wraithcat;4383017If you want some real aircombat in an RTS play the ancient RTS total annihilation. The marauder is actually one of the few aircraft, next ot the barracuda that is actually usable. It doesn't need buffing. .[/quote] my gripe with the marauder is that its pivot bolter turrets arent to great and the back on rarely fires but other then the buggs atm its a supreme aircraft but also it would be great if races got attacking aircraft and interceptors or bombers [quote=wraithcat;4383017] The difference between a thunderhawk and the rest of of the aircraft is the fact, that it is not an aerial but a spatial gunship. Which basically makes it a few magnitudes bigger and stronger. It's actual size is somewhere around a 747 I believe.
hmm i belive this will clear things up
I agree, fire bombs need more spread and kraks less but more damage. Plus the guns on it need to be stronger.
omg thank you god in heaven a person that awnsers my question i made it so you can use the lasers on the front can shoot and do some damage i rose its health to 4500 because its heath was bad for a bomber and i made it so you can have five of them and i modified the radius of the bombs
those nose lasers do shoot only at other aircraft and i do belive that the incediary boms radius is to small and the kraks could do more damageand yes its health could be buffered some more ..... those turret mounted bolters are weak as ad need more power and the marauder should be like the bane blade and be able to fire both turrets simultaniously
i agree with iron on the dual turret fire but you would think that teh IG would atleast give tehre bombers some AT cannon on there air units ya know? i mean hell there gaurds men get owned by enemy armor due to lack of AT weapons in the sqauds. not that killing tanks with gaurdsmen isnt doable it just takes a lil bit to long and to much resources(number of dead gaurdsmen idc about so long as atleast 1 sqaud member survives)
in the imperial armour codex the bomber is a super heavy flier and has more guns than the ss version, the instead of lascannons it has auto cannons or assult canons it uses 10 killo bombs, (no clu what they do though) there supposed to be in par with the baneblade because its ment to be a gunship not a pathetic flier like the one is ss.
I gave the Marauder in my mod Vulkan Missiles (Whirlwind missiles that fires from the wings) - they act like artillery at a slower fire rate. I also corrected the unlogical weapon arcs for the cannons. The forward lasers and the back bolters can fire on aircrafts and all other units. The "bubble" in the upper mid of the Marauder primary attacks aircrafts, the arc is set to nearly 360 degrees, except a "dead ankle" facing forward - so they wouldn't fire through the cockpit. The bubble can also attack ground units - but only if the target is on equal or higher position (on a hill or similar). I think that's more logical than before. I modified the bombs damage a bit, kraks do twice as much as incendiaries, the radius and the reload time (set to 30 sec) has been increased. Last step I gave the Marauder more armour and set the hp to 2500. NOW, it's really a gunship.
[quote=Jugnut;4382759]You know I could solve this problem real fast. *Converts a Basilisk chassis into a twin barrel 80mm mobile radar guided anti-air battery* Sol-ved! I'd vote that instead of these stupid planes sitting around like flying mobile turrets, they actually make a flippin' strafe!
First question do krak bombs affect armored units? I haven't tried them on tanks before. Secondly, no offense to Thunderhawk lovers but that thing is about as aerodynamic as a rock. The giant gun on the top would make it crash every time they fired it. Just to give you an idea a P38 Lightning have a 20mm cannon on the front and every time they fired it the plane's speed went down and created a miniature turbulence.
the thunder hawk is supposed to be one of the best space marine transports available, The cannon is not part of the tt models so i dont know why the added it.