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Post by Cory Trese on Jan 10, 2013 2:54:09 GMT -5
Grenades may be eventually added to Templars, but we've got a ways to go till we get into that part of the to-do list. No ETA, but it is something that we had on the original TA Roadmap from last year. So many features, so little time
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Post by slayernz on Jan 10, 2013 19:58:53 GMT -5
Nukes Nukes Nukes ... we want the Captain to carry one for the situation where he finds a hive so over-run that it would be better if he sacrifices his squad for the benefit of the galaxy
Be sure that the Nukes are branded "Cadar Corp - Making things go Bang is our job"
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Post by slayernz on Jan 13, 2013 0:51:37 GMT -5
Another request ... the Captain can use his special ability on units in the field ... but why can't he use it on himself? I'm using a Templar Naval officer, and find the ability to boost ammo invaluable. However, I can't boost my captain's ammo, kind of limiting him to support only.
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Post by fallen on Jan 13, 2013 11:52:38 GMT -5
slayernz - this might be a hold out from a time when the only captain special ability was to raise another Templar's AP. I will chat with Cory, and maybe the restriction should be lifted so certain special abilities.
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Post by Cory Trese on Jan 13, 2013 12:10:00 GMT -5
It was a carefully considered 2 of 3 compromise. Healing the Captain is way overpowered and with a few DT kits you can make a solo run on a lot of the harder levels.
I do see what you're saying about the ammunition reload, but I'm still a fan of the design choice the makes the Captain a supporter of the Knights rather than a solo hero.
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Post by slayernz on Jan 13, 2013 17:27:31 GMT -5
Yes, but there is honor in meeting your enemy head on, rather than standing back and using your squad as your shield because you run short of ammo I do understand about the other classes though. I wouldn't want to be able to use the extra AP on my captain. AP is the biggest advantage in the game and giving that up would be too much of a benefit. Likewise the healing attribute would mean your captain would be too unbalanced on the field.
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Post by Cory Trese on Jan 13, 2013 19:43:44 GMT -5
I'll take a look regarding the balance of ammo and the Naval Officer. You're going to love the Berserker
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Post by slayernz on Jan 13, 2013 19:49:10 GMT -5
Yeah but that means starting from the beginning again <grin> I'd love to be able to change Captain class by paying, say, 50,000 Honor Points (training costs)
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Jan 13, 2013 21:11:32 GMT -5
Is Beserker a captain class? Or a special Templar like Scouts, Neptunes and so on? A class centered around crushing Xeno skulls with your bare hands...... :-D
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Post by slayernz on Jan 13, 2013 21:13:31 GMT -5
From what I can tell, it's a captain class, but then Beserker's tend to have a shorter life expectancy than most, and probably don't make it up to Captain rank very often ...
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Post by Cory Trese on Jan 13, 2013 21:51:40 GMT -5
From what I can tell, it's a captain class, but then Beserker's tend to have a shorter life expectancy than most, and probably don't make it up to Captain rank very often ... Both! Attachments:
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Post by slayernz on Jan 13, 2013 21:54:17 GMT -5
Woohoo ... must ... buy ... one ...
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Post by Cory Trese on Jan 14, 2013 1:32:22 GMT -5
and don't worry, when we introduce the next Templar Class it will come with Recruit features so no one has to start over a squad to use him
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Post by vindalloo on Jan 14, 2013 6:11:35 GMT -5
Is it possible to give Templers a "Sidestep" so slip left or right for 2MP?
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Post by slayernz on Jan 14, 2013 16:53:55 GMT -5
Hey Vindalloo, Sidestepping has been raised before and unfortunately it's been veto'd. Admittedly when it was raised, we didn't have weapon arc firing, so side-stepping was more valuable a request then. Now it's less strategic and as such, ironically should have more of a chance for acceptance You know, Xeno's and even FDF can do diagonal movements but we can't
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