My main issues with the GK

Issues dealing with gameplay balance.
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Sub_Zero
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Re: My main issues with the GK

Postby Sub_Zero » Wed 11 Dec, 2013 7:19 pm

Basically you want to say that it was ok to rush your opponent with your sentinel and stomp his units? Give shotguns for my scouts then... In retail it was impossible to win the first fight against IG player (we imagine that his skill is equal to yours) and that is because of that stomp. Such a hard melee counter. And later on broken cats... Oh, "sweet" retail times.
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Torpid
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Re: My main issues with the GK

Postby Torpid » Wed 11 Dec, 2013 7:41 pm

I'm not saying that, I'm just saying it was a nerf, not that it wasn't a justified nerf. However, alongside the catachan nerfs it would have been unjustified were it not for the addition of spotters, but spotters do exist.
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Dark Riku
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Re: My main issues with the GK

Postby Dark Riku » Wed 11 Dec, 2013 8:15 pm

That Torpid Gamer wrote:However, alongside the catachan nerfs
What nerf? °_O Are you referring to their damage fix? -.-
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Re: My main issues with the GK

Postby Bahamut » Wed 11 Dec, 2013 8:23 pm

was testing stuff for the updated tooltips and found out catachans got 2394 hp at lvl 4. 266 hp per model!! Having in mind that even with 100 hp left they had 6/9 models still standing
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Torpid
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Re: My main issues with the GK

Postby Torpid » Wed 11 Dec, 2013 9:02 pm

Dark Riku wrote:
That Torpid Gamer wrote:However, alongside the catachan nerfs
What nerf? °_O Are you referring to their damage fix? -.-


That, but obviously that was clearly broken. The other big thing was the model increase and the decrease in ol' reliable damage.
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Dark Riku
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Re: My main issues with the GK

Postby Dark Riku » Wed 11 Dec, 2013 9:42 pm

I wish Catachans could be different. They should bleed instead of getting away with all models on 100HP total :D However their old UNreliable is -.- usually when you need it the most. But with the tools at hand I guess this is the best they can do atm :/

Sorry for the off-topic.
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Sub_Zero
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Re: My main issues with the GK

Postby Sub_Zero » Sun 12 Jan, 2014 6:09 pm

A bit late to write here but I will do it anyway.

There are some units that are overpowered.

1) Stormtroopers. They are just ridiculous.
-They cost like scouts and they are way better than scouts and they are in the kinda same army (strike squad tanks damage and other units wear heavy armor). I never wanted to ask for a buff to scouts because I thought that this buff would ruin balance of early engagements because tacs tank lots of damage. But here we got a unit for 210 req and alongside them same tacs but they own stuff in melee and only slightly worse in terms of ranged combat. 230 req - IST, 500 req - Strike Squad. That was fine. Now it is just cheap brute force that will own you in the first engagement. I heard costs were reduced for the sake of 1 v 1 game mode. Then make my scouts' cost about 190 req. Now GK player can afford to get a strike squad and another IST. And own all your stuff in the first fight. Don't forget that Bro Cap can buff all of them and himself. And he is a fucking tank to say the least.
-They fire in bursts with their default weapons. That gives you a great edge. I abuse it whenever I can. It works especially good with the 1st weapon of Bro Cap.
-Their grenade launchers for some strange reason fire grenades that fly really fast. I understand why their grenade barrage is better, because GK army needs something to stop melee units on approach. But when grenades hit your units while they are on the move then it is something wrong with it. You have to move to prevent grenades. In case with IST grenade launchers it just doesn't work.
-They are the only unit that can get detection for 15 power and they become even more ridicolous with their leader. They get 250 health and improved speed. Too cheap for 15 power, isn't it?

2) Interceptors. They are my "favourite" and for only one thing and the thing is that
in T2 their jump is just overpowered. You can't react on an instantaneous disruptive jump. They put out a lot of damage and once your setup team jumped by them then prepare to pay a lot to reinforce fallen models or even get ready to say "good bye!" to your setup team. They have no problems whatsoever to jump again and wipe your setup team in retreat. How to solve it? It is very easy. Just make their disruption coming afterwards. I mean they jump on a target like in T1 and after a two second delay here comes the disruption. What we have now is just a mockery. Their AV-grenades cost less than melta bombs but do more damage and disable weaponry of any vehicle for a short period. That is another thing to look at.

3) Vindicare Assassin. This guy is too strong for his cost. With his parish GK's AV now can be considered as the strongest in the game. Because this guy snares vehicles and do great damage without any need to setup (that brief setup before shot seems amusing). If you owned all the vehicles on the field you can just start to annoy infantry. Being a single entity he doesn't bleed your economy unless you lose him. And he even got the ability to boost his damage. Bring some energy management, increase his cost. That is the ways to make him a balanced unit. When I say about energy management I think about his ability to increase damage and other ability to switch rounds. So I mean he should not switch his rounds for free. It should cost energy to use. And maybe sometimes he won't be able to use his ability to boost his damage. Now you can afford to use it all the time.

Also want to mention that Bro Cap's weapon that gives you the ability to protect your unit with shields should not have 80 power melee dps. I will never buy the halberd. The staff is always better. Same dps. Who cares about a splash on 3-4 men heavy infantry squads?

I didn't read the thread, so some information can be repetitive.
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Re: My main issues with the GK

Postby ThongSong » Mon 13 Jan, 2014 3:17 am

^ the halberd rapes melee so, so, so very hard if they try to tango with the brocap. He can literally annihilate AC tics and MoKCSM on his own.

and teleport him into some guardsmen for some extra choppeh. he will be backing them down with every swing. Granted, the rest of his weapons are so immensely awesome it's really difficult to decide which one to use
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Re: My main issues with the GK

Postby Nurland » Mon 13 Jan, 2014 1:20 pm

All of his weapons are awesome. It's just what you need at the moment and what is the role of your hero. For example if he has been kitted out with wargear that provide abilities, he becomes rather energy intensive so halberd might be a good option as it can be used to full effect regardless of the energy situation. And that splash hitting 4 models is 38% extra damage per hit...
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Re: My main issues with the GK

Postby appiah4 » Mon 13 Jan, 2014 1:31 pm

FWIW I agree with Sub Zero's IST woes completely wholeheartedly.
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Re: My main issues with the GK

Postby Lost Son of Nikhel » Mon 13 Jan, 2014 2:42 pm

For me, the weapon for BC is the Nemesis Warding Staff. The high damage power_melee weapon which scales really well in T3 against SHI squads plus the Ward ability with 30% damage mitigation + knockback immunity for 10 seconds combo is almost no brainer.

Seriously, only if I really need make some early pressure or fighting against quick squads or I really need disruption I will choose the Nemesis Force Sword on the first cases or the Nemesis Daemon Hammer on the last one.

Will be too energy intensive a BC with Nemesis Warding Staff + armour and accessory with abilities? Yes, but the BC can recover his energy thanks to Strike Squad/Purifier Squad Purification ability.
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Re: My main issues with the GK

Postby Forestradio » Mon 13 Jan, 2014 2:46 pm

Lost Son of Nikhel wrote:For me, the weapon for BC is the Nemesis Warding Staff. The high damage power_melee weapon which scales really well in T3 against SHI squads plus the Ward ability with 30% damage mitigation + knockback immunity for 10 seconds combo is almost no brainer.

Seriously, only if I really need make some early pressure or fighting against quick squads or I really need disruption I will choose the Nemesis Force Sword on the first cases or the Nemesis Daemon Hammer on the last one.

Will be too energy intensive a BC with Nemesis Warding Staff + armour and accessory with abilities? Yes, but the BC can recover his energy thanks to Strike Squad/Purifier Squad Purification ability.



Exactly.

Since GK T3 is very one dimensional at the moment (you know you have to get terminators and you opponents know it too) the warding staff is invaluable.

Not to mention that the warding staff buff should stack with We are the Hammer.
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Re: My main issues with the GK

Postby Ar-Aamon » Mon 13 Jan, 2014 6:08 pm

Seriously I don’t know why people go for the Nemesis Halberd. The damage is good yes, but not outstanding compared to lets say the crushing claw/power claw etc.
And if you compare the 3 t2 weapons of the BC you’ll see the damage is pretty even.

Hallberd vs Warding Staff:
The Staff and Halberd (how much is the splash? Idk but it seems very little) deal the same damage but with the Warding Stuff you get a nice ability.

Hallberd vs Hammer:
The Halberd is better against commanders and super heavy infantry. On the other hand the Hammer is superb against infantry. The damage against heavy infantry is more or less the same. The Hammer gives you an awesome melee counter ability.

The only question you have to ask yourself is if you go for the Hammer or the Staff. The Hallberd is NEVER a reasonable option. Why? If you have to deal with a melee army (infantry and heavy infantry) you probably want the Hammer to make your opponents fly (even against range armys -->teleport in and make them fly). If the enemy deploys a lot of Termis and other superheavy stuff the Hammer is the wrong choice. The way to go is now the Warding staff because of his awesome ability (helps you to stay alive). The additionally splash damage of the Hallberd is negligible when you have to fight Termis or GUOs etc. because of the huge hp pool and few squad members.
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Re: My main issues with the GK

Postby Nurland » Tue 14 Jan, 2014 12:19 am

The splash (10 dmg power melee) is an 8% dps bonus per models affected by the splash. So against a 4 model squad the Halberd does ~110 dps power melee ( that is ~143 dps against HI/SHI).
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Re: My main issues with the GK

Postby Cheah18 » Wed 15 Jan, 2014 10:11 pm

The splash (10 dmg power melee) is an 8% dps bonus per models affected by the splash. So against a 4 model squad the Halberd does ~110 dps power melee ( that is ~143 dps against HI/SHI).


Yeah, I go for the halberd sometimes for this reason. The extra bit of power melee dps is lovely, and it works against infantry as well as you often hit a lot of models with the splash damage.

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