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Current Version: v0.0.01A

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Changes to the way I release versions? (read the thread)

[Incomplete] Company Commander I_vote_lcap63%[Incomplete] Company Commander I_vote_rcap 63% [ 5 ]
[Incomplete] Company Commander I_vote_lcap38%[Incomplete] Company Commander I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
[Incomplete] Company Commander I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

» Faction creeps
[Incomplete] Company Commander I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete] Company Commander I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete] Company Commander I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
[Incomplete] Company Commander I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
[Incomplete] Company Commander I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
[Incomplete] Company Commander I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
[Incomplete] Company Commander I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
[Incomplete] Company Commander I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete] Company Commander I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
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||||||||||||||||||||[] [Heroes]
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[Incomplete] Company Commander

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[Incomplete] Company Commander Empty [Incomplete] Company Commander

Post by Mortis on Fri Mar 26, 2010 12:57 am

Commander Chenkov
A stubborn man, who refuses to admit defeat of acknowledge surrender, leading from the battle lines. Chenkov does not employ subtle strategy to win his wars, instead replying on direct tactics. he knows full well that he has tens of thousands of troops at his comma,d and that with enough manpower, any opponent can be overcome.

Vox Caster-(Inate) A vox-caster is a sophisticated and reliable communications array that is connected to the Tactical command net via tight beam transmitters and a series of signal decoders, allowing a officer using one to patch into any squad's communications in a moment's notice

Effect: opens a spell book with two options,
1st: Orders an 300 AoE of creeps to hold ground for infinite duration ( X mp)
2nd Orders an 1000 AoE of creeps that are on Hold Ground to once again move ( 25 Mp, no cd )

(Levels affect the X)
Level 1: Manacost 50
Level 2: Manacost 45
Level 3: Manacost 35
Level 4: Manacost 30
Level 5: Manacost 25
Level 6: Manacost 20

Dig in!- Knowing that enemy war machines and alien monsters can wreak havok if allowed to close with the fragile ranks of the Imperial Guard, The commander orders a soldier to dig in and bring to bear a heavy weapon.

( Turns target creep into an immobile Heavy Weapons Team with 200 Hp, and no armor)

Level 1: Team has a heavy bolter, high AS, minimum range 250, max 700, Normal space marine/shooter boy damage
Level 2: Team has a Autocanon, same As as a normal creep, minimum range 250, max 800, +10 damage
Level 3: Team has a Lascannon, AS doesnt change, minimum range 250, Max 900, +15 Damage
Level 4: Team has a Plasma Cannon, Same stats as above, but adds splash


Mine Fields- Every officer in the imperial Guard knows well the value of area denial. In irony, the typical response of the imperial Guard force to a mine field is to march soldiers over it until it is cleared.

75 Mc, cd 20 seconds, max of 25 Mine Fields

Level 1: 100 Damage, 300 aoe
Level 2: 150 Damage, 300 aoe
Level 3: 200 Damage, 300 aoe
Level 4: 250 Damage, 300 aoe

Demolitions- Ordered units takes up several demolition charges, and sprints towards the enemy, hoping to earn glory in the eyes of the emperor as they sling demolition charges into the enemy at close ranges
Targeted insta sacrifice of a friendly unit, turns unit into a kamikaze soldier


Stats ( Hp 150) 100 Damage in a 200 Aoe, ignores pathing, and has 500 Ms, and negative armor, But has Shadowmeld/ Imobile invisibility, dies once explosion occurs

Level 1: 50 Mc, Max of 1 ( 15 Second Cool Down )
Level 2: 75 Mc, Max of 3 ( 11 Second Cool Down )
Level 3: 100 Mc, Max of 5 ( 7 Second Cool Down)
Level 4: 125 Mc, Max of 7 ( 3 Second Cool Down )



Ult
Armored Columns- The Leman Russ is the most common battle tank in the Imperial Guard. its tried and tested design has stood the trials of time better then most, making it the tank most often issued by request to Imperial guard officers.

Summons Leman Russ, Stats: 1000 Hp, 4 Fortified Armor, max 1000 range, 75-100 Chaos damage in a 75 Aoe that has stun and knockback
Limit of one at a time
Level 1: 250 Mc, cd 120 Seconds
Level 2: 300 mc, cd 80 Seconds
Level 3: 400 Mc, cd 60 Seconds, Can have Commander garrison inside


Last edited by Mortis on Sat Mar 27, 2010 4:59 pm; edited 1 time in total
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Glycine on Fri Mar 26, 2010 2:19 pm

OOC: The last time the community commented on a hero suggestion, bad things happened. So please don't take anything personally. If I sound fierce, I'm not really. I just take hero creation very seriously.

Uhm. We already have trouble balancing Guardsmen who aren't quite as powerful as yours, but don't have fortified armor. Soooo, I can't understand the logic of people who create fortifed armored creeps, besides Necrons, because Normal Armored creeps already give the map fits. It doesn't make sense too, because you're saying a unit has as much armor as a building, especially not things related to the Imp. Guard. >>

By the way, all your cooldowns are too long. Most cooldowns have a range of 15-45 seconds for normal skills and 90-180 seconds for ults.

The concept of the innate is a bit weird though. He's not like a Dark Eldar or a Chaos Lord who has some way to get the life from his bodyguards. Plus it's like a free 1000 hp spell for the Commander. The effect isn't a bad effect, but I don't see the basis for the skill in reality.

Fire On My Target isn't bad, except it's basically a copy of Commissar's current ult with less damage. Spice it up a bit?

Bring it Down.... I'm personally against corruption auras. Sigismund only has one because I think we're going to take it out anyway and replace it with something better. The magic resistance aura doesn't even affect your character all that much, so I don't think it's really needed. Again, what's the rationale for the skill? You're building a pusher, that much is clear.

And the rest is ok for the most part, except Assault Troopers seem OP. Fortified armor and siege damage with a good range? You could get that skill to level 7 and have the outpost down by level 8. >>

Why does he summon guardsmen if they don't even appear in any of his previous skills? The crux of my comment is this: I don't like pushers. They break games too easily and make this map much harder to balance. The map still needs them as a class, though, so prove to me your pusher isn't OP, because I think it has the potential to be very much so.
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Fri Mar 26, 2010 2:50 pm

Well, the problem i have is i LOVE imperial guard, and they are all about troops. Why not switch the men, for tanks or chimeras or something along those lines? Would that make it a bit better?

And the Fire On My Target is designed to hit EVERYTHING in the area, including your own units, and buildings, ect, maybe have it hit for a very long time in waves, so its complete area denial?

The magic resistance part of the Bring it Down is designed to be a team buff, so that while pushing or ganking, he has allows his companions to kill easier by his directing fire, which is the flavor of the command.

And would it be less OP if i took the forified armor from the Assault guys?

And secondarily, switch out the Guardsmen from the ult for just general Storm Troopers, and one Sentinel? Lets give it weak armor and stats, but a ton of range, and maybe alot of damage?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by cellrawr on Fri Mar 26, 2010 4:24 pm

Just some suggestions on the skills.

Innate, I have to agree with Gly. Healing doesn't make sense to me really. I suggest making the health required scale to higher levels or something (ex: 250/300/350/etc) and sacrificing the guard without healing.

Fire on my target, how about instead of just making it a carbon copy of how commisar's ult acts and instead make it an earthshatter round. Have it stun through all levels, and make the last levels damage 400 or something.

On the Assault troopers, I'd actually suggest getting rid of the siege damage. If I've learned anything from how the tankbustas hireables rape a base easily, having hero summons have that type of damage isn't a good idea.

I would also suggest making your ult only vehicle based, since it would be redundant to have two summons that pretty much are the same thing.

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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Fri Mar 26, 2010 8:43 pm

KK... While at dinner tonight i read through my Imperial Guard Codex, and came up with an interesting idea to replace the "Bring It Down" skill.

Since the complaints mainly seem to be that im making another pusher, this seems to counter that as well. Why not give him the ability to deploy mindfields?

Have the damage scale upwards, and hit anything in the area when it detonates, but only trigger when an Enemy unit or hero walks over the area, on a one second delay.

The damage would scale 200/300/400/500, in a constant 400 aoe. Would that work?

And for the assault troopers, i think id rather make them do peirce, and maybe have a throw grenade ability? With like a .5 second stun? THis is after removing the fortified armor as well.

Im actually kind of interested now, in making this guy more of a antipusher
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Grass Hopper on Fri Mar 26, 2010 10:38 pm

quick note gly >.>
because you're "personally against corruption auras" doesnt mean that "Sigismund only has one because I think we're going to take it out anyway and replace it with something better".
the skill fits his role.

as to the hero:
hes got 3 summons, a nuke, and a debuff aura.
THREE summons is too much. specially because they are all pretty similar

then theres the copy of the commissar's ult which was adressed
and i dont like the idea of a comander laying land mines. it doesnt fit his current role (which is a pusher)

and the aura is a decent skill, even if its a bit op.
basically its a 'all enemies take X more damage from everything' as a perma aura... which is too much.
not to mention Bring It Down! sounds much more like a target skill [Incomplete] Company Commander Icon_razz

and the ult is really just a stronger version of your other summon.

over all, (no offense) but the hero doesnt seem to fit together well. All he can do is summon, and once the summons are dead, then hes pretty much useless.
If you want my honest suggestion, I would rethink the hero, and put him through some heavy changes.

We dont have an imperial general yet, and thats a hero that i would really like to see in game, but your current suggestion in its current form doesnt quite work.

I prolly sound really mean D: sorry if i do.

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And the Stuff was good.

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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Fri Mar 26, 2010 10:41 pm

@Grass Na... its cool... Kk...

Help me out here then

His ultimate needs to be a summon in my book, so lets make it either tanks, or some form of crack troops. We keep the aura, but rename it, maybe adjust it...

I do like the earthshaker round suggestion from earlier, so why dont we do it that way? A mass stun? With his ult to push, that just leaves the other skill, and if not mines, then what else can we put in it's place?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Fri Mar 26, 2010 11:02 pm

Ok, heres an idea to replace the inate

Vox Caster-

Basicly, its a toggle, when active, it causes all creeps in a certain radius of the Commander to hold ground, When it deactivated, they are released

Id need a cd/mc, but i think a fixed aoe would be best, and just affect the cd/mc of it?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Glycine on Sat Mar 27, 2010 12:24 am

Oh god, that's an amazing skill. Just hold creeps back and watch the other team's creeps hit themselves against the fortress, then release them and push. I like it.

I think 1 tank should be enough. Like a Baneblade. If you want to make him an anti-pusher, you only need 1 skill for summons. Assuming the tank is the ult, you use minefields for a skill, and vox caster is another, all you need is one more skill to round him out as someone who can stop pushes, and withstand sieges. For this reason, the tank ought to have high fortified armor, but not do obscene damage.


<-- Grass
I don't even see how any Aura, except Nurgle's, could reduce the armor value. That's why I'm not fond of them. FEAR Incarnate is a rather iffy skill, as almost any hero could have that skill. Could we replace that skill with one of the Templars' Vows or make reference to their zealousness?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sat Mar 27, 2010 12:29 am

Kk... And is it decided that i should drop the aura?

And a baneblade for a ult? Rofl... How about make one per lane, and make them uncontrollable?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Grass Hopper on Sat Mar 27, 2010 12:56 am

taken from lexicanum: "The image of an Emperor's Champion striding across the battlefield is a sight that makes all but the most foolish creature fall back in fear." they are scared so they let down their guard. a -armor aura doesnt just mean that something is eating their armor.

I like vox caster. alot. its potentially abusable with leavers... and pathing ai might gimp if used in the middle of a lane... but we'll see.
and i still dont see why a general is running around tossing down mines... but eh.

ALSO!! is this an actual 'IG General' hero... or is there an actual company commander unit that i havnt heard about.
cause i wanna see a command squad >.>

and if were summoning tanks, can we *not* summon a bane blade? Razz i wanna save that for titans mode maby.
Lemon Russ instead? theres a model for that on Hive. and the main battle cannon thing would fit with a defense/anti-push role.

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And the Stuff was good.

Heroes:
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Glycine on Sat Mar 27, 2010 1:14 am

Grass, SO MANY THINGS HAVE FEAR. In that case, we should give every Tyranid and Necron hero a -armor aura just because they scare the willies out of poor Jack the guardsman. >> It's a dull skill, since you just get it and that's it. It has no other effect, does no other thing, and is slightly nullfied by the absurd amounts of armor people can get end-game. Yay for 15+ armor on a caster. >>

Surely we could make him a better character without needed an armor aura?

And Mortis and I talked about this character more, so there will be changes.
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sat Mar 27, 2010 1:46 am

Im thinking just a generic Company Commander, Maybe Captain. Possibly commander chenkov?

Im also designing him to be a primarily defensive laner, keeping his outposts intact, and eventually massing up the creeps in his area in a swarm

Allright, here is what we came up with


Vox Caster-(Inate) A vox-caster is a sophisticated and reliable communications array that is connected to the Tactical command net via tight beam transmitters and a series of signal decoders, allowing a officer using one to patch into any squad's communications in a moment's notice

Effect: opens a spell book with two options,
1st: Orders an 300 AoE of creeps to hold ground for infinite duration ( X mp)
2nd Orders an 1000 AoE of creeps that are on Hold Ground to once again move ( 25 Mp, no cd )

(Levels affect the X)
Level 1: Manacost 50
Level 2: Manacost 45
Level 3: Manacost 35
Level 4: Manacost 30
Level 5: Manacost 25
Level 6: Manacost 20

Dig in!- Knowing that enemy war machines and alien monsters can wreak havok if allowed to close with the fragile ranks of the Imperial Guard, The commander orders a soldier to dig in and bring to bear a heavy weapon.

( Turns target creep into an immobile Heavy Weapons Team with 200 Hp, and no armor)

Level 1: Team has a heavy bolter, high AS, minimum range 250, max 700, Normal space marine/shooter boy damage
Level 2: Team has a Autocanon, same As as a normal creep, minimum range 250, max 800, +10 damage
Level 3: Team has a Lascannon, AS doesnt change, minimum range 250, Max 900, +15 Damage
Level 4: Team has a Plasma Cannon, Same stats as above, but adds splash


Mine Fields- Every officer in the imperial Guard knows well the value of area denial. In irony, the typical response of the imperial Guard force to a mine field is to march soldiers over it until it is cleared.

75 Mc, cd 20 seconds, max of 25 Mine Fields

Level 1: 100 Damage, 300 aoe
Level 2: 150 Damage, 300 aoe
Level 3: 200 Damage, 300 aoe
Level 4: 250 Damage, 300 aoe

Demolitions- Ordered units takes up several demolition charges, and sprints towards the enemy, hoping to earn glory in the eyes of the emperor as they sling demolition charges into the enemy at close ranges
Targeted insta sacrifice of a friendly unit, turns unit into a kamikaze soldier


Stats ( Hp 150) 100 Damage in a 200 Aoe, ignores pathing, and has 500 Ms, and negative armor, But has Shadowmeld/ Imobile invisibility, dies once explosion occurs

Level 1: 50 Mc, Max of 1 ( 15 Second Cool Down 0
Level 2: 75 Mc, Max of 3 ( 11 Second Cool Down )
Level 3: 100 Mc, Max of 5 ( 7 Second Cool Down)
Level 4: 125 Mc, Max of 7 ( 3 Second Cool Down )



Ult
Armored Columns- The Leman Russ is the most common battle tank in the Imperial Guard. its tried and tested design has stood the trials of time better then most, making it the tank most often issued by request to Imperial guard officers.

Summons Leman Russ, Stats: 1000 Hp, 4 Fortified Armor, max 1000 range, 75-100 Chaos damage in a 75 Aoe that has stun and knockback
Limit of one at a time
Level 1: 250 Mc, cd 120 Seconds
Level 2: 300 mc, cd 80 Seconds
Level 3: 400 Mc, cd 60 Seconds, Can have Commander garrison inside


Last edited by Mortis on Sat Mar 27, 2010 10:47 am; edited 1 time in total
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Grass Hopper on Sat Mar 27, 2010 9:10 am

i would increase the range on your units.
600 is the range of a ranged hero, and most ranged heroes would outrange your stationary guns.
and if your gona make the demolitions skill only do 100 damage, lower the cooldown on the higher levels.

AND EDIT YOUR FIRST POST >.>
why does everyone think that pasting a new hero halfway down the page is a good idea? Razz

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Heroes:
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sat Mar 27, 2010 10:48 am

There we go fixed. Made the ranges all longer, and then cool down on the demolitions.

Anything else that stops this from being a viable idea?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by cellrawr on Sat Mar 27, 2010 1:49 pm

Deciding a name for him? Cause Gly tends to get bitchy about that <.<

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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Grass Hopper on Sat Mar 27, 2010 2:52 pm

and editing your first post...

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sat Mar 27, 2010 5:00 pm

Allright, original post is now altered, and seems everything is in order?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by John_Wall on Sun Mar 28, 2010 7:56 pm

I guess somewhere in there you could say kind of like commissar but i think not at all, i love the leman russ idea etc, i was actually thinking of this same type of champion today and came on here and there it is.


total support for this champion for grass+
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sat Apr 10, 2010 11:18 pm

What else needs to go in here for him to be 'complete'?
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Grass Hopper on Sat Apr 10, 2010 11:31 pm

nah, he looks good.

maby clean up the skills etc to follow closer to other suggetsions...
but thats not entirely nessessary.

and moving to complete is entirely by your will Razz
let us know and we can move it for you. but if it fails there then your screwd. so make sure its as ready as you can make it

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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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[Incomplete] Company Commander Empty Re: [Incomplete] Company Commander

Post by Mortis on Sun Apr 11, 2010 12:42 am

Well, What suggestions do i need to go over again? I think we kept his skills mostly balanced, and his max damage on alot of his abilities is carefully kept under control. Id like to see what either you or GLyc has to say about him now, so i can know what i need to fix if anything.
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