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Just for fun: Other factions in Eternal Crusade format

Discussion in 'General Discussion' started by TARINunit9, Jul 7, 2016.

  1. Ohyoupokedme Poked First Blood!

    I'm no expert on any of these races. I'll just do Tau.

    TAU

    Standard Units

    ~ Fire Warrior:

    - Basic ranged class. Powerful Ion Rifles (forgot the name of the weapon) that do tremendous damage from longer range, especially when aiming. Hip fire is inaccurate, and to get the full use out of the weapon you must aim. Almost useless at close range. Can capture points.

    ~ Kroot Carnivore

    - Ranged and melee class. Has decent range and good melee attacks. Default armed with a Kroot Rifle, which does not as much damage as the Fire Warrior's rifles, but more reliable at closer ranges and has melee capabilities. Can capture points and leap onto prey to cause a short stun. Can consume corpses to gain health.

    - Weapons: Kroot Rifle, Kroot Gun, Kroot Bolt Launcher

    - Gear: Can equip "diets" which give the Kroot a specific trait depending on the kind of corpses they've fed on. They can have Eldar Diets, Space Marine Diets, Chaos Diets, Dark Eldar Diets, and Ork Diet.

    Eldar gives them speed and agility, Space Marines gives them ranged bonus, Chaos gives them melee bonus, Dark Eldar gives them life steal, and Orks give them health.

    ~ Shield/Attack Drone

    - Support Class. Highly maneuverable and can float at various heights. All those around the drone get an large shield buff and have their shields regenerate faster. The Shield Drone can target a specific unit and give them a secondary shield as another layer of armor. Has very few combat capabilities as a result.

    - Gear: Can replace shields in favor for weapon attachments. These attachments act as medium to short ranged weapons which is meant to quickly down enemies.

    ~ XV25 Steathsuit

    - Highly maneuverable all-around ranged class. Has camouflage and can use jetpacks to get from place to place. Can remained cloaked while jetpacking. Weapons have high rates of fire meant for killing fast. Has limited melee capabilities. Can be equipped for anti-vehicle loadouts.


    Vehicles:

    ~
    Devilfish

    - Stealthy and highly maneuverable transport. Camouflage works similarly to Striking Scorpions or Stealthsuits, except that you can only see bits of it at a time when you look directly at it. Firing weapons only reveal the barrels of the guns and does not uncloak the entire machine. Hitting the vehicle with any weapon can quickly flash the area you hit before going back invisible as soon as it happens.

    ~ Drone Harbinger

    - Unlike other races, the Tau do not have a dedicated "predator equivilant" for their race. Instead, they rely on Drone Harbingers to cheaply produce attack drones which go for the nearest objective and rush the point, clearing out all in their path. Continuously spawns waves of Drones or one at a time, depending on the driver's pleasure. It can spawn one drone every ten seconds or three every thirty or six every minute.

    ~ Hammerhead

    - Vindicator equivilant and also heavy artillery, Hammerheads can lay down heavy firepower upon positions by launching an array of ion weapons upon a position. The vast variety of weapons can devastate both infantry and fortification alike.
    Trenchwar and Rhatta like this.
  2. Orkus Pokus Trenchwar Arkhona Vanguard

    Necrons
    This is, indeed, a beautiful paint scheme.
    I'd be curious how look would "improve" based on level though, like brent talked about our marines being vanilla, they'll get more visuals when they level up (i.e more detailed greaves with chaos sigils for chaos marines, like if you compare our barebone marine with the tabletop model, there are a lot of visual upgrades that can and will be added. Necrons always seem "barebone" in the sense all necrons warrior look alike (well I know its a bit their "undead" army theme of no souls mindless drones). Not that I personally mind, I just wonder if the devs have plans to make necron warriors still "level-up" their looks or if we are to expect no other customisation outside of weapons/color scheme.

    The idea that even the base class can damage vehicles, no base class healer but reanimation protocols and other mechanics, I like the idea for some assymetric balance definately (as long as it's still viable for them of course).

    That dark eldar link was already filled with quite useful and interesting discussions, one point I wonder is about their vehicle survivability, I don't think they have a demolisher equivalent (in terms of durability). True that eldars warp hunter is faster/more dodgy but less tough, however when you look at them, eldar vehicles still look somewhat like tanks (having an actual effort being put to making them armored), which Deldar raider and ravager dont seem to have (being hit and run). I still think that If you need to ram a gate, you,d rather use their actual "monstrous" vehicles like the talos engine or something (that goes in melee), because I just see raiders and ravagers as really easy targets. (unless they could shoot and move and actually manage to kite lascannon shots but be more vulnerable to autocannons, plasma cannons, heav and other
  3. Orkus Pokus Trenchwar Arkhona Vanguard

    Don't forget the real Tau nasties (elites or heroes?)

    Broadsides, crisis suits, riptide, :D Considering TEQ and dreadnoughts equivalent will already be there when a new faction hits the game.

    could the firewarrior be also kited as a pathfinder? don't fire warriors have a selection of weapons now? (I recall they have shorter range shotgun style, is it pulse rifle vs pulse carbine something like that?) Because of their weakness to melee, I'd like if they could actually have the rifle option for long range (where hip firing = bad, aim firing = really good), and where short range "carbine/shotgun" has more an aoe coverage for close range fire (easy to aim, hip firing still all good when up close, big damage the closer to target). Not sure how faithful to lore that would be, but giving the firewarrior an easier time at shooting even if almost bound to melee could help balance. (if you expect lots of close quarter fighting, inside buildings, etc.

    I think they already said they would rather have all tau as basic classes and if kroots are made available being elites rather than their base melee? But I guess it would make sense to have them as basic melee because otherwise they'd need some serious mechanics to defend against other factions melee.

    Giving their support class a shielding allies mechanic that I really like, would make tau relatively on par in toughness with the others while still being true to lore, and would definetively encourage to fight for the greater good with proper "formation" and squad based gameplay, even more so than a healing mechanic I believe.
  4. Ohyoupokedme Poked First Blood!

    My familiarity with factions of the 40k universe comes from Dawn of War, so my knowledge on weaponry is pretty slim.
  5. Ohyoupokedme Poked First Blood!

    NECRONS

    The Necrons are very powerful, but slow. They have the highest health, which is necessary to make up for their slow charging weapons and lack of maneuverable infantry. Downing a Necron requires fast reflexes and lots of dakka. Necrons lack shields, so any damage done to the necron is dealt. Necron also have no downed state, and lack of infantry support units. All necron weapons can deal damage to both infantry and vehicles which means Necron have no lacking for anti-tank weapons. All weapons require a short cooldown after firing, two seconds or more depending on the weapon.

    Standard Units

    ~ Warrior

    - A slow but powerful warrior which act as the main advancement force for the Necron army. They carry Gauss Flayers as their weapon, which can damage both infantry and vehicles, though more damage to infantry. Has a high chance of returning from death once destroyed, recovering half of their health. Can regenerate health slowly.

    - Ability: Necron Warriors can use teleportation to a captured position once every minute. This can occur with any point so long as they own it, even if it is being contested.


    ~ Wraith

    - A fast melee unit that flies ahead of the army to ambush and weaken enemy positions. They have no combat capabilities at range, but are one of the fastest infantry. They have less health than other necrons, but make up for it with their speed. Can capture points. Has a medium chance of returning from death once destroyed, recovering a quarter of their health.

    - Ability: The Wraith can Phase Shift, allowing the Wraith to regenerate health quickly but not be able to capture points or attack. Constant damage will take the Wraith out of Phase Shift and stun it. Lasts ten seconds. Cooldown is one minute and thirty seconds.


    ~ Immortal

    - Similar to the Warrior, except better in almost every regard. Immortals have more health and can equip more weapons, and can walk faster. However, the Immortal has a very low chance of returning from death once destroyed, recovering only a quarter of their health, and cannot regenerate like Warriors. Can equip weapons unavailable to Warriors in order to more easily do damage to vehicles and fire from longer ranges.



    Vehicles

    ~ Tomb Spyder

    - The Necron support vehicle. Necrons lack infantry support and instead rely on the Tomb Spyder for needs of health recovery. The Tomb Spyder is a ranged and melee vehicle that has a healing aura; if a necron enters the aura, tiny builder scarabs flock toward the injured necron and begin repairing it, regenerating their health at a steady pace. If an enemy approaches, the scarabs will attack them, doing shield and health damage bit by bit. Tomb Spyders can revive recently destroyed necrons (the Spyder can only revive a player once, they cannot revive the same one multiple times; random revives don't count against it); Warriors revive the fastest, Wraiths the second fastest, and Immortals the third fastest.


    ~ Ghost Ark

    - The Necron transport. Not much to say.


    ~ Destroyer

    - The Necron assault tank. Weapons have a high cooldown, Gauss Cannons having a seven second cooldown and Heavy Gauss Cannons with a ten second cooldown every shot, but do high damage to both infantry and vehicles. The Necron can take the least punishment compared to the Ark and Spyder, but do what they do best; destroy. Can act as both siege and assault (Vindicator and Predator).

    - Can equip Heavy Gauss Cannon to do more damage to vehicles and fortifications with the cost of cooldown time.

    Hope you Necron fans are happy; I have no idea what I am talking about and only did split-second research.
    Trenchwar likes this.
  6. MungFuSensei MungFuSensei Steam Early Access

    That teleport ability would be too OP. Mobility is probably the strongest stat in the game. I would have it be a one-time use thing, taking the place of a healthpack or something, and you don't get refills from ammo boxes, only on respawn.

    Also, the regeneration thing would be great, but in order for it to not be broken, it has to be very slow. Think of how long it takes to bleed out while downed with a full skull thing. That's how long it would take to get back up, if not longer. You can't be rezzed by teammates, and you are still vulnerable to executions. No health regen, only self-rezzing.
    Trenchwar likes this.
  7. Ohyoupokedme Poked First Blood!

    I wanted to make an incentive to have people play Necron Warriors over Immortals. Immortals have access to more weapons, but Warriors should be the durable ones, the "tacticals" if you wanna be vague about it. That is why I gave them teleportation: to defend positions easier than the other units.
  8. MungFuSensei MungFuSensei Steam Early Access

    I think the teleport ability as I described in my post would be plenty of incentive to play the warrior. Single use teleport that refills on respawn? Any player would kill for that. It would allow for crazy aggressive pushes, because you know you can just fly home the second that the enemy tries to cap a point. Being able to do so an unlimited amount of times, once per minute? Necrons would be unstoppable.

    It's a great idea, so I'm not trying to shit in your cheerios here. I just think it needs to be kept in check.
  9. Tarl68 TARL68 Arkhona Vanguard

    just drop warriors and start upwards from immortals .... Eldar have shown the way (TT elites as basic classes)

    wraiths have other problemes like the fact theyre non-sentient, non-humanoid, and would require a shit ton of animations etc

    swap the HP/AP bar for a bigger slow regen AP bar and youve got the necron regen covered
  10. NurgleBurger NurgleBurger Steam Early Access

    The day I get to play a Nurgling will be a happy day. I do not care how squishy I am. We roll with being squished. :cool:

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