Now what I feel would be an interesting aspect is if we are allowed to use thunderhawk gunships and rain down death as we tank shots capable of blowing up a predator
atm air units are not planed to be player controlled
Savij, do you plan on adding air vehicles to the mix? I believe the devs say they plan on adding them, but there are only a few two dedicated flyers (thunderhawk and storm eagle) , and a few land speeders that could go in the category.
Originally posted by DecisiveRaindrop Savij, do you plan on adding air vehicles to the mix? I believe the devs say they plan on adding them, but there are only a few two dedicated flyers (thunderhawk and storm eagle) , and a few land speeders that could go in the category.
hm i wanted to be as close as posible to the actual EC concept
so no air vehicles planed yet ^^
but if you want to see them i may add em
Originally posted by aRtFuLThinG
So did the designer said Space Marines are going to be their own faction?
Cuz I do like that idea. I wouldn't like it myself if they mingle Imperial Guard with Space Marines (as I prefer to play Imperial Guards)
I like the list that you've put out btw
the factions are based on the tabletop factions and there SM and IG are 2 factions
IG may come in a later update after launch
and thanks for reading it
btw where would you put a dreadnought? as Class or as Vehicle?
i would think Class cause they cant come out, but what do you think?
btw where would you put a dreadnought? as Class or as Vehicle?
i would think Class cause they cant come out, but what do you think?
I personally am in agreement with you on that I think it should be a class.
I mean even if they CAN come out (like say the pilots of Crisis Suits for Tau), it wouldn't make no sense to put it as a vehicle as there is no chance that another space marine could just jump in a pilot the thing :P
However I think it should be a class which require high resources points to spawn though (or whatever system that will be devised that considers resource available to a faction/player)
I think dreads should be a commander or guild level perk that is rare and can be summoned onto the battlefield as an overpowered NPC killing machine that is given simple orders until it is killed or runs out of an alloted amount of time.
This allows dreads to be OP, since players will be more likely to complain about other players being OP in it, and to make them seem more rare or special.
I think it should be a privilege class. After the faction( or player) had completed enough to get some high standing in the game, they can be allowed to respawn as a dreadnought. The class basically follows basic vehicle rules.
I personally am in agreement with you on that I think it should be a class.I mean even if they CAN come out (like say the pilots of Crisis Suits for Tau), it wouldn't make no sense to put it as a vehicle as there is no chance that another space marine could just jump in a pilot the thing :P
However I think it should be a class which require high resources points to spawn though (or whatever system that will be devised that considers resource available to a faction/player)
Originally posted by BeerSamurai I think it should be a privilege class. After the faction( or player) had completed enough to get some high standing in the game, they can be allowed to respawn as a dreadnought. The class basically follows basic vehicle rules.
sounds like it would fit into EC what you to said, maybe the faction needs to hold a specific structure to have the dreads available and then only "expirienced players" can spawn as them
Originally posted by krage
I think dreads should be a commander or guild level perk that is rare and can be summoned onto the battlefield as an overpowered NPC killing machine that is given simple orders until it is killed or runs out of an alloted amount of time.
This allows dreads to be OP, since players will be more likely to complain about other players being OP in it, and to make them seem more rare or special.
there is so much truth in this post =/ but i would love to controll be a dread from time to time :P
Terminator Armour, Vehicles, Dreadnaughts. All the talk and discussion here makes me realise just how tough a job the developers have!!
Between just a few of us here in this thread we all have different views on how these should be implemented, all being good ideas that could work well.
Added the Chapter specials to the Explanation section, here is a copie so you dont need to search
I know its lorebreaking in some way but well was hard to find something for every chapter =/
Chapter Specials
All chapter specials are extremely rare and hard to obtain!
Blood Angels
Angelus Bolter (Tactical Marine) Special Bolter with bigger clip-size. Damage: 5/10 Armor Pen.: 4/10 Rate of fire: 7/10 Accuracy: 7/10 Range: 7/10 Clip-Size: 35 Special: Can be used with different ammunition.
Inferno Pistol (Assault) Small Melta gun. Damage: 10/10 Armor Pen.: 10/10 Rate of fire: 1/10 Accuracy: 10/10 Range: 1/10 Clip-Size: 1 Special: Cone of effect
Exsanguinator (Sanguinary Priest) Medical device made for combat. Damage: 7/10 Armor Pen.: 5/10 Swingspeed: 9/10 Block-spd.: 8/10 Range: 1/4
Dark Angels
Corvus Hammer (Assault) specialized pick which consisted of a hammer modified to provide additional power during impact. Damage: 6/10 Armor Pen.: 10/10 Swingspeed: 6/10 Block-spd.: 6/10 Range: 2/4
Flail of the Unforgiven (Terminator) 2-Handed Flail which is slow but powerful. Damage: 8/10 Armor Pen.: 8/10 Swingspeed: 1/10 Block-spd.: 1/10 Range: 3/4 Special: AoE
Furious Vengeance (Tactical) Special Bolter. Damage: 5/10 Armor Pen.: 4/10 Rate of fire: 7/10 Accuracy: 8/10 Range: 7/10 Clip-Size: 24 Special: Can be used with different ammunition, extra damage to chaos space marines
Ultramarines
Gladius (all) Longer then a dagger, shorter then a sword Damage: 5/10 Armor Pen.: 7/10 Swingspeed: 10/10 Block-spd.: 8/10 Range: 1,5/4
Gilded Boltgun (Tactical) Special Bolter. Damage: 6/10 Armor Pen.: 5/10 Rate of fire: 7/10 Accuracy: 8/10 Range: 7/10 Clip-Size: 24 Special: Can be used with different ammunition
Axe of Ultramar (Assault) Special Power Axe. Damage: 6/10 Armor Pen.: 8/10 Swingspeed: 8/10 Block-spd.: 6/10 Range: 2/4
Space Wolfs
Fang of Morkai (Wolf priest) Medical device made for combat. Damage: 9/10 Armor Pen.: 4/10 Swingspeed: 8/10 Block-spd.: 7/10 Range: 1/4
Foehammer (Assault) Special Thunderhammer with teleport device. Damage: 7/10 Armor Pen.: 7/10 Swingspeed: 5/10 Block-spd.: 4/10 Range: 2/4 Special: Can be thrown, can be teleported to your hand.
Comments
atm air units are not planed to be player controlled
but this may change any time
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
So did the designer said Space Marines are going to be their own faction?
Cuz I do like that idea. I wouldn't like it myself if they mingle Imperial Guard with Space Marines (as I prefer to play Imperial Guards)
I like the list that you've put out btw
hm i wanted to be as close as posible to the actual EC concept
so no air vehicles planed yet ^^
but if you want to see them i may add em
the factions are based on the tabletop factions and there SM and IG are 2 factions
IG may come in a later update after launch
and thanks for reading it
btw where would you put a dreadnought? as Class or as Vehicle?
i would think Class cause they cant come out, but what do you think?
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
I personally am in agreement with you on that I think it should be a class.
I mean even if they CAN come out (like say the pilots of Crisis Suits for Tau), it wouldn't make no sense to put it as a vehicle as there is no chance that another space marine could just jump in a pilot the thing :P
However I think it should be a class which require high resources points to spawn though (or whatever system that will be devised that considers resource available to a faction/player)
I think dreads should be a commander or guild level perk that is rare and can be summoned onto the battlefield as an overpowered NPC killing machine that is given simple orders until it is killed or runs out of an alloted amount of time.
This allows dreads to be OP, since players will be more likely to complain about other players being OP in it, and to make them seem more rare or special.
Dreah I'm yunk, wazzit matter to you?
there is so much truth in this post =/ but i would love to controll be a dread from time to time :P
i will try to make a class for them!
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij
Terminator Armour, Vehicles, Dreadnaughts. All the talk and discussion here makes me realise just how tough a job the developers have!!
Between just a few of us here in this thread we all have different views on how these should be implemented, all being good ideas that could work well.
Added the Chapter specials to the Explanation section, here is a copie so you dont need to search
I know its lorebreaking in some way but well was hard to find something for every chapter =/
Chapter Specials
All chapter specials are extremely rare and hard to obtain!
Blood Angels
Angelus Bolter (Tactical Marine)
Special Bolter with bigger clip-size.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 7/10
Range: 7/10
Clip-Size: 35
Special: Can be used with different ammunition.
Inferno Pistol (Assault)
Small Melta gun.
Damage: 10/10
Armor Pen.: 10/10
Rate of fire: 1/10
Accuracy: 10/10
Range: 1/10
Clip-Size: 1
Special: Cone of effect
Exsanguinator (Sanguinary Priest)
Medical device made for combat.
Damage: 7/10
Armor Pen.: 5/10
Swingspeed: 9/10
Block-spd.: 8/10
Range: 1/4
Dark Angels
Corvus Hammer (Assault)
specialized pick which consisted of a hammer modified to provide additional power during impact.
Damage: 6/10
Armor Pen.: 10/10
Swingspeed: 6/10
Block-spd.: 6/10
Range: 2/4
Flail of the Unforgiven (Terminator)
2-Handed Flail which is slow but powerful.
Damage: 8/10
Armor Pen.: 8/10
Swingspeed: 1/10
Block-spd.: 1/10
Range: 3/4
Special: AoE
Furious Vengeance (Tactical)
Special Bolter.
Damage: 5/10
Armor Pen.: 4/10
Rate of fire: 7/10
Accuracy: 8/10
Range: 7/10
Clip-Size: 24
Special: Can be used with different ammunition,
extra damage to chaos space marines
Ultramarines
Gladius (all)
Fang of Morkai (Wolf priest)Longer then a dagger, shorter then a sword
Damage: 5/10
Armor Pen.: 7/10
Swingspeed: 10/10
Block-spd.: 8/10
Range: 1,5/4
Gilded Boltgun (Tactical)
Special Bolter.
Damage: 6/10
Armor Pen.: 5/10
Rate of fire: 7/10
Accuracy: 8/10
Range: 7/10
Clip-Size: 24
Special: Can be used with different ammunition
Axe of Ultramar (Assault)
Special Power Axe.
Damage: 6/10
Armor Pen.: 8/10
Swingspeed: 8/10
Block-spd.: 6/10
Range: 2/4
Space Wolfs
Medical device made for combat.
Damage: 9/10
Armor Pen.: 4/10
Swingspeed: 8/10
Block-spd.: 7/10
Range: 1/4
Frost Blade (Tactical)
Special Chainsword
Damage: 8/10
Armor Pen.: 5/10
Swingspeed: 9/10
Block-spd.: 5/10
Range: 2/4
Foehammer (Assault)
Special Thunderhammer with teleport device.
Damage: 7/10
Armor Pen.: 7/10
Swingspeed: 5/10
Block-spd.: 4/10
Range: 2/4
Special: Can be thrown, can be teleported to your hand.
be always up to date about Eternal Crusade
WH40k:EC dev Tracker
Other EC Sites i'm in:
Dakkadakka Savij
Reddit EC Savij1337
EternalCrusader.com Savij