The issue with just shifting the balance is that you run the risk of over-correcting and resulting in elite units becoming the showstoppers as opposed to hordes. To make a palatable balance that favors hordes and elite units equally is very difficult, if it's even possible at all. Ignoring the flavor of Infinity being about small scale action carried out by small teams (though I think that's important to game design, but not everyone shares that view), since competitive design is so integral to the DNA of Infinity and is a large strength it has, so long as either hordes or elite units have even a modest edge over the other you'll see that type of unit/list dominating over the other in competitive play and back and forth the pendulum of hordes/elite will swing. The model cap, while not only injecting a bit of setting-based flavor, forces you to view not only points but also combat group space as a resource. It means hordes are more effective, but will take up slots that can go to their more elite comrades as well and now you'll see space for units that weren't ever used before. Lists with maximum cheap template weapons, impetuous warbands, remotes, etc. weren't interesting. Streamlined and effective, yes, but not interesting.
Ok, having seen the concepts and renders for future troops now I must say CB knocked it out of the park. I might not like how they do rulesets, but miniatures are great like 90% of the time
Same here, the designs are phenomenal. There's not a single design or mini, shown today, that I can say is mediocre let alone bad. Incredible work CB!
I wasn't able to catch the stream is there a thread where everything that's been shown is being catalogued?
popping in to say the Wildcats look like they always should have and the Evaders/Invaders whatever are fantastic.
A lot of sweet stuff. Even Tohaa got something :) Is Ye Mao ITS exclusive? Why release another Adil just few months after Dire foes pack? I must say I prefer crane armoured version but the pose is a bit awkward...
Oh, my god. This redneck monstrucker is incredible. I hope there won't be an idiot that suddenly sees hate messages in it.
I worry about the new Haqq tag having shock immunity, while hoping it is just misprint it carries some concerning implications that really go against a lot of the N4 decisions they talked about. Like most things I guess all we can do is wait.
My guess based on current information is that something like Viral or Monofilament are no longer proper ammo types, and much like the way Koni was describing plasma they are a mix of ammo effects to be easier to read. So Viral presumably would be bts DA shock, meaning it can no longer dodge shock immune. I didn't realize we already saw it on the kosmonaut( right he's one wound that's why I didn't catch it there.), the other worry is that not all HI would get it but if it is standard it helps.
Thanks! Yes, there are far fewer ammunition types, with a lot of N3's types being replaced by ARM/BTS Saving Roll Attributes, and some weapon Traits. For example you can already see Monofilament CCWs in CodeOne, they don't change noticeably in N4: https://infinitythewiki.com/index.php?title=Melee_Weapon_Profile And in the Rifles you can see that Breaker Rifles are just AP ammo and roll against BTS: https://infinitythewiki.com/index.php?title=Weapon_Chart#RIFLES Viral weaponry works exactly as you said, DA+Shock ammo against BTS. So Immunity (Shock) now works against Viral. Plasma weaponry is slightly different, they have Normal ammo but the Saving Roll Attribute is ARM+BTS so you make two Saving Rolls per hit. That was the Fraacta's WIP increasing after Transmutation?