
No rush to make this new game mode just something for you to make eventually if u so desire. have a UI right side of screen to set up an army of any race and or unit combo to go and attack a certain control point on the map. In this game mode give us the ability to set timed events so for example we could have the enemy hit 3 locations at the same time or something. to make this work add 2 auras around each control point and when units are told to spawn the game will perform a pathing check from the control point to the enemy base and will be spawned inside the outer aura along the line towards the enemy base, this will make this mode playable on any map. in this game mode the AI does nothing and will only control the units that you give it. i would love if this game mode would allow people to play as and/or against any race regardless of whether or not they own that race.
relic i am looking forward to the new elites for october and for anything above being added to to base game