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Not counting mods, I can't decide. I like them all a lot. Well, except for the Imperial Guard after the horrible ass-raping they got in DC 1.2.
Counting additional faction mods, the Daemonhunters are definitely my favorite. The modders did a wonderful job with them. Counting the Heroes Mod, no faction, whether from the original game or a mod, is more fun to use than the Tau. They're perfect for forming powerful meat grinders to begin with, but with Heroes they become utterly impenetrable as your units level up with each wave of attackers.
Not counting mods, I can't decide. I like them all a lot. Well, except for the Imperial Guard after the horrible ass-raping they got in DC 1.2.
JP_Russell
What happened to the IGs in 1.2? I don't play any more (although I got that Corsix's Mod Studio you recommended and it's great!) so I'm not very current. Last time I was playing, I couldn't get past T1 as IGs playing against my Eldar friend, if they're even worse now, that's just... mean.
[QUOTE="JP_Russell"]Not counting mods, I can't decide. I like them all a lot. Well, except for the Imperial Guard after the horrible ass-raping they got in DC 1.2.
mfsa
What happened to the IGs in 1.2? I don't play any more (although I got that Corsix's Mod Studio you recommended and it's great!) so I'm not very current. Last time I was playing, I couldn't get past T1 as IGs playing against my Eldar friend, if they're even worse now, that's just... mean.
Well, the thing is, they did make many needed improvements to them, but they were all very small and insignificant. However, they nerfed them in certain respects that were far more significant, or nerfed them in areas that were needed because they were just bad mechanics, but didn't do anything to compensate.
The most terrible thing they did was practically kill the Basilisk. They made it very slow, and increased its reload time to nine seconds (no damage increase, accuracy increase, splash damage increase, or anything to compensate) Its only and sole usefulness now is the Earthshaker round. The artillery suppression it gives is negligible since the shots come very slowly now and are still inaccurate, so it hits a significant amount of enemies very irregularly now.
The Assassin also took it right in the ass. His assassination scope ability got nerfed all to hell (which was good, in my opinion), and his rifle's armor penetration against commanders (percent of his base damage that is done to commander armor) was lowered a lot (good, but they over-nerfed it). Also, you now need to research his infiltration before he has it, which is an extraneous change; I have no idea why they made it. So he got some needed changes, but didn't get needed compensations (boost to 100% accuracy, for example [he's the most deadly and feared sniper assassin in the entire 40K universe, for God's sake]), leaving him too weak.
Those are the two most significant, there are lots of other minor things that added up to further make the IG too weak. Hellhounds' Let It Burn was made too weak, Ogryn melee damage was weakened against buildings and vehicles, Psyker Strip Soul was made less useful against commanders (the very unit it's designed to be good against), plasma guns are too weak now, Commissar Execute gives no damage boost to special weapons now, etc.
Apparently, the whole reason for the major nerfing they gave the IG in some pretty big areas was during one of their little tournament things, the number one player was IG and he knew how to use the faction really well - too well, apparently. So they gave a bunch of nerfs that were needed to combat how he exploited them (which also weakened them in the process), but didn't do anything to bring their strength back up in ways that couldn't be exploited. What improvements they did make were already needed before they nerfed other aspects so they weren't really compensation (not to mention, they didn't make all the needed improvements), and they nerfed more harshly than they improved anyway. So we're left with an even less impressive IG than before.
Ultimately, the problem is that the IG were in need of a little boosting to begin with, but instead they were nerfed, making them need even more of a boost. I had started a mod in Corsix's a long while ago that was basically my own patch 1.3, where I rebalanced all the races and tried to make all the changes still needed for all the races, including the IG. I never did finish it, but I've been wanting to pick it back up. I had thought all the while about releasing it to the public on DoWFiles.com or something. The changelog I made was enormous, which is why I never did get it done.
Imperial guard, they look class, sweet tanks, and I like there back story. And there tactics work well with me.
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