Electric armour slows mekboy?

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Foomius
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Electric armour slows mekboy?

Postby Foomius » Thu 23 Jan, 2014 1:50 pm

Heard in a recent cast of Indrid that the electric armour now slows the mekboy? Did I hear right?

Is there anywhere we can view the current upgrade effects apart from patch notes?

As always, thanks for a great mod.
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Nuclear Arbitor
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Re: Electric armour slows mekboy?

Postby Nuclear Arbitor » Thu 23 Jan, 2014 3:31 pm

with cope's toolbox you can view the game files. google will find it for you. i don't believe it's on the wiki here yet but that's generally the other place to look.
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Dark Riku
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Re: Electric armour slows mekboy?

Postby Dark Riku » Thu 23 Jan, 2014 11:54 pm

Uncle Milty and some others (I'm sorry but don't know who else) are working on updated tooltips for Elite Mod. until then you have to either experience what the upgrades do in game or go through all the old patchnotes ^^

Most tooltips are somewhat in the right direction of what the upgrades do though.
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Re: Electric armour slows mekboy?

Postby Bahamut » Fri 24 Jan, 2014 12:58 am

i'm one of those working with uncle milty :)

Electric armor just give 200 hp. The ability activation however does:

To the mekboy:

energy regen multiplier: x0 (stops energy regen)
speed maximum modifier: x0.7 (reduces movement speed by 30%)
energy adjustment: -6, frequency 1 (takes away 6 energy every second)

To ALL enemies (hits vehicles and buildings):

area circle radius 10

5 power melee damage every 0.5 seconds


In other words, as long as the ability is active, it stops energy regen and drains 6 energy from the mekboy, reduced the mekboy's speed by 30% and does 5 power melee dmg every 0.5 seconds (10 dmg per second) to all enemies in a radius 10 from the mekboy. So yeah, it does slow the mekboy
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Re: Electric armour slows mekboy?

Postby Foomius » Fri 24 Jan, 2014 9:11 am

Thanks for the info, folks; I'll also have a look at cope's toolbox.
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Re: Electric armour slows mekboy?

Postby Foomius » Fri 24 Jan, 2014 9:14 am

For the lazy, Cope's toolbox at: http://code.google.com/p/dow2-toolbox/
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Re: Electric armour slows mekboy?

Postby Lulgrim » Fri 24 Jan, 2014 9:54 am

Tex
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Re: Electric armour slows mekboy?

Postby Tex » Fri 24 Jan, 2014 12:14 pm

With the speed reduction penalty being so large I'm still trying to decide if this wargear is still useful...
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Re: Electric armour slows mekboy?

Postby Torpid » Fri 24 Jan, 2014 1:12 pm

It still is, just use it for retreat path kills, or combine it with AWD. It still grants extra hp to the mekboy and synergises well with his big shoota. It's just really niche though because of how nice battery pack is and how the mek often plays out as a teleporting hero.
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Re: Electric armour slows mekboy?

Postby Bahamut » Fri 24 Jan, 2014 2:39 pm

I know when i play nids I'm more afraid of a destructor in t1 that I am of electric Armor but done right it can either become a bleed machine vs nids and ig or at least an ability that will deny terma/gm presence on every engagement
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Dark Riku
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Re: Electric armour slows mekboy?

Postby Dark Riku » Fri 24 Jan, 2014 2:45 pm

Tex wrote:With the speed reduction penalty being so large I'm still trying to decide if this wargear is still useful...
It still is. Don't forget the change to power melee dmg type.
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Sub_Zero
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Re: Electric armour slows mekboy?

Postby Sub_Zero » Fri 24 Jan, 2014 5:42 pm

Wow, gotta try it against power armor races. Still think it is a great wargear against other races.
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Re: Electric armour slows mekboy?

Postby Commissar Vocaloid » Fri 24 Jan, 2014 10:51 pm

You can do some magical combos with it. Get lootas in stealth and supress a squad of IG and you will destroy clumps of IG LI in seconds once you throw in your mekboy and the other player fails to retreat. It is a fantastic piece of wargear against Light Infantry clumps if you can manage it.
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Re: Electric armour slows mekboy?

Postby Tex » Sat 25 Jan, 2014 10:25 pm

Funny posts, great postulations, ever seen it done in a non trolly format?

Exactly...
Last edited by Tex on Mon 27 Jan, 2014 5:49 pm, edited 1 time in total.
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Flash
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Re: Electric armour slows mekboy?

Postby Flash » Mon 27 Jan, 2014 4:44 pm

I found it useful if your sluggas get into a fight with banshees and the mek is close by. Adds some nice damage to them. But it wasn't the highest level game
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Re: Electric armour slows mekboy?

Postby Arbit » Mon 27 Jan, 2014 8:58 pm

The wargear scales poorly, which is mostly why I don't use it. The squads that are threatened by it are continually upgrading their health through XP, wargear, and squadleaders, whereas AFAIK the electric armor damage never increases. You're left with a fairly narrow window where it's relevant, particularly if your opponent is good at playing around it. Also, it also makes him a worse scout/capper, since you have to be selective about when you teleport otherwise there won't be energy available to power the armor for an appreciable amount of time, and it's an energy hog so it makes a bad pairing with his accessories.

The change to power melee upgraded it from 2.8% to 3.7% of a lvl1 tac squad's HP per second, which is still balls.

On the other hand, the battery pak is cheaper, the heal/energy restore is good in all tiers (and works on vehicles... something I resolve to not forget about after every game :/), and the +max energy means it pairs well accessories and makes him a better capper/scout.

I kinda wish it was reworked to be useful in all matchups or he had an additional T1 armor. Ultimately it's a niche gear, which there's nothing wrong with. A mekboy can wish though ;)
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Re: Electric armour slows mekboy?

Postby Tex » Tue 28 Jan, 2014 4:44 am

Precisely. The change to power_melee was nice, but largely meaningless. The reduction in move speed being 30% makes putting out any sort of sustained damage with this wargear relegated to defensive play. If the 30% move speed reduction stays, at least there could be a larger radius on the damned thing.
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Re: Electric armour slows mekboy?

Postby Nuclear Arbitor » Tue 28 Jan, 2014 7:36 am

doesn't it make the mek impossible to tie up though?
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Re: Electric armour slows mekboy?

Postby Torpid » Tue 28 Jan, 2014 12:11 pm

He already is due to his teleport.

The purpose of it I find is mainly for retreat killing and just making him so much better at harassing, especially when the enemy has a few melee units. Sole melee units can't do anything to him when he has it and the armour also buffs his health which helps him peel models off ranged while doing his thing. Nonetheless it is pricey, scales poorly and quite a few races are unlikely to be affected much by the armour/mek bleed, so it's a niche upgrade, maybe it could warrant an adjustment in some sense, but I'm not sure what exactly.
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Re: Electric armour slows mekboy?

Postby Asmon » Tue 28 Jan, 2014 12:27 pm

Nuclear Arbitor wrote:doesn't it make the mek impossible to tie up though?


Well if the mek does not want to be tied up he gets Kustom Force Field. The armor is simply a t1 purchase that does not scale well. But I fail to see why this is so bad. I believe heroes are meant to get better gears as games go on.
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Re: Electric armour slows mekboy?

Postby Nuclear Arbitor » Tue 28 Jan, 2014 8:07 pm

oops, i confused the forcefield and electric armour.
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Re: Electric armour slows mekboy?

Postby Commissar Vocaloid » Tue 28 Jan, 2014 10:53 pm

Tex wrote:Funny posts, great postulations, ever seen it done in a non trolly format?

Exactly...


I don't see your point. Is it wrong that a wargear shouldn't be as useful unless properly used in conjunction with other squads/abilities or defensively? Because from what I'm getting, you're saying that because of the 30% speed reduction, you can't trololol and chase units for the duration of the ability. Granted it's probably niche, but I don't think that's all that wrong - it should be used to punishing clumped Light Infantry and all the more so if you can keep them in place. Though I will say that the power melee bonus is kind of useless because HI squads are small model count, high HP squads so it's kind of like a light hearted tickle in that regard.
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Re: Electric armour slows mekboy?

Postby Tex » Thu 30 Jan, 2014 3:49 am

I suppose what I'm saying is that the movement speed penalty completely eliminates this wargear from being used in a competitive format. You simply cannot use this wargear as blob control anymore.

Point in case, the mekboy will almost never need to use this armor for counter initiation. I racked my brain for even just a few examples where it could be used for the role that it now has, and the results are just not there.

Single capper: Mek already has teleport, don't need counter initiation.

Bodyguarding shootas: Dakka (suppression) gun does this job better and costs a touch less. Battery pack has more synergies, costs less, and can be used to heal squads (as they kite). Mines can interrupt melee and defend retreat paths and are cheaper.

Counter initiation vs Jump troops: Only jump troop that would be hurt by this armor would be stormboyz. All other jump troops are better dealt with via battery pack + sluggas or deff gun with split army.
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Re: Electric armour slows mekboy?

Postby Torpid » Thu 30 Jan, 2014 4:14 am

I mostly use it vs nids/ig/chaos by using my mek with electric/big shoot and keeping him backcapping as much as possible. Whenever the opportunity arises I use the electric armour to wipe gaunts/gm/tics in retreat. It really denies what your opponent can do with these squads and helps with map control a lot, especially considering it grants extra hp to help him in ranged skirmishes too. Still niche though. 3x gm/tics are pretty rare, great wargear vs nids though and I usually get the painboy anyway as his DOT is much more helpful against nid ranged dps than a battery pack heal.
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Re: Electric armour slows mekboy?

Postby Commissar Vocaloid » Thu 30 Jan, 2014 6:41 am

Tex wrote:I suppose what I'm saying is that the movement speed penalty completely eliminates this wargear from being used in a competitive format. You simply cannot use this wargear as blob control anymore.

Point in case, the mekboy will almost never need to use this armor for counter initiation. I racked my brain for even just a few examples where it could be used for the role that it now has, and the results are just not there.

Single capper: Mek already has teleport, don't need counter initiation.

Bodyguarding shootas: Dakka (suppression) gun does this job better and costs a touch less. Battery pack has more synergies, costs less, and can be used to heal squads (as they kite). Mines can interrupt melee and defend retreat paths and are cheaper.

Counter initiation vs Jump troops: Only jump troop that would be hurt by this armor would be stormboyz. All other jump troops are better dealt with via battery pack + sluggas or deff gun with split army.


Oh for sure! There are definitely better options for counter initiation! If anything, I think it's just an added use for it but I don't think it's primary focus should be for just that. It should be more of an aggressive High risk-high return (granted you use it against army compositions that would melt against this - this would not be viable against something like SM of course).

But I still think it has its subtle uses. How would it be when used in conjunction with the weirdboy's vomit? The durations are nearly the same, are they not? Might have some uses there, though I've never tried it myself.

Maybe I'm wrong, maybe there could be a little tuning to it. I can't say for sure, but I know for a fact that I've seen it used to some great effect before - as rare as it might sound, considering no one really buys this thing.
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Re: Electric armour slows mekboy?

Postby David-CZ » Thu 30 Jan, 2014 9:39 am

If scaling is the problem then perhaps making it scale like Sorc's Doombolts could help. Making it do more damage the more (max) energy Mekboy has. Though I don't know if such implementation would be even possible.
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Re: Electric armour slows mekboy?

Postby Tex » Thu 30 Jan, 2014 3:05 pm

Doombolts don't scale like that. They actually only have 1 damage difference, and it is whether he casts 6 bolts or 3. If the sorc has 100 energy when casting doombolts (it might even be 80 or something), then he will shoot 6. If he has between 60 and 80(?) he will only shoot 3.

Can't remember what energy number is the threshold, but that's how it works.
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Re: Electric armour slows mekboy?

Postby Torpid » Thu 30 Jan, 2014 4:01 pm

When casting doombolt the Sorceror's energy = X

Where:
X ≥ 100 = 6 doombolts

X < 100 = 3 doombolts.
Last edited by Torpid on Thu 30 Jan, 2014 10:34 pm, edited 1 time in total.
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Re: Electric armour slows mekboy?

Postby David-CZ » Thu 30 Jan, 2014 4:21 pm

Sorry for the confusion. I ment scale like Doombolts as in one of the abilities that scale. The way Mek's armour would scale would be a different story.
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Re: Electric armour slows mekboy?

Postby Nuclear Arbitor » Thu 30 Jan, 2014 9:55 pm

;)
Last edited by Nuclear Arbitor on Fri 31 Jan, 2014 5:47 am, edited 1 time in total.

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