It's not that they can't balance it, but balance and also animation, modelling, effect design take time and money, both of which they're limited in, that's why they decide to push TDA and TEQ back post launch. But it's taken SOE a long time to balance the MAX units, and now they're only just okayish. Moreover, you should know that the MAXes were not even done yet when they hit their Closed Beta phase. Also, PS2 is a FPS, their class's animation surely takes a lot less effort to make. Are you impressed with the MAX animation in PS2? I'm sure not.
That's all true, in OFP WH40k termie models were taken from DoW1, well basically like most of other models, apart from those made from the scratch by the modders. I don't know how much you know about termies but it seems to me you consider them to be some kind of demi gods of battle field, which is just load of rubbish, they are just a bit better and cooler infantry, that's it. They can be destroyed by regular weapons like bolters not to mention the heavy ones, they are slower , more cumbersome (well, not in TT but in lore and other computer games) and they don't have access to many heavy weapons (only deathwing has plasma cannons, chaos termies - reaper autocannons...and justearian termies - multi meltas). This + having difficult, long taking unlocks, high rp cost and a long cool down (I dunno, 3hrs?) won't make them op in any way, even if they will be spammed (which won't be so easy) they can be countered with devastators, some vehicles, whatever. Stop treating these units like they are the pinnacle of warfare art, cos they're not. You bet too much bro and if I wasn't well mannered I could tell you where you can shove these bets into. If termies don't feel right i will try to find out why and pass feedback to the devs like with any other thing that doesn't feel right. Ofc post launch I will react to anything that needs tweaking, that's natural, no MMOs are perfect post launch, that's not possible and that's not the point. The point is to let players test stuff as quickly as possible to remove possible issues as fast as can be.
Termies are very important to me as well to be honest. They are very symbolic unit in wh40k. Not having them at launch is like not having tactical class or chainswords in the game. At the same time I feel the same way about techmarines not being in the game. That's just my point of view. I'd rather see termies being implemented than any of bonus sub-factions or a whole 5th faction for example.
No you're right. I am not highly impressed by the animations in PS2 in general and I really wished for ragdolls instead. But I like playing PS2 regardless of it's flaws because it still makes a lot of fun, especialy the massed battles. This is coming from someone who does really appreciate stuff that can give his machine at least some kind of challenge in the graphics and physics section. Since I'm a huge Warhammer fan and Eternal Crusade looks much better animated and has tons of features allready which PS2 lacks, like the cover system, jumping over cover, climbing, executions, crawling etc and probably some other to come .... and let's not forget that most of the stuff will be improved and finalized anyway .... I'm more than just optimistic and convinced that the team can handle something like powerful support units much better than SOE. I stick with my statement and as other people also noted, Terminators are pretty much the max equvivalents. They can be easily taken out by infantry and heavy weapons. It's not like I feel it's 100% necessary and right to add them VERY early in game, like right from start. For me it's rather important to have the team implement termies, let them be tested not by a tiny circle but a larger closed group for instance founders - just for better evaluation and a broad impression / feedback. Then when they are done, they can release it at some stage. ( Early or later )
Balancing Terminators and their equivalents isn't the issue per se, it's the time it will take to implement them for all the current factions on top of still getting other more important core features ready for launch. Balancing them is part of that time frame they don't seem to be able to spare and they're using that time + other resources to flesh out and create the other factions so that everything is good on launch. I'm excited for EC, but after seeing how far the progress is going overall I can understand why things have been changed the way they have...and why Terminators won't be here before launch. Having them being tested/made before launch or after launch doesn't really matter as long as they're done well, and post launch seems to be a better idea right now. Even though I still really love Terminators, them not being included for launch isn't really a huge issue. Having them be soon (as far as dev time goes,) after launch, though, would be great.
This thread is dedicated solely to the respectable and refined Terminator class. I've had enough of bare feeted peasantry, please don't make my marble floor dirty, leave now so I won't have to air this place for longer than 57564 years .
In that case, allow me to rile you further good sir by drawing an apt parallel: Terminators in EC will run the risk of turning into the kind of liability Jedis turned into with SWG! Food for thought.. Personally, terminators shouldn't be in until they have thought it through in full and don't buckle to fanbois like SOE clearly did with SWG.