Drop pod - terminators

Issues dealing with gameplay balance.
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Dark Riku
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Drop pod - terminators

Postby Dark Riku » Wed 20 Nov, 2013 11:23 pm

Any reason why this thing can't reinforce terminators on drop or afterwards?
While everything else like broodnests and transports can reinforce them.
Or while cdb can instantly reinforce nobs.
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Ace of Swords
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Re: Drop pod - terminators

Postby Ace of Swords » Wed 20 Nov, 2013 11:50 pm

Or when the vox operator and reinforce whole armies for no red cost.
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Commissar Vocaloid
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Re: Drop pod - terminators

Postby Commissar Vocaloid » Wed 20 Nov, 2013 11:58 pm

Dark Riku wrote:Any reason why this thing can't reinforce terminators on drop or afterwards?
While everything else like broodnests and transports can reinforce them.
Or while cdb can instantly reinforce nobs.


I don't think it should be allowed to reinforce Terms on the intial drop, but they should definitely be allowed to reinforce them afterwards, if not for the sake of it being in balance with transports/broodnests.

Speaking of broodnests (and SL's for that matter), aren't they removing non-tyranid units from reinforcing off them?
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xerrol nanoha
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Re: Drop pod - terminators

Postby xerrol nanoha » Thu 21 Nov, 2013 7:22 am

The biggest weakness of terminators is low mobility, although there are special strategies with vox operator or combos with other factions to provide easy reinforcement, I expect that making drop pods not reinforce terminators is to prevent it from being too easy to reinforce terminators, and thereby eliminating their mobility weakness. If not, then I'm not sure why, I suppose its similar to why Chaos has no mobile reinforcement with regard to heretics.
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Re: Drop pod - terminators

Postby Lulgrim » Thu 21 Nov, 2013 8:23 am

The original on-drop exclusion is probably also about price.
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Sub_Zero
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Re: Drop pod - terminators

Postby Sub_Zero » Thu 21 Nov, 2013 9:26 am

Call da boyz combined with nobz squad is OP.
Drop pod combined with terminators would be pretty OP. However I don't understand why drop pod doesn't reinforce them when player is ready to pay for it.
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Re: Drop pod - terminators

Postby Tex » Thu 21 Nov, 2013 3:12 pm

call da boyz costs 250req-200red, reinforcing 4 nobs costs 300req-48power (??might be less even??)

Is that so far out of line considering orks only get 4 globals when every other race gets 5? I always figured that was why CDB had a bit of extra power to it.
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Dark Riku
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Re: Drop pod - terminators

Postby Dark Riku » Thu 21 Nov, 2013 3:26 pm

CDB will also reinforce all other Ork units and buff them and is instant.

You can't really consider terminators as a global. It's the only way they can get called in. It's not like the warp spider global which costs you less resources and has other benefits in exchange for red. Or a rav/warrior call down that also reinforces everything for no extra cost.
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Re: Drop pod - terminators

Postby Tex » Thu 21 Nov, 2013 4:08 pm

I can't? Because last time I checked, I can summon terminators anywhere on the map in sight radius and completely change ALMOST ANY engagement, especially the very important ones near the end of the game.

Terminators and nobs are not even in the same category of unit either. Imo, terminators should stand right in the middle of your forces and constantly be targeting the lowest hp unit possible. Quickly spamming their buff aura is obscenely powerful. Removing them from that position should be extremely hard.

Nobs on the other hand, as suppressible and shakable melee units, can be altogether shut out of engagements (not easily mind you). And lets not forget nobs are a constant drain on red, 75 at a time.

THIS POST IS NOT ABOUT ME SAYING TERMS ARE SUPER POWERFUL AND NOBS ARE WEAK. THAT IS JUST NOT TRUE. I'M JUST SAYING THAT REINFORCING TERMINATORS FOR SOME SCRAP RED RESOURCE YOU PILED UP AFTER SUMMONING THEM IS OUT OF THE QUESTION.
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Asmon
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Re: Drop pod - terminators

Postby Asmon » Thu 21 Nov, 2013 4:28 pm

Afterwards would be ok.
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MaxPower
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Re: Drop pod - terminators

Postby MaxPower » Fri 22 Nov, 2013 5:58 am

I guess everyone agrees that terminators shouldn't get reinforcements from the initial drop pod call in. But I think we can also agree that they should be able to reinforce from the drop pod afterwards, meaning u still have to pay for the reinforcement costs and such (think of a beacon without the retreat ability or an immobile rhino or stuff or the brood nest).
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