Khorne marines

Issues dealing with gameplay balance.
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Khorne marines

Postby Torpid » Sat 19 Apr, 2014 5:16 pm

Indrid wrote:I wasn't specifically talking about KCSM, but more to shake up that part of Chaos T2 which seems a little over-crowded. I know BL are "jump" troops and KCSM are not but that just seems to make them even more attractive over KCSM rather than differentiate their roles.

"But Indrid! Use KCSM to counter initiate and use BL to be aggressive. Use KCSM to cut off unit's movement and use BL to force units off."

Truth is BL perform very well at all these things atm. KCSM have the advantages of course, and I think they're a really fun unit to use because of their movement speed (very refreshing for a PC to have something suddenly moving around quickly!) they also don't add to your existing pop so you can get out some havocs/PMs and not be stuck in T2 forever, but with the upcoming population changes that'll be less of an issue.


Indeed it's true that both units have similar capabilities in melee and counter the same sort of thing, however the various differences of the squad do make them better suited for different things. This is because they have different ways of getting into combat. KCSM are obviously better suited for sustained chasing since they have speed 6 instead of 5 and they they're more durable than bloodletters, add in the fact that KCSM have very juicy ranged damage and a clearly distinct role is given. KCSM are further benefited by having reduced sunk costs since you will already have a CSM squad out come T2 (and often 2, especially with the PC).

Indrid wrote:I think a glass-cannon-ish HM squad is an interesting composition and risk/reward choice for any army.

I am coming mainly from team games though (Torpid groans), where it's very risky to use a melee unit that doesn't have some kind of inherent way of getting into combat more easily due to some of the map designs. 3v3 play shouldn't be discounted just because you don't like it though. I don't buy this "Only balance for 1v1!" stuff.


Well that comes into it a lot here. I mean, in 3v3 half the time you're just charging blindly at your opponent due to the linear nature of the maps. That really doesn't, as you say, lend itself very much to non-jumping melee squads. The speed bonus is pretty redundant since the area you travel without combat is pretty small and the area your army has to cover is generally way smaller. This applies to the ranged damage of KCSM too as it means in general you experience less kiting.

Nobody ever really said we can't make any balance decisions based on 3v3. What was said is that balance decisions can't be made with only 3v3 in mind. I think this should also apply to 1v1. All game modes should be took into consideration, however the nub is as follows: 1v1 and 3v3 are mutually exclusive game modes that can't easily have seperate balance changes. This means any change to 1v1 affects 3v3 and vice versa. From this it seems most prudent to focus on balancing 1v1 because if a race cannot do well in a 1v1 scenario where there are far less potential combinations of bullshit then how could balance be hoped to achieve in 3v3? Ultimately 3v3 is much harder to balance because of these extra factors too. The game modes are fundamentally different to the point where you can't realistically say we should try and balance both. That's meaningless. We need to focus on improving overall balance in one game mode hile ensuring this doesn't completely cripple the balance of the others. However because of all the previous things if a severely OP unit in 1v1 is fine in 3v3 it deserves to be nerfed and if a unit is UP in 3v3 but fine in 1v1 then it should stay the same. Case in point KCSM, ogryns and the like.
Lets make Ordo Malleus great again!
Bahamut
Level 4
Posts: 578
Joined: Fri 27 Sep, 2013 12:58 am

Re: Khorne marines

Postby Bahamut » Sat 19 Apr, 2014 5:32 pm

in theory is easy to balance for both 1v1 and 3v3 as long as there's internal equalization between each race. Can't make it like "this race t1 is too good so their t3 is gonna be shit" that fucks up 3v3 and gives a different PoV in 1v1

As long as all races are viable at all tiers (this means, no t1/t2/t3 of any race is OP or UP because of another tier) then you can have a balance harmony between all game modes

Radio the Forest wrote:
Kvek wrote:oh, and balance for 1v1 is great, u can't inspire determination catas with LG buffs :ugeek:


Or have UYC banshees.......


fuck that, sprint global on sluggas!
User avatar
Indrid
Moderator
Posts: 898
Joined: Mon 04 Feb, 2013 5:06 pm
Location: London
Contact:

Re: Khorne marines

Postby Indrid » Sat 19 Apr, 2014 6:10 pm

Well let's imagine that Bloodletters were not in the game. Melee Tics + Raptors + KCSM always were. If someone made the Bloodletters and Caeltos wanted to implement them, would a jump/worshipable power melee squad be what was suggested by most considering what else they have?
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Khorne marines

Postby Torpid » Sat 19 Apr, 2014 6:34 pm

I think there would be outrage and the consensus would be that they ought not not be included in the game. Given that they were implemented I'm pretty sure people would promptly want them to not be heavy melee...
Lets make Ordo Malleus great again!
User avatar
Lost Son of Nikhel
Contributor
Posts: 636
Joined: Wed 13 Feb, 2013 4:26 pm
Location: The Warp

Re: Khorne marines

Postby Lost Son of Nikhel » Sat 19 Apr, 2014 7:18 pm

I'm only brainstorming here, but what about making Bloodletters only available to Chaos Lord through Blood Sacrifice and buff MOK CSM giving them, for example, a tanky/meat shield role?

IMHO Raptors (with some support) are enough good controlling ranged builds, while at the same time they suffers a lot against dedicated melee squads. MOK CSM could used as meat shield against that squads.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

There will be no forgiveness for us.
Kithrixx
Level 2
Posts: 69
Joined: Mon 28 Oct, 2013 10:40 am
Contact:

Re: Khorne marines

Postby Kithrixx » Sat 19 Apr, 2014 9:18 pm

Lost Son of Nikhel wrote:I'm only brainstorming here, but what about making Bloodletters only available to Chaos Lord through Blood Sacrifice and buff MOK CSM giving them, for example, a tanky/meat shield role?

IMHO Raptors (with some support) are enough good controlling ranged builds, while at the same time they suffers a lot against dedicated melee squads. MOK CSM could used as meat shield against that squads.


I would be totally fine with making Bloodletters a CL call-in to make Chaos less "crowded", but not so much making MOK CSM tanky/meatshield capacity. The reason for this is because if we're re-structuring the Chaos unit setup, I would want to jump at the opportunity to give CSM a Mark of Nurgle upgrade to make them a tanky squad with moderate to low DPS and generally redo Chaos Tier 1 and Tier 2.
User avatar
Broodwich
Level 4
Posts: 527
Joined: Fri 12 Apr, 2013 10:04 pm

Re: Khorne marines

Postby Broodwich » Sun 20 Apr, 2014 10:22 am

Hm bl as global call in for cl. It's blood sacrifice except the unit is permanent. It gives cl some hero specific av that I think everyone agrees he could use, while at the same time clearing up the redundant chaos t2 roster

Just a thought
Fas est ab hoste doceri
User avatar
Kvek
Level 4
Posts: 792
Joined: Mon 01 Apr, 2013 12:26 pm
Location: Czech Republic

Re: Khorne marines

Postby Kvek » Sun 20 Apr, 2014 12:03 pm

no way, CL is already the most powerful chaos hero, buffing him while nerfing the other chaos heroes just makes no sense whatsoever, bloodletters are fine, kcsms are fine and raptors are fine as well...
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

Re: Khorne marines

Postby Nurland » Sun 20 Apr, 2014 1:01 pm

Blood sacrifice heavy melee letters were simply op. Way too easy to kill vehicles with them.
#noobcodex
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Khorne marines

Postby Torpid » Sun 20 Apr, 2014 2:14 pm

Broodwich wrote:Hm bl as global call in for cl. It's blood sacrifice except the unit is permanent. It gives cl some hero specific av that I think everyone agrees he could use, while at the same time clearing up the redundant chaos t2 roster

Just a thought


Who agrees that the CL needs hero specific AV?
Lets make Ordo Malleus great again!
User avatar
Lost Son of Nikhel
Contributor
Posts: 636
Joined: Wed 13 Feb, 2013 4:26 pm
Location: The Warp

Re: Khorne marines

Postby Lost Son of Nikhel » Sun 20 Apr, 2014 3:25 pm

Returning the Heavy_melee type to Bloodletters if they became a Chaos Lord global is a possibility. Don't forget that now all the melee walkers are going to have melee_resistance, so they aren't going to be so fragile against a heavy melee Bloodletters squad.

But of course, it would implied without question a damage decrease. (If the Codex is right) they are doing now 45 dps per model.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

There will be no forgiveness for us.
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: Khorne marines

Postby Dark Riku » Mon 21 Apr, 2014 12:25 am

That Torpid Gamer wrote:Who agrees that the CL needs hero specific AV?
Nobody? ^^
User avatar
Codex
Moderator
Posts: 569
Joined: Wed 01 May, 2013 5:57 pm
Location: Bristol, UK
Contact:

Re: Khorne marines

Postby Codex » Mon 21 Apr, 2014 1:09 am

You mean av on an unsuppressable speed worshipped tanky single entity of doom? No thank you
Righteousness does not make right
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Khorne marines

Postby Black Relic » Mon 21 Apr, 2014 1:41 am

Nurland wrote:Blood sacrifice heavy melee letters were simply op. Way too easy to kill vehicles with them.


In retail it was a counter to walkers without having the spend any resources other than Red (and to reinforce the sacrificed unit).

I was able to take out two Wrathlords with repair support with a blood sacrifice and one bloodletter squad under worship. So i agree with Blood Letters with heavy melee being OP since ALL models had it. But if only one out of the 4 had it I wouldn't mind too much since that would also relive some pressure on HI and SHI while giving more flexibility to combat vehicles.

That Torpid Gamer wrote:Who agrees that the CL needs hero specific AV?


I DO! AND IT SHOULD BE A T1 WEAPON UPGRADE AND ONLY COST 100\20!!
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Codex
Moderator
Posts: 569
Joined: Wed 01 May, 2013 5:57 pm
Location: Bristol, UK
Contact:

Re: Khorne marines

Postby Codex » Mon 21 Apr, 2014 2:06 am

How would you implement giving one member heavy melee? Give them a squad leader? Not sure it makes too much sense otherwise.
Righteousness does not make right
Uncle Milty
Shoutcaster
Posts: 84
Joined: Sat 27 Jul, 2013 3:51 pm
Location: Germany

Re: Khorne marines

Postby Uncle Milty » Mon 21 Apr, 2014 2:18 am

Not a prob Codex. Just different weapon just like plague marines. Doesn't need to be a squad leader.
The necessarity tho.. i don't see why BL should get any changes at all.
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Khorne marines

Postby Black Relic » Mon 21 Apr, 2014 4:22 am

Uncle Milty wrote:Not a prob Codex. Just different weapon just like plague marines. Doesn't need to be a squad leader.
The necessarity tho.. i don't see why BL should get any changes at all.


Thats right. it doesnt have to be a leader. But it would be alot easier to spot which unit is the heavy melee letter if he had a different head then the rest.

But your right bloodletter dont need a change. But when heavy melee was mentioned I wanted to voice a concern on a squad of HM letter since in retail it was ridiculous as most people who incline to agree.

HMBL are going to be missed because how funny the units was vs walkers. But i do miss being able to pressure vehicles more with them, which i the cause of my suggestion. But as mentioned before (not on this thread i dont think) Chaos already has many soft AV and Hard AV counters in t2 (bloodletters being one of them) so there really isnt too much need for a change.

So I am a bit neutral in a balance sense. But personally I wouldn't mind seeing a change at Heavy melee so long as its only one model who gets it.

Back to the thread's topic. A different suggestion. AC for Khorne Marines. I think he is necessary leader for the squad to be successful at what it does since I dont see the MoK squad without their leader have much of an impact. So with the Khorne Marine purchase (and the AC has to die though) the AC repurchase price is cut. Of course by an amount that makes sense. Would help out the unit a bit and Chaos Economy a bit. No added abilities, health or damage. Just when AC dies with the CSM MoK upgrade. To repurchase him cost less. Reasonable or Ridiculous?
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: Khorne marines

Postby Sub_Zero » Tue 22 Apr, 2014 10:45 am

Today a very simple idea has visited me. What about giving an ability that is simillar to merciless strike or rather destructive strike. Merciless strike deals 20 piercing damage. Destructive strike deals 30 piercing damage. Perhaps 25 piercing damage for khorne marines? Piercing damage is ineffective vs heavy infantry. So the ability won't make khorne marines too strong vs heavy infantry however it will greatly help them dealing with cheaper light armored melee fighters. The ability becomes available with the aspiring champion purchase.
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Khorne marines

Postby Black Relic » Tue 22 Apr, 2014 12:05 pm

Merciless really helps ASM vs melee squads. One reason ASM dont do that great is because they dont have the dps to match them after t1. KCSM have no problem with their dps. They pwn ASM even if the ASM get their merciless off (only For the EMP will turn the tide of that engagement but specials are a unknown factor).

I may not be the best at using KCSM but to be honest they dont need an offensive ability. If they were going to get one it would have the be defensive. My suggestion as an ability before was offensive but had its risks since you lost control of the squad. But that suggestion wasn't all that balanced which I am inclined to agree (since i was fiddling with the ability in my Mod an came to the conclusion that the modifiers need to be toned down by a bit and the duration increased to further increase risk since 12 seconds doesn't pose much of it and I don't want it to break balance here).

Tex suppression was pretty good too since it was defensive and let KCSM have a easier time advancing. But like I said (and mentioned before on the thread) the damage and knockback (since it also lets ASM get another strike or two before the effected enemy stands up again) from merciless give the ASM a better chance vs melee dedicated squad since they dont have power melee aside from their sergeant. That KB immunity would make ASM a suicide unit vs KCSM. So I think that idea got scraped.

Giving a power melee squad an ability the damages and causes knockback on a power melee squad would be way to much to deal with already. Plus they do have pretty good retreat killing from my experience. And their ranged dps isn't to be taken lightly.

My Latest suggestion was to help keep the model count of KCSM higher since they really do need all 4 models to be effective, without putting to much burden on the player's eco by having the constantly purchase the AC. The units stats are fine. If they did get a buff, an indirect one (similar to my suggestion) would probably be the way to go.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: Khorne marines

Postby Sub_Zero » Tue 22 Apr, 2014 12:11 pm

Assault marines are a jump unit. They can close in with any ranged squad in a couple of seconds. They have 2 abilities to knock back their foes and they own banshees, did you know that? Khorne marines do not. Khorne marines having more damage are neither good at killing ranged units nor at killing dedicated melee units. My propose would help them to kill dedicated melee units. To deal with ranged units there are raptors in the Chaos roster. And ASM vs Khorne marines is a fight that goes in favour of khorne marines because they wear heavy armor + have 4 models and merciless strike is bad against them.

But you have it right that they are good at chasing. So a slightly worse merciless strike will do? Like 15 piercing damage and not the suggested 25 piercing damage?

P. S. Don't forget khorne marines' cost. They have to justify their cost in combat. They do not.
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Khorne marines

Postby Black Relic » Tue 22 Apr, 2014 1:02 pm

ASM need to be able to disrupt and tie up ranged squads fast since SM can get out dakkaed faster then most races and they dont have many melee units either. So the few they have need to be quite good at what they do. That might be one of the reasons why raptor are in the Chaos Roster (although there is noise marines).

Khorne Space Marines are not good a killing stuff? Is that what your saying? KCSM are good. You just probably haven't seen them do their work before. You have to treat them like shees. They aren't a line breaker. And your not supposed to use them that way. I like to use them as either a body guard. Counter initiate or have them follow behind some AC heretics along with a PC and charge them into enemy lines. But not recommended unless you have a havoc, GL heretics or Touch of Nurgle. Just like MoT, the AC increase the squads power melee potential by 33% and he has a melta pistol. However only 3 models on a melee squad doesn't last long in t2. The AC is needed with MoK.

A unit doesn't justify their cost when used incorrectly or countered immediately. KCSM (again) are not a line breaker unit, try and use them like that then they wont justify their cost at all. You have to set them up,in some way, to pwn your opponent. Try and use them more often and you will see.

The only ability (if they needed one) they should get is defensive. To help them get into melee or help against special attacks. The merciless strike would probably be a waste of time since during the ASM merciless the Squad stands around shooting their bolt pistols until the ability goes off. So on paper it might help, in practice it could just fuck the KCSM.

Post might seems a bit jumpy. My bad.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Khorne marines

Postby Torpid » Tue 22 Apr, 2014 1:20 pm

It would be way too strong.
Last edited by Torpid on Tue 22 Apr, 2014 7:22 pm, edited 1 time in total.
Lets make Ordo Malleus great again!
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: Khorne marines

Postby Sub_Zero » Tue 22 Apr, 2014 5:57 pm

Heretics are for counter-initiation. Heretics should not engage. Just doom blast and you are fine. They stop any melee unit and allow insanely powerful ranged units of chaos to bring them down. And once the aggressors are weakened here come heretics to finish them off or force them off at least. Khorne marines have no ways of stopping melee units whatsoever. Even worse some units might turn on them and have them owned soon because we all know how good khorne marines perform in melee fights - disgustingly. I just have no idea why people call them fine. I just don't get it. What indicates that they are fine? Why should I always be scared to engage cheap shit like slugga boyz and try to hurt them a bit before engaging to be sure that I will force them off? Isn't the point of a more expensive melee unit to overcome a less expensive one? And why do you think I complain? Only because that I can't make them work? NONSENSE! I have learnt tons of ways how to make useful khorne marines and I have made them useful ten thousand times but it requires way more investments than it should given the khorne marines' performance. If they cost less but remained as they are then it would be fine. Now they are overpriced. I would be really glad to hear Caeltos's explanation about the existance of lightning claws terminators in an already overflowed with melee units faction either I would glad to hear his explanation about the performance of khorne marines and more specifically why they haven't been changed for ages despite people's complaints. At least I feel he hasn't given an explanation about his decision to make them more expensive. At the same time bloodletters take the niche of khorne marines - power melee damage. Chaos really needs some clear distinction between melee units. And yeah someone mentioned before that this thread was like the librarian's thread. I kinda agree.

A new thought about my latest idea. What if the knockback effect will be replaced by stun (2-3 seconds?) or suppression (4 seconds)? No more problems retreating out of it if you of course considered that as a problem. When I was talking about that idea I didn't mean that it had to be the exact copy-paste ability. The ability might be casted with a short delay to balance it a bit and open some space for counter-play. Although I see no problems avoiding merciless strikes if you expect them.
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: Khorne marines

Postby Dark Riku » Tue 22 Apr, 2014 8:30 pm

Sub_Zero wrote:Assault marines are a jump unit. They can close in with any ranged squad in a couple of seconds. They have 2 abilities to knock back their foes and they own banshees, did you know that?
No, this is news to me. Did a new patch came out that buffed ASM or nerfed shees?

Sub_Zero wrote:Even worse some units might turn on them and have them owned soon because we all know how good khorne marines perform in melee fights - disgustingly.
Disgustingly much dps. Yea, we know ^^
Sub_Zero wrote:I just have no idea why people call them fine.
Because they are :p
Sub_Zero wrote:Why should I always be scared to engage cheap shit like slugga boyz and try to hurt them a bit before engaging to be sure that I will force them off? Isn't the point of a more expensive melee unit to overcome a less expensive one?
Because of the roles these specific units have. KCSM do power melee and we all know that power melee is very effective versus (S)HI. Why are you trying to take on a non-(S)HI squad that also does power melee that is good at dealing with the power armour that KCSM wear? Assuming fully upgrade slugggas ofc.

This game is based on the rock scissor paper principal.
Don't throw a rock at another rock. Use paper :)

By this "cost-logic", almost nothing should be able to beat ASM. But that just ins't the case. They are a disruption unit designed to disrupt, mainly to counter setup teams and later on buy you some more time with a well placed merciless strike.

KCSM are there to lay down the hurt. Not to disrupt and preferably not to tank.


Also like to +1 to most of what Black Relic said ^^
User avatar
Codex
Moderator
Posts: 569
Joined: Wed 01 May, 2013 5:57 pm
Location: Bristol, UK
Contact:

Re: Khorne marines

Postby Codex » Tue 22 Apr, 2014 11:26 pm

Honestly, sub zero, you say you'd be eager to hear what Caeltos has to say, but when many many people have weighed in, including prominent players like Riku, myself, Noisy... You haven't even replied to them directly, continuously insisting that you believe for their price they should be able to compete toe to toe with dedicated melee.

I should state here that I am not saying you are alone in this opinion. Clearly you aren't: Tex for example feels like they should get a buff. What I am taking issue with is your assertion that hearing the other side will make any difference to you whatsoever.

If I brought Toilailee in, would you respect his opinion that they're fine? I believe not, in the same way you didn't blink when pega weighed in. And at this point it ceases to be a balance discussion, and it becomes a personal witch hunt about buffing a unit you can't make perform, to justify a lesser understanding of the game.

Have you considered that prices of upgraded units that you carry up tiers cannot be compared directly to units bought in t2? Like plague marines flatly outperform tactical marines with a missile launcher considering their costs? This is because tacs are t1, and you'll have been getting impact from this t1 squad for a good proportion of the game leading up to that moment, likely having some levels, and the fact that tacs are generalist units rather than specialised pms. Plague marines should and are cheaper despite being better than tac missiles at their job.

By comparison, you take the generalist speed 5 Csm and turn it into a specialised anti hi unit that kcsm are. They've had impact all game, yet become as melee unit with speed 6 and changes their role. In that context you pay very little to change Csm into kcsm. Further, as touched upon by noisy, they're independent and as such don't require tic support to be effective, unlike letters, whereas they become much more effective with tic support considering that kcsm are vulnerable to melee and tics are vulnerable to ranged, giving them natural synergy in melee.

You also clearly undervalue the fact that they're speed 6 in a race that is primarily speed 5 or lower. They don't have transports by design, so having that mobility is excellent for map control and flanking.

I really could go on but honestly I feel like these words are falling on deaf ears, and as long as that's the case there's no point for Caeltos to even weigh in.
Righteousness does not make right
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: Khorne marines

Postby Sub_Zero » Wed 23 Apr, 2014 4:19 am

Riku, I tested banshees vs assault marines in retail and here. The results were the same. If assault marines jump on them, start hitting them, then use merciless strike so all banshees are disrupted and then assault marines are likely to win if banshees do not do special attacks. And I can't really consider special attacks because they are so unreliable and random. So yeah assault marines are better than banshees 1 v 1. If you don't believe then feel free to invite me and we shall test it again.

Codex, Noisy's post made no sense for me. He always seems to write stuff like learn to use, learn to play etc. His advices can be applied to absolutely every unit in the game. His point is don't complain and learn to use it. That is not quite right. Some units really need fixing. And that is your right to call me a deaf guy. If only the fact that I don't agree with you prompts you to do it then OK go ahead. I would not use such a word to people who don't agree with me. And that is easy to understand why I need Caeltos's opinions. It is his mode, he decides what to do here. And if he doesn't give his opinion about the matter then it is uknown whether it is worth discussing it or not. There are no authorities for me here. I don't believe someone's words more than someone else's words.
Tex
Level 4
Posts: 909
Joined: Sat 27 Jul, 2013 9:33 pm
Location: Canada

Re: Khorne marines

Postby Tex » Wed 23 Apr, 2014 4:35 am

Pega wrote:Hm. I get the feeling that some of you want to buff kcsm. well here is my humble opinion, KCSM is fine. They are an independent unit good at surprising enemies, catching retreating units, and are good with sigil. You can always charge your corn marines in against melee dedicated when they are hurt, causing massive retreat damage.

There are so many choices in the game such as deciding when to attack, who to attack, what to avoid, when to avoid, and flanking that really make a lot more impact in the game than you would with a buffed unit. Play better.

Chaos already has many really good abilities and is a very dangerous race to play against. I really think that you can get corn marines to work with some practice. Any buff would make them even more insane as I am already chopping everyone up with them. Though I am sure that even if you buffed them, people will learn to beat them in a couple of weeks, as long as the buffs are not too over the top.


With utmost respect, friend, I reply:

Independent? Yes. Surprising enemies? How? Catching retreating units? Nothing out of the ordinary tbh (I use KCSM just as much as you bud).

Play better? Agreed. Choices make the absolute difference. I cannot argue against this in any way. Choosing to use KCSM requires a level of foresight, support, and game control, far beyond what comparable units require however.

Good with sigil? You bet! In fact, sigil is one of the few things that allows KCSM to even be used offensively imo (outside of CL shenanigans). Bodyguarding (which is apparently the relegated role of KCSM) is all fine and good if you have heavy hitters and backline goodies, but managing to fulfill appropriate requirements for other categories such as ...ahem... AV ... tends to make KCSM compositionally defunct.

So much more to say really, but I'm tired of arguing.

/hot wife ;)
User avatar
Black Relic
Level 4
Posts: 846
Joined: Mon 29 Jul, 2013 3:05 am
Location: United States
Contact:

Re: Khorne marines

Postby Black Relic » Wed 23 Apr, 2014 4:51 am

Dude. You said you wont believe someone else words over someone else words. So really it wouldn't matter if Caeltos gave his opinion since your view of the unit would stay absolute. Multiple players are saying the same think to try and sway your opinion. So I doubt there would be a bug difference in opinion about the KCSM between ours and his. The player commenting on here a ALL good players and have quite a bit of time on under there belt. Please consider what they say rather then saying no to their post in which they toke the time to respond. And saying "the units costs more than other melee dedicated squad so they should win" is not a reason for a change. And...

The few times I get KCSM they rock. Because I set them in the role that i mentioned in my previous post. And Codex gave a good point. KCSM are fast. The Chaos race isnt a fast one. Its rather slow. GK would be the same if it wasnt for the BC's We are the Hammer, the storm troopers or rhino.

And have you tried to use bloodlust global with KCSM under worship? Its beastly, 'nough said.

And lol to you Tex. Your post seems a bit short until you finish reading it.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
User avatar
Codex
Moderator
Posts: 569
Joined: Wed 01 May, 2013 5:57 pm
Location: Bristol, UK
Contact:

Re: Khorne marines

Postby Codex » Wed 23 Apr, 2014 8:07 am

The thing is, there's a difference between not bowing to authority and not listening to anyone. The former shows you're a free thinker, able to consider in balance both the authorities and sources on the matter and able to construct your own arguments from that. The latter is just covering your ears at best and being obtuse at worst.

Sure, you can argue you don't respect authorities at all, fair enough. But apparently you don't respect opinions at all end of, at least not enough to reply to them. This is the first mention of noisy's post I've seen from you, and only after I prompted a response. I believe I've posted more than 5 personally directed at your arguments, and yet you've replied to me once, MAYBE twice, and one of them is your last post, again prompted by me.

It's alright to not understand a point of view or disagree with it. But what normal free thinking debaters do at this point is reply, question what they hear, argue why the opposite side is wrong and in what way their arguments are unsound. What seems to be all too common in general is read something you don't like, ignore, pass over, keep repeating own opinions. And this isn't just directed at you, it's all too common.

And this is why I say Caeltos weighing in won't mean shit unless you actually make a habit of replying to arguments directly.

And you wonder why these threads keep going on and on yet don't go anywhere.
Righteousness does not make right
User avatar
sk4zi
Level 3
Posts: 277
Joined: Mon 08 Apr, 2013 11:29 am

Re: Khorne marines

Postby sk4zi » Wed 23 Apr, 2014 9:24 am

i just cant get, why KCSM are cheap because its an upgrade since i loose all my range damage if i get them.

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 1 guest