Torpid wrote:
You are not solely paying for the 100hp and maelstrom when getting the GK melee dread.
A sound point. Though what I tried to educe in that statement was that this the end-result you are left with after such an investment.
I suppose bringing up the ranged variants was inevitable, and probably even more so when I made the side-by-side comparisons of the melee Dreadnoughts, I see that now.
So as it currently stands, the second-tier Dreadnought variants mostly seem to have abilities to compensate for their weaknesses.
The default ranged variants have none, and I'd imagine this is because, just as Torpid had stated, ranged variants of Dreadnoughts tend to be more versatile. The two variants that don't start with an ability cost less than the one that does, that being the SM Dread, which makes sense as it begins as a less versatile variant, and has a slightly higher cost. Upon purchasing an upgrade, depending on what its functions are, it may grant the Dreadnought an ability as recompense to something it may lack after the purchase is made. Take the Assault Cannon for an SM Dread for example, is granted a barrage so it may continue to disrupt infantry while maintaining some distance. A Khorne Dreadnought, without Blood Rage would not be able to endure much, even with its additional 200 hps, and against snares it would suffer tremendously, but fortunately the ability vastly increases its speed as well as halves incoming damage and significantly increases damage output; the downside of course being for the duration it is AI controlled and pursues the closest target within it's melee charge range, leaving this as a sometimes hefty gamble depending on the circumstances.
My point is, they each receive an ability unique to them and that serve an end to which they cannot fulfill with just their equipped weapon and stats. Yes, it's true a GKCD has BOTH Maelstrom and EF, meaning it can probably keep heavy melee infantry that are not unshakable off of it for just a while longer, but this extra 3 seconds of inactivity from melee attackers isn't going to be making that much of a difference.
Torpid wrote:
Secondly IST are more prevalent than scouts in GK build orders as well as being more combat capable too. I think this privilege warrants
The only times I see an abundant amount of IST squads from people are usually in team games. Going for more than 2 IST squads in a face-to-face match type is usually ill-advised, as they tend to bleed you through t1 (each having the same hp value per model as a standard gaurdsman), and if you decide to get anything else on top of them, you'd be breaching the upkeep threshold which will just add to the dry-out of requisition. While it is true that initially Scouts are less capable at delivering damage, they are quite a bit faster than IST and have quite a few hit points per model, meaning that there is a lesser chance a model will drop, thus reducing the chances of having to reinforce and also maintaining their max dps output for a longer time.
Now that you bring this up, might as well also point out the fact GK are the only faction that currently do not possess any alternate methods to increasing the survivability of their vehicles.
Chaos, Plague Champion can act as an extra repair unit, and Nurgle Worship can slowly recover the hp of vehicles within the radius. Chaos Sorcerer can also assist in increasing the survivability of vehicles through use of his Warp global. Then there's TM for SM, Eldar Wraithbone on WL, shield on Falcons, IG have two units that can repair and the bunker. Is this because they are one of the two factions that only hold three vehicles in their roster? I can't say for sure, but I definitely think it makes getting a fairly priced vehicle a lot less appealing, of course unless the situation seems to beg it.
Torpid wrote:
guess what are the best counters to melee walkers? Set-up teams.
I'm afraid I'll have to respectfully disagree with you on this one. While I acknowledge set-up teams are an exceptional way to deal with the majority of melee-oriented walkers, I would say the most crucial thing to dealing with them is a kind of snare. Yes, I'm aware Havocs and SM Dev teams when using lascannons snare the target (unless infantry of course) per successful shot, and I'm not saying that raw AV dps alone won't be enough to do the job (dependent on circumstances), but when you go and say 'set-up teams' I'd naturally assume you include Brightlance GP, D-Cannon GP, Plasma Devs, Beamy Lootas and so forth. Reason why I reckon anything that is able to snare it would be better, is due to the fact it will vastly improve the chances of the unit being eliminated in that single engagement, given you have the sufficient AV to do so, it won't be able to pull off as many melee swings (which in case you're unaware, reduce ranged damage received by 50% while in the motion) and on the off-chance you rather ignore the walker and focus infantry instead, either because you don't have sufficient AV or because you'd like to try and isolate the walker by forcing off surrounding infantry forces.
Torpid wrote:
The FC is nowhere near as durable as the BC nor does he do as much damage. You pay for this privilege.
Yes he isn't... if you want a durable FC, you'd get the IH which is around the same cost as the BC's UP. The difference of 180 hps initially is not what I'd call "nowhere near as durable". No, what I would say is nowhere near as durable is a difference around 300 hps or more, as the Warlock, Apothecary, LA and so on possess. Now, when you say the FC doesn't deal as much damage, I'm not too sure I can ascertain how you conceived this as he DOES in fact deal more damage. In overall performance he is able to. I hope you write this knowing BC is also the slowest commander out there (clocking in at an extraordinary speed of 4, which is how fast Tactical Dreadnoughts in this mod currently move for those that aren't sure how fast that is), not to mention the difference in rotation rate. All of the FC's weaponry deals more damage than the BC's. The only exclusion is the Daemon Hammer. Just impertinent to conduct a comparative between only their DPS. DPS for melee just gives you a rate, the damage divided by the swing speed and assumes that whatever is being attacked is not moving at all and does not factor in the potential of special attacks, of which most the FC possesses are devastating in comparison to the BC's.
Torpid wrote:
just because "it would be nice" to change something is not a reason to change it. Change should bring us closer to "perfect balance".
"Perfect balance"? I assume you mean a point where a large majority of the player base is congruent and content with how each faction or just MP aspect differs from the others respectively. Otherwise, I'm not sure, there are other titles out there under a similar genre that have much larger player bases, and people still will complain about the balance. Reason is flawed by opinion, that will never change I fear, and my opinion on the GKCD at the moment remains the same. Currently some parts of the GK faction to me just seem to be a carbon copy of the SM variant, with a few tweaks, different upgrade choices and statistical differences just to separate the two. I would say which but I think I've digressed far enough thus far, so I'd rather not.
Ven wrote:
Dreads ARE NOT SOLO UNITS.
I know that... I was merely exemplifying how even under the influence of Maelstrom, a rather slow and dedicated melee AV unit can still reach it, to support why I don't really think Its intended to ever be used as an escape/save function. The only time I've witnessed it successfully working in that manner is when you time it just right, after you've gained enough distance from something that has a particularly slow swing speed, as the Warboss with Klaw or FC with PF (unless he has AoA or Teleporter, which will allow him to easily get back within melee charge range) just as they finish a swing.
Ven wrote:
meanwhile your army is forcing off said heavy melee genestealers while they're stunned/snared.
I honestly don't know what you're on about here. There is no scenario I'd ever imagine GSB with Rending Claws assaulting a full hp GKCD, even if both players had a reasonable army to match the others. When I referred to GSB in my first reply to the thread, I was implying they have the potential to keep up with the GKCD, right after being affected by Maelstrom, nothing more.
Ven wrote:
basically what im saying is that GK is the best melee dread in the game, that extra ability could mean EVERYTHING in a game. dont undervalue it.
The day I witness that ability salvaging a match of any kind in its current state will be the day the Astra Militarum runs out of conscripts to expend... and yeah, that's your opinion, I would say the most cost-effective melee walker currently is the SM Dread, since it can be upgraded to inspire almost twice as much per kill with DA and the extra durability, there may be some initiative to keep it melee until t3, depending on the foe/s of course.
Anyway, came up with another suggestion, since the radius increase could be a bit much.
Get rid of EF from GKCD, and just make Maelstrom more potent.
I'm thinking something like either instant 50 psychic damage, and ability knock back so that it doesn't get absolutely wrecked by Tactical Dreadnoughts, since EF was the only counter it had for them. Maybe make the knock back force around the same as an EF, or leave it is as is... whatever sounds less ridiculous. Radius would stay at 15. It would still retain the 60% slowdown for the 7 seconds. No chain/domino effect on knock back.
Alternatively the damage could be a DoT of 60 psychic delivered over the 7 second duration or a reasonably adjusted rate.