Total War: WARHAMMER III
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Gyro Copter Buff
   
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15 апр. 2023 в 15:49
14 юли в 1:59
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Gyro Copter Buff

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With this new update i was really happyy that the gyrocopters finally got some love but i didnt enjoy the way they changed them, it seems silly that the gyrocopters are this super new invention and the dawi can suddenly field them in mass of units of 12. lore reasons aside i decided to make some changes, the normal gyrocopters have been reduced down to 5 per unit, and the gyrobombers have been reduced to 3, the stats for health have been doubled, damage, range, morale, melee defense and the recruit and upkeep price has been increased to better fit the theme of new technology.

Note: the damage on the screen shots may no be accurate, this is because i am lazy, it will be be changed soon.
41 коментара
awpanda1  [автор] 14 юли в 1:59 
update: theyre SFO copters now, 4 per unit for normal gyros, 1 for a gyro bomber
akeean 22 май в 5:57 
I think I'll tweak this for my personal use to reduce the bombers back to 1.

With three models a Gyrobomber unit is effectively a tier 5+ unit. I wouldn't mind a higher tier Gyro wing unit that comes with more (or mixed models like a Gyrobomber with 2 flanking Gyrocopters as an escort in one unit) at high tier for power doomstacks or unit micromanagement ease.
awpanda1  [автор] 21 май в 0:49 
ill tune them down a bit, i needed to redo this mod since 5.03 changed some stats around, thank you for letting me know!
Ked 20 май в 18:08 
the 80+ ammo is obviously once you start buffing them with red line upgrade and a single master engineer, making a doomstack that genuinely nothing can stop at turn 15-20 which is pretty hilarious but no less broken.
Ked 20 май в 18:05 
Hey, love the mod but it feels a tad bit overtuned for the steam spewing gyrocopters.

Not gonna lie it is very enjoyable seeing Norscan armies of be turned into nothing with gyrocopters, but ive had 2 steam gyrocopters from the adventure recruitment clear out 1700+ kills against an army that i would normally struggle against in the early point.
The splash is gigantic and does extremely high amount of damage where one volley of 4-6 shots hitting a unit brings it down to 20% HP and incurs a leadership debuff that will very quickly rout whatever has survived the initial volley.
80+ ammo, instant unit-wiping attack, a Mammoth RoR of 5 mammoths has been bullied with the high AP damage, high missile resistance and actually good HP per model make this really strong.

It makes it look like the dwarfs have tripled their defense budget and started investing into Dwarfeed Martin
Dr Charko 18 май в 14:57 
Hooo boi, alas this is a bit overtuned. One unit of the flame boys out damaged the spirit of Grugni.
akeean 14 май в 7:29 
Agree on the brimstone @awpanda1 thanks for trying to remedy it. I was so confused & disappointed on my first Malakai run when the squad of brimstone choppers barely had enough ammo to break 1 1/2 plague bearer units.

CA made a point that flamethrower on helicopter should be anti infantry like the Irondrakes, but it totally does not work like this for Tzeench's flamethrower units either, where you have the same models doing anti-infantry or anti-single entity damage, depending on if it is a dozen or just a single model shooting flames. And unbuffed they just don't do enough and still didn't have enough ammo.

Also not too big on the the 5.0 changes to the flame cannon. I'm looking for a mod that addresses the range a bit, since Grudge throwers don't make for very good anti-artillery duelists unlike Plague Claw catapults.
awpanda1  [автор] 13 май в 6:46 
it is save game compatible, if it isnt please let me know
lthull 13 май в 6:39 
save-game compatible? I would like to give this a try.
awpanda1  [автор] 13 май в 4:44 
trust me, despite the fact that the brimestone damage is incredibly high, know that is is actually very lackluster