Idea for Grey Knights: Psilencer

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Aertes
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Idea for Grey Knights: Psilencer

Postby Aertes » Wed 16 Apr, 2014 9:26 pm

I agree that the Psilencer is a stupid weapon in the board game, but it could be interesting to be included in Dow II.

I'd make it a heavy suppression weapon with set-up time and low damage (around 95 supression damage | 35 dmp). The weapon could have visuals like an Assault Cannon (only 3 barrels) and have the fire effects of the Sentinel's Multilaser (with blue colour).
Image

Also, it could drain Daemons energy on hit, since that's their role in the board game (bloodelletrs, bloodcrushers, Great Unclean One). So that Psilencer deals not only hp damage but also energy damage against them.

It could be an option for Tier 1 Purgators, replacing the three Incinerators for Three Psilencers. Of course, if this weapon is going to be suppressive, the Incinerator should be not and could have a slight damage increase in exchange.
Last edited by Aertes on Thu 01 May, 2014 12:53 pm, edited 3 times in total.
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Re: Idea for Grey Knights: Psilencer

Postby Dzemo778 » Thu 17 Apr, 2014 3:51 pm

Not a bad idea but there should be only 1 model with psilencer, not three. Thanks to that we still can counter them like we would counter any other heavy weapons team, for example sniping hwt holder with LA's skill.
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Aertes
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Re: Idea for Grey Knights: Psilencer

Postby Aertes » Thu 17 Apr, 2014 4:42 pm

I still think it would be interesting to have the three models with the weapon. Maybe make it more expensive to upgrade to Psilencers than normal, or reduce their range (which could be balanced with the ability of the Purgators for short times)
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Re: Idea for Grey Knights: Psilencer

Postby GG_Codex » Sun 27 Apr, 2014 2:42 pm

I like it. The Psilencer could use a color switched assault cannon tracer and drain energy from daemons/psykers too. Then they would be more like a regular setup team but with a unique weapon effect to offset the generally lower dmg compared to the heavy bolters and shuri cannons.

The triple flamers could be pure anti-swarm/gen bashing dmg, and the psy cannon is basically a GK autocannon right now.
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Aertes
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Re: Idea for Grey Knights: Psilencer

Postby Aertes » Sun 27 Apr, 2014 2:52 pm

GG_Codex wrote:I like it. The Psilencer could use a color switched assault cannon tracer.


I still like the idea of the fire effect to be a blue color switched Sentinel Multilaser. Background says that Psilencers fire a nitid energy beam. Other than that, I like the idea of draining daemons energy in adition to their health, even more than my original damage enhancement idea. I'll edit myfirst post to implement it.
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Re: Idea for Grey Knights: Psilencer

Postby Swift » Sun 04 May, 2014 3:26 pm

Maybe instead of surpressing the Psilencer should do 0.5 energy drain per hit, and have three in a squad, since that would be anti Daemon.
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Re: Idea for Grey Knights: Psilencer

Postby HandSome SoddiNg » Tue 06 May, 2014 8:30 am

Aertes wrote:
GG_Codex wrote:I like it. The Psilencer could use a color switched assault cannon tracer.


I still like the idea of the fire effect to be a blue color switched Sentinel Multilaser. Background says that Psilencers fire a nitid energy beam. Other than that, I like the idea of draining daemons energy in adition to their health, even more than my original damage enhancement idea. I'll edit myfirst post to implement it.


Well a nice suggestion since GK lacks Artillery and suppression ,it shd be T2 upgrad for Purgation,converting em to Psilencer squad
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Aertes
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Re: Idea for Grey Knights: Psilencer

Postby Aertes » Tue 06 May, 2014 11:25 am

Swiftsabre wrote:Maybe instead of surpressing the Psilencer should do 0.5 energy drain per hit, and have three in a squad, since that would be anti Daemon.


Thats an interesting point of view. If suppression is not wanted, make it a set-up heavy weapon damage that also drains energy on hit to enemies (1 or 2 per hit or something like that).

That way there's no unbalance in making the squad carry three of them, they won't suppress anyway, but still deal good damage (1/3 of a devastator heavy bolter each) to anyone that tries to come to them from their front arch.
They could be dangerous set behind the front line, so if jump troops pounce on them they could drain their energy before they try to jump again.
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Re: Idea for Grey Knights: Psilencer

Postby Barrogh » Tue 06 May, 2014 12:14 pm

The question is, why do GK need just another manaburn (and let's see how their global silence will turn out, as it stands some people would like to see it turned into AoE manaburn as well).

Maybe that's an idea worth keeping just for future commanders and if something existing will be remade, but right now I don't even know what we are discussing:

- Hey, GK don't have proper supression team, so let's make an upgrade for purgators!
- But GK are designed to fare ok without such team!
- So let's make it not supression team! Because eff initial reasoning, apparently.

From outside it just looks like an excuse to stuff Elite with TT weapon with incredibly bad pun for a name.

Inb4 "portmanteaus are not puns".
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Re: Idea for Grey Knights: Psilencer

Postby Swift » Tue 06 May, 2014 1:13 pm

Barrogh wrote:The question is, why do GK need just another manaburn (and let's see how their global silence will turn out, as it stands some people would like to see it turned into AoE manaburn as well).

Maybe that's an idea worth keeping just for future commanders and if something existing will be remade, but right now I don't even know what we are discussing:

- Hey, GK don't have proper supression team, so let's make an upgrade for purgators!
- But GK are designed to fare ok without such team!
- So let's make it not supression team! Because eff initial reasoning, apparently.

From outside it just looks like an excuse to stuff Elite with TT weapon with incredibly bad pun for a name.

Inb4 "portmanteaus are not puns".

True true, and I know exactly what you are going on about, they really don't need anything new, but should the time arise, we may have something we can start with.

I think if it was going to energy drain on hit, the multi laser animations are good, because something else would fire too quickly, and I now lore wise they should do that, but that would be even more OP than what we are suggesting here.
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