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Demolisher 2-2?

Posted: Thu Dec 11, 2014 1:08 pm
by Curator
Hello!
First of all - thank to developers for so awesome game! I'm really in wh40k-universe (around 10.000 pts IG (AM now) army))), core fan of turn-based wargames and i very happy about armageddon. You done excellent game and have strong support from my local game-community here, in Russia.
Nice gameplay + correct lore about background, very good work! I think we will purchase via steam all upcoming DLC and add-ons, that may follow.

:?:
Now question - Demolisher gun is 2-2 range in game. (Vindicator, Demolisher, Baneblade-tanks) Why it is so? In tabletop it is 24", so 1-2 in scale of hexes of armageddon. Should be no minimal range, right?

Re: Demolisher 2-2?

Posted: Thu Dec 11, 2014 6:45 pm
by riuminkd
Баланс того требует. Иногда приходится жертвовать точностью передачи настолки, да это и не приоритет. Если сделать пушку 2-1, то это будет маленько имба, т.к она будет бить по всем, кто пытается атаковать защитник в ближнем бою.

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 6:16 am
by Curator
But demolisher it is tank for city-fighting. When he is not vulnerable for close attacks, it is work as intended i think. Strong counter for demolishers\vindicators and thunderers should be long range anti-tank guns, (lascannons, zzap-guns) no?

Камрад, спасибо за ответ "патамушта баланс", но это капитан очевидность-стайл. :wink:

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 8:29 am
by Plaid
It's strange to speak about balance in the game, where Titans and Baneblades are simple never attacked and so effectively invulnerable units.

Most weapon and unit stats came out of nowhere, save your time and don't bother comparing it with tabletop or general information about universe.

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 8:34 am
by Okim
Curator wrote:But demolisher it is tank for city-fighting. When he is not vulnerable for close attacks, it is work as intended i think. Strong counter for demolishers\vindicators and thunderers should be long range anti-tank guns, (lascannons, zzap-guns) no?

Камрад, спасибо за ответ "патамушта баланс", но это капитан очевидность-стайл. :wink:

IIRC the demplisher cannon is a barrage cannon in table top version (indirect or how it is called in the current rules?'. In the game all of the guns capable of barrage fire have limited range, so hence the gun`s limits.
If I`m wrong - than I also wonder what was the reason to make these guns 2-2?
riuminkd wrote:Баланс того требует. Иногда приходится жертвовать точностью передачи настолки, да это и не приоритет. Если сделать пушку 2-1, то это будет маленько имба, т.к она будет бить по всем, кто пытается атаковать защитник в ближнем бою.
Balance-wise even standard Leman Russ should not use it`s battlecannon against assaulting unit, but it does. So 2-2 for a demolisher surely not because of this.

И к слову - на англоязычных форумах обычно считают использование родного языка некрасивым жестом. Особенно, если фраза идет без хотя бы приблизительного перевода.
(translation: BTW, using native language on English-speaking forums is not welcomed.)

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 10:30 am
by Curator
IIRC the demplisher cannon is a barrage cannon in table top version (indirect or how it is called in the current rules?'
NO, it is exactly like battle cannon - just ordnance type, not indirect like Earthshaker-gun.

Most weapon and unit stats came out of nowhere
Plaid, I think you're wrong. I see mostly carefully transfer rules from wh40k to Armageddon. But that Demolisher Cannons have a bit strange realisation.

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 11:11 am
by Plaid
Plaid, I think you're wrong. I see mostly carefully transfer rules from wh40k to Armageddon. But that Demolisher Cannons have a bit strange realisation.
Orks are destroying Leman Russ tanks with shoota/slugga/choppa; normal bolters are stronger than heavy or storm bolters; earthshaker cannon (this one is mounted on basilisk) have rate of fire higher than autogun/lasgun; most units (including Ork Warboss!) don't have any close combat weapon at all and can't defend themselves in melee.

If all those things are carefully transfered from somewhere, you are right.

Re: Demolisher 2-2?

Posted: Fri Dec 12, 2014 11:37 am
by Curator
Plaid, you know that Armageddon is a panzergeneral-like game? All what you say, it is common for this type of wargames.

little tweaks is necessary, it is correct. One of this (and more obviously for me) is 2-2 on demolisher gun. I belive that developers can fix it in future pathes.
Just don't do a tragedy from this :)

Re: Demolisher 2-2?

Posted: Mon Dec 15, 2014 10:56 am
by Curator
So ... at least good to know, this is a bug or a design? Demolisher is not indirect or guess range, no minimum distance in tabletop or Lore. Thunderers and Vindicators - It is not should to be high caliber assault gun with 1-2 range? (like SU-152 from WW2 I think)

Re: Demolisher 2-2?

Posted: Mon Dec 15, 2014 12:21 pm
by Aekar
Hello Curator,


It is always great to befriend new W40K fans, and I would say especially from the east, and I love the way you are using Armageddon for PC. :)

As Plaid said, there are differences, and some players may find the differences much too deep for their tastes.
As I've read elsewhere, it is also more an adaptation from Epic W40K.
And the adaptation had to go far because of licence reasons.


Now about that Demolisher - for some reason it suddenly seemed that in the PC game, this one involves an inability to fight not in melee but also on short range.
I would not know about the real one, but you seem to know much about it, and this fact them seems unexplained.

Gameplay-wise, I liked it much though.
Of course it was mainly useful on Act One (not later) but at that time that strength / weakness was nice on the gameplay.

In my Dark Eldar mod, I am trying to make the 1-1 range the one of close combat (it ended up being 0-0 for melee, and 1-1 for pistols), making all range weapons at 2+ to prevent them from being fired in melee retaliation.
I liked the way the demolisher worked because I like that aspect.
Points-wise, it is also a good unit for its value.

But liking it, doesn't mean it is as intended, or should not be changed.
It seems that this armor unit could or should be adjusted, from what you are sharing here.
I just wanted to share my feedback on it.

Re: Demolisher 2-2?

Posted: Mon Dec 15, 2014 7:46 pm
by Kerensky
What I can say is this is definitely intentional. It's not lore breaking with 40k stats, (short range, devastatingly powerful weapon) but it also gives it a nice twist. All that great power comes at a trade off, it is somewhat clumsy to use and is vulnerable to counter-play (assault teams can literally duck under the guns minimum range). It also puts a premium on player understanding of game mechanics. To get the maximum efficiency out of their units, they need to master both units and the weapons they employ! :)