Dark Riku wrote:Scouts have speed 6.5 and can't kite anymore when the enemy is in charge range. Especially against speed 6 enemies. The suppression from the shotgunblast won't help you much when the enemy is in melee already, while the knockback does.Tex wrote:Shotgun blast suppresses as well. And a 6 second window is a pretty short time... just saying. You do know how to kite with speed 1000 scouts right?Suppression and knockback can both be counters Tex...Tex wrote:Also, if suppression isn't the main counter to KCSM, are you saying that knockback is? I mean doesn't it seem pretty damned obvious that it's barely even viable to build KCSM if a suppression team is on the field? Let alone 2?
KCSM can very well be viable when there is an enemy suppression team on the field depending on map and both army compositions. You can flank, combo with another unit, use sigil, etc. Just because there is a suppression team doesn't mean everything but jump units and the likes are automatically countered.Since when does one unit have to be able to do everything on its own?Tex wrote:I don't want KCSM to go rape mode and not have counters. The ability would actually change nothing in regards to their inability to approach ranged blobs/suppression/etc.
Look at retail sluggas. Their swamp em got nerfed for a reason.
And that reason is that come T2 it countered one of their counters, namely suppression. You suddenly could only use knockback to try and keep them at bay.Since when are KCSM supposed to counter dedicated melee units by denying their specials or be able to counter disruption? Countering their counters? :/Tex wrote:What "dark rage/khorne's gift/w.e" would do would be to actually allow KCSM to excel at what they do, carving out a clear niche for them. It doesn't increase their hp, damage, or move speed. It would simply give them a brief window to actually deal damage to the stuff they are supposed to counter.
Point 1)
You let KCSM get into melee with your scouts, didn't use shotgun blast to suppress (assuming they pop an ability to prevent weapon_knockback for 6 seconds) them, and then didn't move outside of their charge range? ... Riiiigggghhhhtttt.
KCSM don't have purifier charge range.
Complete wiff
Point 2)
Suppression and knockback ARE both counters, and will remain as such. Weapon_knockback however would be avoidable for 6 SECONDS! Thus meaning that for 24-34 seconds, knockback would REMAIN A COUNTER.
Constantly twisting and contorting what was clearly said...
Complete wiff
Point 3)
Correct, just because a suppression team is on the field doesn't automatically mean that KCSM are countered. What it does mean though is that you won't fucking build KCSM because now there is even less of a chance that they will accomplish anything, considering that they aren't exactly studs at what they are supposed to be doing.
I'll give you a break on this one considering you probably don't use KCSM... like ever?
Semi-wiff
Point 4)
Everybody knows that retail sluggas are as OP as it gets. KCSM don't perform anywhere near that level and also cannot break suppression (which is a far more valuable tool in terms of melee units getting shit done on their own). Again, I must re-iterate: How would 6 seconds of weapon_knockback immunity cause KCSM to
"counter their counters" when largely speaking, their counter is suppression and ranged fire? Also, how does this all of a sudden make KCSM capable of doing everything on their own?
Complete wiff on trying to line up KCSM with OP retail sluggas
Point 5)
Please read point 4. KCSM are melee specialists that currently underperform and don't do a great job of countering melee units. Considering that they have a very hard time of getting into melee with ranged units, don't you think it stands to reason that they should perhaps be good at SOMETHING? Perhaps, dare I say, they should have a DEFINING ROLE?
Again, the ability, like most other abilities, would have a graphic effect assigned to it. This would be your cue to knowing that the KCSM are now immune to weapon_knockback for 6 seconds. Micro your shit accordingly no?
Don't even know how to score you on this shit anymore.
It isn't about countering their counters (wow, they would counter knockback for 6 seconds!) so much as its about an extended period of use where I have formulated this idea as my best possible solution to their problems. KCSM routinely get shitkicked by the units that they really need to beat in order to jusitfy their resource cost/lost opportunity cost.
Again, 6 seconds isn't an eternity. It is a brief window where KCSM can actually get some damage done.
[Having this ability would also open up the tech-tree/diversity a little bit too as it would allow for "back-teching" and purchasing a CSM squad in t2 for the purpose of creating a KCSM squad.]
And I mean heck, its a beta isn't it? If for some reason Caeltos decides to bless us with a buff to KCSM in the department of reasonable change and they end up massively overperforming and countering their counters even though I have no fucking idea how that would happen....
Well then I guess we would have to revert that change then wouldn't we?
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