I'm with you. I don't want a half-sniper DA. Just give us better access to scouts. Real snipers, no half ass marine I-want-to-do-everything sh*t. We are Eldar, we specialise.
I wouldn't really mind "sniper" DA (avenge vs that pesky marine in the back), but I gotta admit I'm not fond of "stalker-bolter" DA either. We'll see what they implement finally, background wise the shuricen weaponry were never about 3-round bursts afaik. A full auto "stalker catapult" with lower RoF, for greater accuracy & less recoil? no half-sniper: On the other hand: sure, the model range shows most bolters with simply iron sights. However, all/nearly all the dire avengers have scopes. It is the guardians that don't have them. Scopes are for ranged usage, typically..
Firstly, it's been infinity since I last posted on this forum... If my information is outdated please correct me.. But to clear some things up.. Guys, did you forget that Ranger was going to be an Elite Class? Dire Avengers are probably unlikely to get access to anything like a Sniper.. I can viably see a range increase on the Avenger Catapult.. the scope on the Avenger TT-wise is what I always figured added the extra 6" anyway. Since we're meant to be able to customise our weapons on a component by component basis I can definitely see longer range.. But I don't see any Stalker Catapult coming. The Devs do take liberties with the fluff/TT because it's a game, but they haven't ever gone so far as to add something completely new in. With that said if you take away the addition of Exarch gear to make a new Elite Class, there simply isn't any variability with Dire Avengers. So who knows.. I think the more likely option is an insane amount of Avenger Catapult customisation via different parts.. but Eldar are a ways off, even if the Devs said they were back on the agenda. EDIT: Oh look I was wrong, did a little reading and they are getting a "Stalker Catapult", apparently something akin to the DMR in... Halo? (I assume it was the DMR from Halo). In relation to all the classes the Devs will have to get creative. Looking at customisability of Eldar Aspects in general. Scorpions can get the Claw, the Two-Hander, Chain Sabres and a regular Scorpion's Chainsword/Pistol setup, similarly Banshees can grab an Executioner, Mirrorswords or Triskele and Power Sword/Pistol combo (though in TT the Executioner and Triskele both comobo with a Pistol). Now assuming the Pistol can be switched out for say a Fusion Pistol, since I'm not sure I've EVER seen an Eldar Plasma Pistol (but I suppose it's not impossible) there's not that much variation there. This has probably been discussed to death and I apologise if this is ranty, also I don't mean to hijack the thread at all.. But I suppose having more classes and being more specialised means that our individual classes get less customisation. Then again, they could simply vary certain 'powers' like Scorpion's Stealth-ey powers and Banshees' scream. Anyway, sorry for the text wall.
Augh, can't wait for banshees, so much speculation because that's what my primary class will be Pros: - Banshee mask provides short ranged AoE stun - Highly agile in combat (Initiative 5 is great) - Power sword - Fast moving Cons: - Fragile - Low eldar strength (death by 1,000 armor-piercing cuts) - Virtually worthless at ranges other than short range - Fares poorly against vehicles But then we get exarches - Mirrorblades for badass dual wielding (death by 2,000 armor-piercing cuts) - Executioners (my flavorite) for longer-reach power axe - Triskele, which is to shuriken pistol as plasma gun is to bolter (except without AV capabilities)
Yeah, giving the Banshees an invisible low-performance jump-pack is how I would program their increased agility and acrobatics.
I don't wall-running would be that easy to implement. You would need walls that "know" they are walked on: The character makes leg movements while the program translates him forward. The character isn't actually propelled forward by his own feet. Similarly you would need an environment that knows that the character now has to be translated along the wall. And what is "h/jumping"?
If the EC engine is based on Unreal 4, there are already wall running and high jumping templates available - so it's pretty much just copy pasta code-wise.