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Questoris Mechanicus (Inactive)

 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Tue Dec 18, 2018 4:09 pm 
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Leaning towards just giving the Cerasus Knights 35cm move, or maybe even 40cm. The torso of the new model isn't all that big, it's actually mostly legs, so making it super-speedy makes a lot of sense. Not sure what the speed difference in A-T between Questoris Knights and Cerastus Knights is?

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 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Tue Dec 18, 2018 6:23 pm 
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I really don't see the point of this. You're basing gameplay decisions on the look of a model, not it's stats and it's really not a good direction to do anything epic based. The ratio of legs to torso can't come into play here simply because it may vary from iteration to iteration. For example, look at the size differences in the various iterations of the warlord. If we just based stats on looks of the model, the AT ones would be imperator stats now. Looking at the actual 40k stats shows that the difference between the Paladin and Lancer is the Lancer gets 2" more movement per turn. That's pretty well in line with the current 25cm move for Questoris and 30cm for Cerastus.

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 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Tue Dec 18, 2018 8:17 pm 
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Vaaish wrote:
I really don't see the point of this. You're basing gameplay decisions on the look of a model, not it's stats and it's really not a good direction to do anything epic based. The ratio of legs to torso can't come into play here simply because it may vary from iteration to iteration. For example, look at the size differences in the various iterations of the warlord. If we just based stats on looks of the model, the AT ones would be imperator stats now. Looking at the actual 40k stats shows that the difference between the Paladin and Lancer is the Lancer gets 2" more movement per turn. That's pretty well in line with the current 25cm move for Questoris and 30cm for Cerastus.
I'd second this. The aesthetics of a model can vary far too much with official models, fan made, kit bashing, and the whole realm of 3d printing that are all currently available. Saying a model gets a stat line since "looks like it should" seems a bit too tenuous.

If the thought is that the list needs more speed, maybe there's a different way to make that happen.

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 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Tue Dec 18, 2018 10:47 pm 
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I think in general is it is a good idea to have things "feel" right. But maybe the current stats are close enough, and a fair compromise between the official and the fanmade stuff. I've personally printed out a bunch of Cerastuses with a different torso-to-legs ratio from the A-T one.

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 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Wed Dec 19, 2018 9:30 am 
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40cm of move seems out of line with almost everything in the game, and I really don't see why a knight should meve faster than a land speeder, for instance.


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 Post subject: Re: Questoris Mechanicus v1.57 (Developmental)
PostPosted: Wed Dec 19, 2018 3:49 pm 
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I'd agree that things need to feel right, but you should probably base that feeling on the unit performance within the framework of units in the list and similar units in other lists tempered by the stats GW has put out for the models rather than what the mode looks like.

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