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Rapporter et oversættelsesproblem
Believe me I did all I could to avoid the models clipping with themselves in any way, it's quite jarring for me too when I see it in games. I'll do a quality pass in the future, but at a certain point, there's only so much you can do!
Maybe a line of units based on veteran gallowdogs getting "promoted out" to the main army, keeping cheaper equipment and more expendable roles later into the tech tree like a grenadier/pistol fume corps.
Other line infantry / cavalry could get greenjacket reskins or some equivalent, reflecting a difference in doctrine or veterancy.
1.
İf you played Empire Total War with Minor Faction Revenge mod they have Drummer Squad (I dont remember exact name).
This unit in that mod is most OP melee unit. Max morale, super high melee defance and attack, resist cold, hot, shocks and gives morale buff for nearby units. I think you can implement these units for more support unit than DPS unit.
2.
İn Gun for Empire mod they have Luftjager (Jetpack pistolier). I think this combine with your Pyrehulks would be nice addition.
1 - A light scout cav with revolvers. Expendable, extremely fast, and can't spend much time in combat or in gas (they have a short-term immunity but their light rebreathers will wear out after prolonged exposure.
2 - Gutter Penitents - A unit of the worst criminals, worse even than the regular gutter trash (gallowdogs) you command. Extremely expendable, they are ferocious in melee and have a single-use boost of chem injectors that will send them into a berzerker fury for a few minutes (temp. perfect vigour, unbreakable, damage boost) but when it wears off they will be exhausted and almost certainly rout. Comparable to flagellants.
3 - Mechanical Cav - a unit of mechanical cavalry which are slower but don't fatigue and can last in melee where other cav cannot.
4 - Cinder Hulk - a melee-orientated hulk unit which trades ranged firepower for the ability (or constant passive) that spawns cinderwind clouds around them.
5 - Mortar Hulk - a trio of hulking metal suits with short-range mortars on their back. They have no other ranged attacks and are just kind of OK in melee, but their main advantages are their durability, indirect firepower, and ability to carry a lot of ammo.
6 - Ammo Wagon - a steam powered and armour plated supply wagon which can resupply friendly units and will catastrophically explode when damaged beyond a threshold.
7a - Rocket Jumpers (Ranged) - A small detachment with experimental rocket packs to lift them from the ground. The ranged variant can leap into the sky and travel a short distance in hover or stay still and shoot at enemies with a much greater range than on the ground. However, they suffer an accuracy penalty unless the player spends an extra flight charge (via an ability) to maintain their hover.
7b - Rocket Jumpers (Melee) - A small detachment with experimental rocket packs to lift them from the ground. The ranged variant can leap into the sky and travel a short distance in hover, and they can use their rockets to slam into melee with enemies for a huge charge bonus and the ability to cause terror/fear.
8 - Rocket Carriage - a rocket launcher mounted on a steam-powered chassis. Think a Russian Kyathushka, or perhaps a hellstorm if you strapped it to a sled. Can't fire while moving and low ammo but has better accuracy than a hellstorm and a variety of ammo types (explosive, Cinderwind, and flame (lingering AOE damage?)).
9 - Cinder Priest (Melee Hero) - A hero who definitely has a healthy connection to the cinderwind and isn't pathologically obsessed with the stuff. Totally. Wields a censer that spews cinderwind in a small area and boosts allies in melee while debuffing enemies via support/debuff abilities.
Why, then, should you sacrifice a valuable army slot for this artillery piece?
Three words.
Big.
Effing.
Explosions.
The Deathlauncher is mankind's answer to the Skaven's portable nukes, and the Dawi-Zharr's massive hell cannons. It carries two types of ammunition - a high-explosive cinderwind burst with incredible range and a colossal AOE; and an airburst shell, which has an even bigger AOE and applies a bleeding and slowdown effect to any non-construct unit it hits - and is both fast (once fired) and accurate.