Patch 2.3 Balance changelog

Issues dealing with gameplay balance.
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Ar-Aamon
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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Mon 16 Jun, 2014 8:13 am

On behalf of Caeltos DO IT :P
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Re: Patch 2.3 Balance changelog

Postby Sneery_Thug » Mon 16 Jun, 2014 8:10 pm

Caeltos wrote:Maybe he will cast some of the games we had today from our internal testing. But of course, that's up to him. 8-)


Internal testing, 2.3 :shock: ... Indrid...INDRID! Pleeease do it.
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Re: Patch 2.3 Balance changelog

Postby ChrisNihilus » Mon 16 Jun, 2014 9:22 pm

There is a streaming right now with the new patch:
http://www.twitch.tv/kaeltos
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PhatE
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Re: Patch 2.3 Balance changelog

Postby PhatE » Tue 17 Jun, 2014 5:52 am

If only he had turned the archiving option on then I'd be able to see =(
Stream - http://www.twitch.tv/phatness_

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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Wed 18 Jun, 2014 1:00 pm

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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Mon 30 Jun, 2014 12:20 am

Well I have some suggestions for the final 2.3.

GK dread should get a cost reduction. The prize was fine with the multimelta. The twin linked stormbolter doesn't justify the high costs. No AV, no ability and no melee resistance and nevertheless the highest costs of all walker.

Caeltos hopes that people start using the Rhino. Sorry not gonna happen and I tell you why. Beside the Rhino the Sentinel is the only vehicle (or unit which needs repair to recover hp) in T1 and whereas he does a great job the Rhino fails. Why?


First: Support. GM can repair twice as fast as IST. This is a downgrade because you can't use the IST for others tasks in the meantime.

Second: rear armor. The Sentinel has no rear armor which is a huge disadvantage for the Rhino. Combine this with DoW vehicle pathing and you have a dead Rhino.


Third: The Rhino has no stomp. Basically a Rhino can't escape from melee units. Charge and rear armor hits and the Rhino goes down.

The solution is quite simple to address these problems. Remove rear armor (comes back with the armor upgrade), give him superheavy armor and reduce the health (he can still tank some damage but you can repair him faster). The third problem isn't solved but this one should be his weakness.
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Re: Patch 2.3 Balance changelog

Postby Ace of Swords » Mon 30 Jun, 2014 12:52 am

You aren't supposed to tank with a rhino like you do with a sentinel, the bc and ss are there for that, if you want rear armor gone SHI isn't happening.
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Re: Patch 2.3 Balance changelog

Postby Forestradio » Mon 30 Jun, 2014 1:14 am

I'm also pretty sure that the rhino gives green cover to surrounding friendly units.
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Ar-Aamon
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Re: Patch 2.3 Balance changelog

Postby Ar-Aamon » Mon 30 Jun, 2014 6:13 am

Ace of Swords wrote:You aren't supposed to tank with a rhino like you do with a sentinel, the bc and ss are there for that, if you want rear armor gone SHI isn't happening.


Jup I know. I should have written taking to be clear. But what speak against a reduced health in combination with SHI? In fact you change nothing of it's durability.
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Re: Patch 2.3 Balance changelog

Postby Torpid » Mon 30 Jun, 2014 2:07 pm

Not sure how there rhino would ever get hit in rear armour given how its gun operates. As an IG main back in the day I was pretty happy with the new rhino and still am. It kills shit while kiting and contributes to dogfights. I just wish that I wouldn't be screwed over if I don't get a rhino in t1 but want one in t2, but right now because you have the initial build time + armour upgrade time + weapon upgrade time, the GK rhino is simply not an SM razorback (not to mention the lack of reinforce).

It does its t1 job well though and only stormboyz have really given it trouble, but I go a heavy t1 vs orks anyway and punish those storms.
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