Purgation Melee Resistance / Flamer Suppression

Generic non-balance topics.
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xerrol nanoha
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Purgation Melee Resistance / Flamer Suppression

Postby xerrol nanoha » Tue 26 Nov, 2013 5:49 am

Heyo, I have three questions:

1) why do Grey Knight Purgation squads have melee resistance aura when equivalent heavy ranged and suppression team units for other marine type races do not (i.e. devastators default and plasma/ havocs/ noise marines/ plague marines/ etc although tactical and CSM including Tzeench marines do have it... oddly enough)

2) does the strike squad incinerator deal courage damage like Purgation squads?

3) when is it better to use Purifiers vs Interceptors?
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HandSome SoddiNg
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Re: Purgation Melee Resistance / Flamer Suppression

Postby HandSome SoddiNg » Tue 26 Nov, 2013 6:21 am

xerrol-nanoha wrote:Heyo, I have three questions:





Other set-up teams can Suppress from a Longer-firing Arc, that is their Advantage. Nm can disable entire ranged- blobs and has their Defensive ability to deter Meele units ,Being able to transition into Set-ups . The Plasma devs doesn't have any benefits .

Purgation has to be at a relatively close distance to dish out their Couragee dps so my guesses it really needs the Aura for preventing retreat wipes,they lose their overall dps each model dies ? Especially the only Squad that is Mobile with a decent AV dps in T2. The New purged by fire really helps controlling meele units much better now. Tha'ts their strength

SS not so sure, but i don't think their Suppression rate as fast as Purgation due to 1 model wielding the flamer .

Interceptors/Purifiers now has a Better Synergy with each other,Since Purifiers can supply energy to Interceps and they have more energy income at lv3-4 . u can have em both out in T2 but it will be a hefty investment . Purifiers are gud when your foe goes Mass range blob , can CC em with Psychic field & Helfury strikes. In the Long run, Purifiers has the Durability & Survivability to stay in Engagements longer ,their a Dedicated meele squad w 15% KB ,can put pressure on BC/Deffy/RB/Chimera,but Genestealers/sluggaz are problematic against em.

Interceps are normally a generalist choice like ASM in T1 3th unit , Wiping potentials & Disrupting blobs/Tieing up AV threats, gud follows-up with Kraks into Purgator psycannon & VA. Their disruption can be a life-saver to save Squads from Dieing ,also helps turn Engagements around .
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Re: Purgation Melee Resistance / Flamer Suppression

Postby David-CZ » Tue 26 Nov, 2013 7:05 am

Does the Purgation squad keep their melee resistance after upgrading to Psycannons?
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Raffa
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Raffa » Tue 26 Nov, 2013 7:51 am

This is balance forum. I doubt they appreciate l2p questions (make a l2p forum?)

Whatever. 1) because they get tied up in melee more 2) dunno and it's tiny if it does 3) different tiers buddy
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xerrol nanoha
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Re: Purgation Melee Resistance / Flamer Suppression

Postby xerrol nanoha » Tue 26 Nov, 2013 7:52 am

Raffa wrote:This is balance forum. I doubt they appreciate l2p questions (make a l2p forum?)

Whatever. 1) because they get tied up in melee more 2) dunno and it's tiny if it does 3) different tiers buddy


That was wonderfully unhelpful. Thanks.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Faultron » Tue 26 Nov, 2013 8:58 am

well i think raffa was super cool and helpful lol despite u did a topic in wrong place.
different squads and race cant be the same, they have different purpose, downsides or bonuses.

you can look up greyknight stats btw

http://dow.wikia.com/wiki/Elite/Grey_Knights not updated
http://www.dawnofwar.info/index.php?page=elite/codex this is more up to date usually

u should delete this topic and go to General discussions with this kind of problems.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby sk4zi » Tue 26 Nov, 2013 12:14 pm

Raffa wrote:This is balance forum. I doubt they appreciate l2p questions (make a l2p forum?)

Whatever. 1) because they get tied up in melee more 2) dunno and it's tiny if it does 3) different tiers buddy


this is General discussion.
the question is exactly at the right place.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Lulgrim » Tue 26 Nov, 2013 12:20 pm

I moved the topic.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Sub_Zero » Tue 26 Nov, 2013 5:31 pm

Do they really have this aura? I can't believe it. Jump on them with let's say assault marines and they easily die just like noise marines do. Supress them with shoota boyz and send t1 sluggas to kill them and they die in seconds. I am really surprised...
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Torpid » Tue 26 Nov, 2013 6:49 pm

Same to be honest, it really seems to make no difference whatsoever.

I still dislike how useless purgations are in t2 though. I mean they obviously don't completely shutdown ranged like suppression teams do so they are focused down in a matter of seconds to any anti-HI ranged fire, or just t2 shootas and the like due to their shitty health. I really think they should get a 25% health boost come t2, or a leader.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Faultron » Wed 27 Nov, 2013 1:43 am

i tried gk last night and i have a question

so the plasma charge ability for Stormtroopers gives u infinite knockbacks even after 0 energy, u dont have to cancel the ability u have KB forever once u activated the ability.afer the 15 energy activation ur energy drains and go down to 0, and stays there unless u cancel the ability.

is this normal that they can KB forever even with 0 energy?
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Nuclear Arbitor » Wed 27 Nov, 2013 4:53 am

iirc lulgrim had issues with the implementation and this was the best he could do at the time. he said he's looking into making it work like other toggled abilities.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby xerrol nanoha » Wed 27 Nov, 2013 6:47 am

That Torpid Gamer wrote:Same to be honest, it really seems to make no difference whatsoever.

I still dislike how useless purgations are in t2 though. I mean they obviously don't completely shutdown ranged like suppression teams do so they are focused down in a matter of seconds to any anti-HI ranged fire, or just t2 shootas and the like due to their shitty health. I really think they should get a 25% health boost come t2, or a leader.


But in tier 2 purgation squads get psycannons which are like the best thing ever?
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Torpid » Wed 27 Nov, 2013 7:47 am

Except they die in a few seconds, just like the IST come t2.
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Re: Purgation Melee Resistance / Flamer Suppression

Postby HandSome SoddiNg » Wed 27 Nov, 2013 11:02 am

That Torpid Gamer wrote:Except they die in a few seconds, just like the IST come t2.


ST really needed their cloak or sprint bxk ,lack of utilities really bothering me
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Kvek » Wed 27 Nov, 2013 11:21 am

HandSome SoddiNg wrote:
That Torpid Gamer wrote:Except they die in a few seconds, just like the IST come t2.


ST really needed their cloak or sprint bxk ,lack of utilities really bothering me



1. can counter setup teams
2. can counter support heroes.
3. can force the enemy into getting detectors
4. great capping power.
and with good micro they even counter t1 melee squads (not including jumps)
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Re: Purgation Melee Resistance / Flamer Suppression

Postby Torpid » Wed 27 Nov, 2013 11:30 am

I'm going to do a seperate thread on GK shortly as I've been playing them a fair amount in 1v1 recently and with relatively good success (and that isn't actually down to the VA, I've been winning in t1).

However for now I would just like to point out that while IST underperform in t2 even if yu get the plasma guns (becuase they're inefficient for their price, given the squad's health in comparison to other similar t2 units), IST DO overperform in t1. I mean just think about it. They do significantly more damage than scouts while being faster than most units come t1.5 (which is scouts own defense) AND on top of that they are better than scouts at dealing with melee due to their burst damage, yet these guys cost 210 by default. I actually have been running 4x IST + SS builds vs eldar recently and it's highly effective, the pressure from the BC, the sheer ranged burst dps, the bleed and then the prospect of multiple GLs to counter shurikens is immense and very difficult to counter if you aren't the warlock. The downfall of the build isn't even so drastic as it is the downfall of everything GK -> T2. That's another thing GK share with orks, not just their commitment to engagements but the fact they are most vulnerable to losing control of a game in t2.

All in all then I don't really see why storms need a cloak as it's just making them do even more for the GK army and they already do loads since mines are even viable now. What I certainly do want is some form of ranged equivalent to nemesis focus for the strike squad come t2. At the moment they are rather horrendous in terms of combat performance in t2 without nemmy, at best they are just support with their abilities but using them as a primary combat unit, no, it's just inefficient, problem is so are purgation since they cost so much power to get in t2 with their psycannons and have such little health.
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