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ADAD strafing cheese

Discussion in 'General Discussion' started by Njord-Halfhand, May 10, 2017.

  1. Proteus Lychoro ProteusVM Forum Beta Tester

    LOL.





    Bolter mods for example do fuck all. The textured grip is a slight increase but no where near as much of an advantage as you're trying to claim. You can do just as well, if not better at certain tasks, than someone with these mods.

    The only mod that needs some tweaking is the drum magazine because right now it's basically the best in slot, this goes for all factions, the one that increases overall damage, increases overall DPS, which is the greatest single factor to a team-fight, hence it needs to cost significantly more (shouldn't be able to afford 2nd tier armour with it) or carry less ammo.

    You realize that only the Eldar have the movement speed banner right?

    This game isn't popular because the core gameplay is shit and because it is advertised as an MMO yet plays like a lobby shooter, I mean shit, I'd be pretty pissed too regardless of faction, I'm only happy because I've already played about a thousand hours so I'm past all the bullshit but.

    If I came to this game as a fresh player but someone who enjoyed 40k, I'd be fucking disgusted with most of the factions. Too much focus on a ''''competitive'''' game and not enough on making a fun 40k game.

    I'm gonna go off on a bit of a tangent here so feel free to skip past the rest but this is the kind of shit I've been dealing with when I play EC, there's so much missing that could be so easily fixed.








    The orks are far too accurate and have far too few fun but devastating weapons, where is the shokk-attakk gun or a more exaggerated rocket launcher, that fires 4 - 5 projectiles that spread out like crazy, I shouldn't be hitting more than every 5th shot but it should be an absolute blast to play with, all of the weapons should deal suppression and shoot fast as blazes and there should be mechanics that encourage suicidal play.

    Look at Red Orchestra 2's expansion, rising storm. Japanese players were rewarded with extra points & faster respawns for suicide bombing attacks (killing at least 1 enemy and yourself with a grenade), kills with landmines and were given a buff if 4 or more of them charged together with their melee attack ready, this is all stuff that could be translated to EC, albeit with some changes to survivability, to make the Orks so much more enjoyable for me to play, right now they play like a reskin of Space marines with extra toughness but less outright damage, more dps but less dmg per shot.

    I mean shit, where's my option to take 'yellow boolets' to add AOE damage to my ranged weapons, even if only a bit, or how about my red magazine to increase rate of fire?

    Or hell, where's the option for me to take war paint that changes my stats? rather than all this shite with trinkets that get jabbed into my ork's stomach or whatever, why can't I take black warpaint to be tougher, red warpaint to go FASTAH and yellow warpaint to make my grenades go BOOM!

    Eh? Where's all the flavour?.

    The game is so focused on providing a competitive environment that the 40k environment has been completely abandoned. 40k IS NOT competitive by nature, the table-top attempts to be but the stories are designed to be wacky, hilarious fun, even in all of the grim-dark novels that exist, there is an element of absurdity that I feel makes up a core aspect of 40k, some factions are very stoic and realistic while others are just there to have a fucking good time.

    I want to play an Ork the way they are in lore, I want to be rewarded for WAAAGHing my way into a building, being able to throw grenades while shooting and charging in. Orks should be rewarded for this kind of play in the form of decreased respawn timers per kill, increased point gain per kill and more mechanics that play to their fun nature.

    Where's my option to become tougher because I've executed X people, I think I'm a big boy, there ain't no one who can take me out. Why can't my Ork reflect that through the form of more resistant health/armour per execute up to a set limit?

    On the downside, I should be squishier than Marines, tougher than Eldar on account of my faster respawn but my suppression and higher melee damage across the board should more than compensate for that, every single weapon the Orks have should cause a significant level of suppression to trade off accuracy.

    Also, seriously. WHERE THE FUCK IS MY TANKHAMMA?

    Same thing goes for Eldar, why the fuck does the destructor deal SO LITTLE DAMAGE?

    Eldar warlocks should be fucking beasts at close range on account of their squishy nature, Eldar in general should have far more movement than any other faction, not necessarily in passive jogging speed but sprint speed & rolling.

    They shouldn't have pistols but that destructor should be AOE hitting people but, to keep it fair, make it deal friendly fire damage up close as well, by all accounts however, that thing should be a beast at tearing through an enemy frontline if the enemy is grouped together.

    The same goes for Howling Banshees, why the fuck are they so slow!? I thought they were supposed to be agile killing machines, leaping through the air and slicing enemies apart in a beautiful dance of death, all the while wailing the call of the banshee to intimidate foes, I mean seriously, the fact that a howling banshee runs about the same speed as a mark of slaanesh traitor marine is just fucking retarded, give 'em a speed buff already.

    Same goes for reapers, pound for pound, there should be no one outgunning reapers at long range. No one. The shuriken cannon should be hands down the best suppression tool in-game, the highest rate of fire by miles and significantly higher DPS than any other heavy weapon, there should be no setup time due to the anti-grav fields but it should have slower turning rate to balance this out, if you set up first there should be almost nothing that can outgun you by setting up in your line of sight but once you start firing, you shouldn't be able to react to different threats while firing, add a long reload to justify them cutting apart more wraithbone from within the weapon's ammunition chamber or something to balance it out.

    Their downside (Reapers) should come in the form of this slower turning rate while firing and a reload after every burst, so once you start firing, your reload depends on how long you fired, firing for 5s incurs a 3s reload, for example.

    And eldar in general should be significantly weaker (as they are) when compared to other races, in a 1:1 fight, a Marine should be gunning down an Eldar before it can even get 3/4ths of the way through his armour, even on headshots. The trade off for this should be that all of the Eldar weapons should apply a degree of stagger, not necessarily disabling your ability to shoot but causing your aim to kick up slightly, similar to suppression but only on direct hits, this would give them the edge they need with consistent aim, while also allowing them to be sufficiently squishy as to play into the Eldar role.

    Up close however, these guys should be punished, it's the same situation that I find with devastators on LSM, they should be tanky as hell due to reinforced armour & recoil stabilizers but they should have less stamina & the current melee, these classes should only be viable at long range or if supported by other classes, across all factions this should be the same.

    Heavy weapons archetypes should be for fire support at differing ranges but should be heavily penalized in closer ranges, this is a class based game and this kind of shit is a must to keep it enjoyable.

    Chaos & LSM are pretty much the only faction that play similar to how I expect them to, I mean sure I'd appreciate their movement speed being slowed for increased durability, even if only slightly because for me, playing a marine is less about movement and more about being that tanky guy who can take a few more shots just to stand up long enough to kill the person attacking him before dying, for me the image of a marine, regardless of chaos or loyalist, is 100% about being the stubborn son of a bitch who can take anyone head on, but won't last in a maneuver fight.


    I mean shit, you know what? Here's a video of what an 'Eldar vs Marine' fight should look like if the Eldar player knows what they're doing. Obviously an actual fight should be much more condensed, 3 - 4 counters should be all you need to take out a Marine.



    Avoiding attacks and dealing devastating damage with counter attacks but never being able to take them on in head-on, i.e, clangs.

    On the other hand, making several mistakes or being countered in melee as an Eldar should have serious consequences, whether that be significant weapon damage or health damage, being hit by a Marine should hurt like hell, even if it is easier to avoid than other faction's attacks.

    So by the same tangent, this is what a Bad Eldar vs a Good marine should roughly look like. Just y'know, imagine they're both standing, and that the Marine performs a counter attack or dbash on the Eldar.

    The Eldar should have significantly faster recovery time & dbash speed to make up for this though, should be a fairly easy thing to dance into and out of melee with a Marine.


    (Video is pretty brutal, might want to skip if you've just eaten ;p)

    One mistake should be harshly punished, though of course it should be significantly easier to avoid a Marine's attack as an Eldar than an Ork's attack due to the, hopefully, slower attacks, relatively. And vice versa, an Eldar's attack should be harder to counter due to lower block windows/dodge windows but should be far more rewarding to counter, either with a window for heavy return damage or higher weapon durability damage on counter attacks against an Eldar player.

    Essentially, the changes I'd make to marines involve slowing their turning speed and movement speed slightly to increase their durability, head-on they should be the hardiest fighters around but when being ambushed, no where near as effective, they should be a faction that hits hard, albeit slower & more predictably (avoidable). That's what 40k Marines appear to me as.

    The single largest factor I think to the balance of Eternal Crusade that annoys me though is something that can easily be fixed: PLAYER COUNTS.

    I don't want Dawn of War 3, blobs of units just mashing into each other, I think class limits & team size limits are a must for this game to be as effective as possible.

    I'd say 15 man teams for Marines on regular maps, 25 on fortresses and suitable durability upgrades to make this work.

    30 man teams on non-fortress and 40 - 50 man teams on fortress, more than enough for them to overwhelm and make use of their suppression despite the cost of accuracy, especially if executions give additional durability.

    If eldar are suitably buffed in melee/ranged, they should be down to 10 - 15 people as well and 20 - 25 on fortresses, or thereabouts, they should be significantly better in melee, even as ranged classes, against Marines and Orks but should be lacking in durability, they have certainly got the edge when it comes to coordination & flanking but head-on should lose most fights, unless they make use of reapers to suppress & warlocks/avengers to break through.




    These are just a few things that I think would make Eternal Crusade so much better, one of the most common reasons why the reviews for this game are so bad is because it doesn't feel like 40k, have a look at the steam reviews, over half of them are people saying how non-4ok it feels, nothing in this game feels like it belongs to the universe of its namesake.

    I'd love to see the devs go down this route, especially with Noah as the new project lead, but I doubt it. Despite how easy it would be to do, speeding up certain animations (eldar) and slowing down others (marines), lowering toughness/armour but giving +5% - 10% increases to health per execute, suppression on all weapons and lowered accuracy, significantly (orks) and you'd have a much more solid 40k game, even if it still needs work, this is more than enough to fix the core game rather than the superficial shit such as cosmetics, that can come later once they get the game into a positive light because right now it holds about 800 players, simply because so many people don't want to touch it.

    I mean shit, if you don't believe me, not only can you check the steam reviews, but ask people on Bolter & Chainsword and other 40k fan sites why they don't enjoy Eternal Crusade and I can guarantee you, most people will say because it doesn't feel like 40k.
  2. Krayt Krayt Preacher

    Wow dont know what to say ... +1000 agree with everything
  3. Doge TheAngryDoge Active Member

    Because this is not tabletop.
  4. Asyran Eldritch Arkhona Vanguard

    I do agree with his point on Reapers though.

    Reapers should be the best long range units in the game. But they should be punished harder for being flanked.

    Hell, give heavies pistols but leave Reapers out, makes them more specialised.
    Sily likes this.
  5. Unbiased Unbias3d Steam Early Access

    He gives a lot of lore reasons though, not just tabletop. If you can't be bothered to give his post a read than don't be bothered to comment on it.
    ArchKnightHough likes this.
  6. ArchKnightHough ArchKnightHough Steam Early Access


    No, that is an example of a douche bag. A cheating one at that, and if you believe that is pure skill I have a bridge to sell you.

    But regardless of cheating or not, that doesn't prove anything other than that person, and ANYONE who plays like that isn't good, just an asshole more concerned with "winning" than enjoying a good game with people...
  7. ArchKnightHough ArchKnightHough Steam Early Access


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  8. Asyran Eldritch Arkhona Vanguard

    Except for that time when a developer said Eldar should play like that...
  9. Doge TheAngryDoge Active Member

    I did give it a read. Also 40k Lore is a schizophrenic mess that trying to balance a mutli player shooter around it is insanity.

    His "wheres my [Weapon]" bits is a common complaint. The entire 40k arsenal is not in the game. If the game took off in popularity they might have the resources to do that but odds are its not happening.

    Player count stuff is a pipe dream. 30 on 30 fort maps play merry hell with the frame rates of people that meet the system requirements (I turned off queuing for them for this reason). Also equal numbers on each team is how you balance a shooter. So his (and often my sarcastic) argument about orkish hordes is not feasible without scaling the players power down to single player cannon fodder levels which is not fun.

    I stopped taking him seriously at the "Don't let orks hit the broad side of a barn from the inside" part because if you have a weapon that cannot reliably hit shit in a shooter (and this is indeed a shooter) its not worth using.

    Then he has the common "Eldar need to be OP because Eldar." We get it, they're stupidly powerful in TT and Lore but they're also expensive in TT the odds of them waging war in a direct assault on a refinery or even a fortress where they will lose as many as they do is non existent.
    Vking likes this.
  10. Orkan Orkan Arkhona Vanguard

    I like to 2 shot adad dancing foes with a Tempest Launcher. Nuff said.

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