Paladins

Issues dealing with gameplay balance.
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Torpid
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Re: Paladins

Postby Torpid » Wed 06 Nov, 2013 7:07 pm

It still trickles away at them even with only like 4dps, it is hitting rear armour usually and vehicles have less hp than infantry so even 4dps sounds better than it may vs infantry, I mean guardsmen DPS doesn't sound very appealing. That being said 4dps is still low for it's cost -_-
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Ar-Aamon
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Re: Paladins

Postby Ar-Aamon » Wed 06 Nov, 2013 10:34 pm

That Torpid Gamer wrote:It still trickles away at them even with only like 4dps, it is hitting rear armour usually and vehicles have less hp than infantry so even 4dps sounds better than it may vs infantry, I mean guardsmen DPS doesn't sound very appealing. That being said 4dps is still low for it's cost -_-


Serious? 4 dps is ridiculous low. A tank with 30 hp will escape easily. No way to chase it down. It's even more likely that the tank will have a pathfinding issue and you are lucky to strike a final blow with the Nemesis Daemonhammer.
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Forestradio
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Re: Paladins

Postby Forestradio » Thu 07 Nov, 2013 12:14 am

That Torpid Gamer wrote:It still trickles away at them even with only like 4dps, it is hitting rear armour usually and vehicles have less hp than infantry so even 4dps sounds better than it may vs infantry, I mean guardsmen DPS doesn't sound very appealing. That being said 4dps is still low for it's cost -_-


wat.

NEVER EVER GET TERMINATOR PYSCANNONS!!!!!

Their dps is piss poor. Paladins on rear armor with shrouding/mind blades buffs (along with krak nades) do plenty good (provided you have the power for all that stuff). Go for the incinerator, or hammerhand, if you have the extra power to spend.

Incinerator can even kill heavy infantry, and it does DoT (according to the description anyway).
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PePPeR
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Re: Paladins

Postby PePPeR » Sun 10 Nov, 2013 4:16 pm

There was me thinking no one ever used T3 with GKs.

They do buff, but are horrible slow, long cooldowns on teleport, easily chased down and killed and cannot retreat. Kinda lame when there is 2 sqds and one cant or be balanced so they can, specially given the unique style of the like of Nobs, Seer C and others units of the same type with dazzeling abilities and the retreat option.

If they are trolling your base something is wrong!.
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ThongSong
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Re: Paladins

Postby ThongSong » Mon 11 Nov, 2013 3:25 am

I personally would rather get another dread than tech up to GK's t3 because all you get is:

termies/pallys that cant retreat and would need a landraider to really have staying power in the field. In all seriousness, how often would you have enough time or resources in a 1v1 to get 2 superunits on the field?
holy armour of titan. I would personally stick with CoA or nemesis vortex
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Torpid
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Re: Paladins

Postby Torpid » Mon 11 Nov, 2013 11:40 am

Well then all the enemy has to do is get one tank and you're pretty screwed unless you have pallies.
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Forestradio
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Re: Paladins

Postby Forestradio » Tue 12 Nov, 2013 12:00 am

huh my whole GK strategy revolves around pumping out termies ASAP.

I go double INQSTORM, one SS, interceptors in T1 (canticle of absolution and BC force sword nice here too)

justicars, interceptor nemesis focus and nades, lascannon rhino if enemy vehicle, maybe GK libby in T2

termies/paladins in T3 immediately

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