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Hello all,
The developers have posted their weekly update! Please use this thread if you wish to discuss its contents.
Thank you for your continued support.
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Well, this had exactly nothing people have been talking about.
Grenades still need Pen, the Storm Trooper is still built for melee combat due to his aptitudes and he needs his armor back, and we've been clamoring for the variable lasgun settings.
I've converted Dark Heresy to the Only War system. Please take a look!
https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit
While I do like all the changes from Week 5 I find it sad that there's still nothing on variable lasgun settings, vehicles and comrades.
Adding the variable setting from BC to Only War should be pretty simply and it baffles me that it does not appear in the updates.
It's even more confusing to see that there's still nothing done about the Imperial Vehicles. They are simply broken and nigh indestructible the way they are right now (compared to even the strongest AT-Weapons). This is not just about their toughness but also about vehicle size which seems to be wrong. There's also the fact that most vehicles have a variety of positions that dont seem to have any purpose. For example the loader is mostly useless in Vehicles that have a dedicated Gunner for the Hull Weapon (like the Baneblade), this is particularely annoying since the loader doesn't even have anything to do since the Baneblades Battle Cannon has a clip of 12 and the Demolisher Cannon has a clip of 2. So both those loaders are only active for 3 respectively 1 round every 12 / 2 rounds. Similarly the Commander doesn't really have a purpose rule wise. He does sit in the Turret but the Turrets Battle Cannon is operated by the Gunner and the Turrets Hull Weapon is operated by the Loader/Gunner (for the Leman Russ and some other vehicles). I'm assuming the Commander actually does something like in a real tank but at least the Commander should be given the option to use the Pintle mounted weapon by replacing Commander (Turret) with Commander (Turret / Pintle; if taken) the same way it is handled with the sponsons.
The Comrade system that the news post mentions works fine in my opinion but I'd like to see some more variety as to what Comrades can and can't do in the form of some more Orders for them outside of Comrade Advances (or Comrade Advances that aren't bound to a specific speciality though I doubt we'll see that in the OW core rulebook). The areas where they fall short is options. There's only two options they have in combat by default and that's either to stay in cover or to do what you are doing (either shooting or melee). Outside of combat there's no (mechanical) options for them but that's fine I think since out of combat situations should be handled mostly via roleplay and not so much rollplay.
Plushy said:
Grenades still need Pen, the Storm Trooper is still built for melee combat due to his aptitudes and he needs his armor back, and we've been clamoring for the variable lasgun settings.
I think you missed the intro text on the website where they say they're working on guardsmen starting gear (which I think covers lasguns and grenades) and vehicle weapons but haven't finished yet.
I agree about Stormtroopers.
I am very disappointed not to see some ultility psychic powers and more changes to the psychic rules.
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Plushy said:
Grenades still need Pen
Are you talking about Frag Granades? Why would they need a pen other than 0. They've always been 2d10, pen 0 and that makes them good at taking out normally armoured infrantry without being a death sentence to everything in the blast radius that actually wears heavy armour or is in cover. If there's a thead somewhere discussing this I'd really like to read it.
[QUOTE efidm=690063]
I think you missed the intro text on the website where they say they're working on guardsmen starting gear (which I think covers lasguns and grenades) and vehicle weapons but haven't finished yet.
[/QUOTE]
While you weren't refering to me I did indeed miss that since I only focused on the second paragraph and the pdf itself. Thanks for pointing that out.
I wonder why people made their AT wepaon penetration test against the front armour of a tank; Except if you go all textbook steel balls, a typical soldier will shoot for the side or rear armour, no?
My Dark Heresy Game
http://dark-heresy.wikispaces.com/Dark-Heresy+Redux
Braddoc said:
I wonder why people made their AT wepaon penetration test against the front armour of a tank; Except if you go all textbook steel balls, a typical soldier will shoot for the side or rear armour, no?
My Tests were actually made against all facings. While attacking the rear or side facing greatly increases the effectiveness of AT Weapons most vehicles are still very tough even when attacking soley the rear or the side especially when it comes to common AT Weapons instead of just the most powerful ones. One such example would be the Krak Missile, the AT Weapon of choice if you are using a missile launcher. If you're trying to take down a Leman Russ with Krak Missiles I wish you good luck since you'll need about 12 hits to the rear to get it to 0 SI and even with a Lascannon you need more than 4 shots.
Plushy said:
Well, this had exactly nothing people have been talking about.
They answered my question about the Heavy Gunner Comrade talent from the first week :)
But true story.
We did get the Psy-Focus, so that's something. Otherwise, the big gripes are the variable lasguns, weight/encumbrance, and vehicles being indestructible. Those are just the one we can realistically expect to get done, so hopefully we see them soon.
They gave a big nerf to vehicles with the ability to set them on fire with a humble flamer now. This is a good thing in my book.
"There is no Chapter that is better than another (except for Ultramarines: we gotta play along and tell them they're super bad-a$$-to-the-max, 'cause they're sensitive...;)" - Zappiel
I've said it before but:
1st page, 2nd column, second paragraph on Favored Weapons: "these weapons mat not have an Availability higher than Very Rare" should be "these weapons may not have an Availability higher than Very Rare"
I would like to see point value for regiment to a roll system.
Manyfist said:
I would like to see point value for regiment to a roll system.
I wouldn't, and since it'd take a complete rewrite of the system to do that, I can almost guarantee it'll never happen.
~Yea, Tho I Walk Through The Valley Of The Shadow Of Death, I Shall Fear No Evil~
Rogue Trader, Dark Heresy, Deathwatch, Black Crusade + Only War Playtester
Star Wars: Edge of the Empire Playtester
I do not speak in any official capacity for FFG, all my posts are my own opinion, speculation, etc.
One of Three Founders of Dark Reign
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