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Is +40% req too strong for logistics camp? I wanted there be some benefits for people who wanted to play CM to be near base, but it may encourage a "turtly" gameplay. If so, what should it be toned down to? (10, 20, 30?)
Is 1 movement too cruel? It was for balance so CM has to be carried by LR, but still would like some comments on it.
How's the influence price on some of the abilities looking? Too high, too low, etc?
Some thoughts...
1 movement: imho, a movement of 2 would be useful for a better flexibility.
The overall influence price: this feels high cost, but the skills are powerfull.
The 100 production ist a hard work for the reclusium, maybe 60-80?
Regarding +40% req for logistics camp: Haven't tried it enough yet.
Another suggestion: swap the Fortress of Redemption with the Macro Cannon?
The epic macro cannon fits imho better as an ultimate skill. The fortress then could be a 9...6...3 CD.
One more suggestion the bolt pistol could be swapped with a plasma pistol to honor the Chapter Master :) I tried this myself for the Captain and it should also work with the Chapter Master:
</weapon>
<weapon name="PlasmaPistol">
<model>
<projectileWeapon mesh="Weapons/ChaosSpaceMarines/ChaosLordGun"
material="Units/ChaosSpaceMarines/ChaosLord"
bone="LeftHand"
muzzleBone=".Muzzle"
fireInterval="0.35"/>
</model>
</weapon>
These changes are greatly appreciated. Is it just me or is the Thunderhammer not visible?
Unfortunately due to lack of modelling experience I cannot put a model of a thunderhammer onto the SM at this time- I essentially replaced the stats of the power fist weapon to stats of a thunder hammer, so no epic thunder hammer animation :(
No problem, the qualitiy of this mod is still outstanding.
Thanks a lot for the much effort you put in.