and i think it is needed that the leader of a group is easy detactable so you can focus him to lover the tactical ability of the group (missing command marks and what else)
oh yeah from the chapter that isn't being included. i also think that they should NOT be allowed to be in vehicles if they have their jump pack on. without it, they can go in vehicles, be deployed via drop pod, etc. but they can also jump out of air vehicles to deep strike when they have jump packs.
Yea, with jump packs on their sould not to be allowed on in vehicles, but if they can remove they Pack, than its fince. Maybe they can drop it? I am not sure what the codex says about leaving a jump pack behind...hm For the Chainsword topic, the Tactical Marine can have a Chainsword in place of grenades. So they have a range weapon and a chainsword, but no support choice. So no grenades, stims, or even other things they should have.
I think in DoW2 single player, the Tac sergeant (Tarkus?) was able to spec into melee... but then again, he was a veteran sergeant. Personally I'd rather have as little limitations as possible as far as gear is concerned. Want to equip your tactical marine with a chainsword and pistol instead of your bolter? Sure, why not (but you'd probably be better off just using an assault in that case). Want to give your Raptor a plasma cannon? Hey, it's up to you, but don't expect your jump pack to work at all with all that extra weight, and all your melee perks don't seem too useful now... but I imagine it would be a nightmare to balance all that. PS: about the DoW2 bit, anyone knows where I could find the skilltrees from the original campaign?
I hope there are limits to loadouts that reflect the class and lore, such as no Heavy weapons in Assault squads.
lmfao, that's pretty funny and part of me wants to allow it, but it's just extra gameplay mechanics that are pointless.
I think Tactical Marines should perhaps be able to choose "Chainsword + Bolt Pistol" (maybe even power weapons and plasma pistols) as a weapon load-out. I'd actually like them to have a "Combat Shield + Bolt Pistol" option too. It could make them more interesting. I think they shouldn't be able to dual wield close combat weapons (I think it's been mentioned somewhere that they're considering it) or use more advanced weapons like Thunder Hammers or maybe even Power Fists (despite the fact that Sargeants do use them). On the other hand, I wouldn't be bothered if they could get more advanced close combat weapons than knives (or fists?) along with their Bolters, Plasma Guns and other weapons of their main load-outs. The whole point should be that their still less effective in close combat than Assault Marines. Isn't it supposed to be a class based game with some sort of stats and upgrades?
no. thats for assault marines. tacticals have PLENTY of variety. just allow assault marines to not use jump packs. tada, problem solved.
Plasma Cannons on Raptors are kinda pointless, but what about Bolters or Plasma Guns? That could be an interesting Codex deviation, flying shooting troops. Also, maybe two Bolt Pistols like SoB Seraphim have? Why not?