D cannons. yep ive heard enough hate:p

Issues dealing with gameplay balance.
User avatar
Broodwich
Level 4
Posts: 527
Joined: Fri 12 Apr, 2013 10:04 pm

Re: D cannons. yep ive heard enough hate:p

Postby Broodwich » Sat 10 Jan, 2015 3:04 am

i think the only people who needs to agree are noisy and tex
Fas est ab hoste doceri
User avatar
Superhooper01
Level 3
Posts: 291
Joined: Tue 11 Mar, 2014 2:27 pm
Location: Chilling on Bubonicus

Re: D cannons. yep ive heard enough hate:p

Postby Superhooper01 » Mon 12 Jan, 2015 10:18 am

Pity:( figured the formula: Damage,range,accuracy, ability and cost would of allowed something to be changed. Guess il keep making more than 1 as eldar in 3v3 and cover the vps:p
There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."
User avatar
Aguxyz
Level 3
Posts: 234
Joined: Sat 01 Mar, 2014 10:00 am
Location: USA,California

Re: D cannons. yep ive heard enough hate:p

Postby Aguxyz » Mon 12 Jan, 2015 11:34 am

Ven wrote:
Wise Windu wrote:
Ven wrote:and again i'll bring up my previous points of it not actually doing much due to the lack of knockback. itll kill a bunch of models sure but its T3 for that reason, it costs 400/40 for that reason. it has the privilege of bleeding stuff or killing stuff rather than just forcing stuff to retreat.

a marker on the ground would should "IM HERE STAY AWAY FROM HERE" making it little more than area denial, which is what supression teams do better. where as a wind up sound would tell you its there while still giving you time to back off and potentially dodge it/get out of range, just like the pdev/blastmaster.

im sure if the pdev didnt have a sound, a plasam shot would shoot out of the fog of war at breakneck speeds, meaning you cant react in time, and thus gibbing squads, potentially wiping them as they'd be lower lvl in T2 than in T3 which is when the D cannon comes out. its that sound that alerts you to it, not a maker.
As a T3, 400/40 artillery piece, the D-Cannon has the 'privilege' of a very good ability, which other artillery setups don't have. The ability should be the benefit, not instant wiping. There isn't even any set up with disruption abilities. Things just die instantly, no warning. Being late game and expensive is not an excuse to have a weapon that can instantly wipe a whole squad by itself.


ive said it multiple times and i'll say it again, but singularity is a bit too powerful for the price of the D cannon. the D cannon itself is not.
usually by the time T3 hits my units are high lvl. if anything i loose A LOT more units to plasma cannon shots than D cannon shots, mostly because of the knockback. maybe its just me.
Imo if you're loosing models to pdevs you're not microing right usually if you're moving they wont hit you unless you make your stuff stand still D-cannons annoy me more than anything can insta kill models not even knowing it was there plus its range can be buffed by farseer for MORE range lets not forget that
"Does the Seer see its own doom!?" -Tau commander
2torpid4u: You still haven't sucked my big pink nipples Agu :(
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: D cannons. yep ive heard enough hate:p

Postby Sub_Zero » Tue 13 Jan, 2015 5:41 pm

can be buffed by farseer for MORE range lets not forget that

Then let's not forget that this is a problem of this hero. If you think that ASM perform too well under Apo's command then the problem lays in Apo not in ASM.
User avatar
HandSome SoddiNg
Level 3
Posts: 324
Joined: Wed 16 Oct, 2013 5:57 am

Re: D cannons. yep ive heard enough hate:p

Postby HandSome SoddiNg » Fri 16 Jan, 2015 4:37 am

Ye Guide on D-cannon is outrageous lol. 400/40 for an artillery piece that can get free hits on vehicles? As if Timefield with DC wasn't bad enough,it alry has free-reign of singularity combos . Sight radius is too far-stretched,either the price increases up or something. Superb accuracy on moving units ,even when units closes in on the setup team. Spam DC to hold VPs,ye sure np.
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
User avatar
Ven
Level 3
Posts: 493
Joined: Wed 27 Aug, 2014 5:07 pm
Contact:

Re: D cannons. yep ive heard enough hate:p

Postby Ven » Fri 16 Jan, 2015 4:59 am

HandSome SoddiNg wrote:Ye Guide on D-cannon is outrageous lol. 400/40 for an artillery piece that can get free hits on vehicles? As if Timefield with DC wasn't bad enough,it alry has free-reign of singularity combos . Sight radius is too far-stretched,either the price increases up or something. Superb accuracy on moving units ,even when units closes in on the setup team. Spam DC to hold VPs,ye sure np.



while i somewhat agree, your logic is pretty bad. you basically listed everything all the other artillery can do.

im not going to go more in depth as i already have and im pretty sure caeltos has no plans on changing the D cannon after talking with him.
Image

My Twitch where i occasionally stream myself pwning/getting pwned on elite mod, i seem to bounce between the two on a game to game basis. - http://www.Twitch.tv/Venkitsune
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

D cannons. yep ive heard enough hate:p

Postby Nurland » Fri 16 Jan, 2015 11:03 am

Since Myrdal has been reworking D-Cannons, it would indicate that D-Cans could get changes.

Anyway I don't think D-cannons are that problematic in 1v1 but in team games they are overperforming so hard atm.

Singularities are kinda easy to dodge for most parts. Unless you get hit by fire prism, kinetic pulse, anti grav nade, entangle, levi field, ethereal slash, wailing doom, warp throw, time field, mind war, psychic storm, pinning fire, tempest barrage. Pretty much any sort of crowd control can make dodgin them a nightmare.

Anyhow the standard shot doing a shitload of damage from huge range and being undodgeable is my main gripe.
#noobcodex
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: D cannons. yep ive heard enough hate:p

Postby Torpid » Fri 16 Jan, 2015 2:00 pm

Nurland wrote:Since Myrdal has been reworking D-Cannons, it would indicate that D-Cans could get changes.

Anyway I don't think D-cannons are that problematic in 1v1 but in team games they are overperforming so hard atm.

Singularities are kinda easy to dodge for most parts. Unless you get hit by fire prism, kinetic pulse, anti grav nade, entangle, levi field, ethereal slash, wailing doom, warp throw, time field, mind war, psychic storm, pinning fire, tempest barrage. Pretty much any sort of crowd control can make dodgin them a nightmare.

Anyhow the standard shot doing a shitload of damage from huge range and being undodgeable is my main gripe.


I don't suppose you managed to see this game before the relic update:
http://www.gamereplays.org/dawnofwar2/r ... &id=300219

That game definitely makes me feel like D-cannons are bullshit. It is map dependent though. On Fedrid two D-cannons outside the northern base cover the natural VP, the pathway through mid to one's power, the central req and the central power.
Lets make Ordo Malleus great again!
User avatar
Sub_Zero
Suspended
Posts: 915
Joined: Wed 16 Oct, 2013 4:12 pm

Re: D cannons. yep ive heard enough hate:p

Postby Sub_Zero » Fri 16 Jan, 2015 4:17 pm

Unless you get hit

I think you listed enough "unless" to also consider changing the power of the ability itself because it works even on retreating units. Gaydar are all about their cheap combos.
User avatar
HandSome SoddiNg
Level 3
Posts: 324
Joined: Wed 16 Oct, 2013 5:57 am

Re: D cannons. yep ive heard enough hate:p

Postby HandSome SoddiNg » Sat 17 Jan, 2015 12:06 pm

Ven wrote:
HandSome SoddiNg wrote:Ye Guide on D-cannon is outrageous lol. 400/40 for an artillery piece that can get free hits on vehicles? As if Timefield with DC wasn't bad enough,it alry has free-reign of singularity combos . Sight radius is too far-stretched,either the price increases up or something. Superb accuracy on moving units ,even when units closes in on the setup team. Spam DC to hold VPs,ye sure np.



while i somewhat agree, your logic is pretty bad. you basically listed everything all the other artillery can do.

im not going to go more in depth as i already have and im pretty sure caeltos has no plans on changing the D cannon after talking with him.


All the other setups doesn't Kill on the Move ,they do KB & sizable damage. Only AC havocs/AC HWT vaporize light infantries ,they don't instant gib units straight up charging towards DC. Since Balance in 1v1 formalities . But, in team games, Spamming D-cannon on an Enormously scaled map is suicidal to even Cap VPs . FS can just basically sit with 2-3 DC & chill with guide taking potshots at T3 vehicles. Still,nobody anticipates the potential of DC able to Kill a retreating model/squad out of the blue . DC should have an opportune chance to miss shots?

I agree with Nurland's post
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
enasni127
Level 2
Posts: 141
Joined: Thu 08 Jan, 2015 11:13 am

Re: D cannons. yep ive heard enough hate:p

Postby enasni127 » Sun 18 Jan, 2015 9:45 am

Ven wrote:
HandSome SoddiNg wrote:Ye Guide on D-cannon is outrageous lol. 400/40 for an artillery piece that can get free hits on vehicles? As if Timefield with DC wasn't bad enough,it alry has free-reign of singularity combos . Sight radius is too far-stretched,either the price increases up or something. Superb accuracy on moving units ,even when units closes in on the setup team. Spam DC to hold VPs,ye sure np.



while i somewhat agree, your logic is pretty bad. you basically listed everything all the other artillery can do.

im not going to go more in depth as i already have and im pretty sure caeltos has no plans on changing the D cannon after talking with him.


He did absolutely NOT list everything other artillery can do. Other artillery doesn't hit with every single shot and has no singularity as far as i know.
His points were absolutely right and of course are shared by many other people here.

Imho your main point is "it's T3 and costs 400/40, so let it be as it is" and you repeat it again and again. You could say that 10.000 times and still the problem of 100% accuracy, singularity and instant killing full troops out of nowhere without warning (sound, animation...) wouldn't be balanced or acceptable.
User avatar
dark heretic
Level 1
Posts: 34
Joined: Thu 19 Jun, 2014 11:17 am
Location: The Basilica of Torments

Re: D cannons. yep ive heard enough hate:p

Postby dark heretic » Mon 19 Jan, 2015 4:37 pm

basic attack is way too strong, gibs blobbed units like tacs way too easily and thats without crack shot or guide, something definatly needs to change, decreasing the damage of the d cannon would be good so it doesnt insta wipe squads
#codexissalty
User avatar
Superhooper01
Level 3
Posts: 291
Joined: Tue 11 Mar, 2014 2:27 pm
Location: Chilling on Bubonicus

Re: D cannons. yep ive heard enough hate:p

Postby Superhooper01 » Wed 21 Jan, 2015 9:19 am

Tbh dark was my fault for trying to get the cap on the vp. Pretty sure a P-DEV or blast-master would of wiped them as well:p.
There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods."
User avatar
Oddnerd
Level 4
Posts: 727
Joined: Mon 27 Oct, 2014 1:50 am

Re: D cannons. yep ive heard enough hate:p

Postby Oddnerd » Wed 21 Jan, 2015 4:43 pm

The range on D cannons is absurd. On the tabletop they are medium range at best, but designed to be extremely heavy hitting. If you want to portray them without completely betraying the real WH40K universe, make them have about the same range as an infantry mans rifle, but keep the huge damage and small splash radius.
Cheah18
Level 3
Posts: 310
Joined: Sat 28 Dec, 2013 4:45 pm

Re: D cannons. yep ive heard enough hate:p

Postby Cheah18 » Wed 21 Jan, 2015 8:35 pm

Oddnerd wrote:The range on D cannons is absurd. On the tabletop they are medium range at best, but designed to be extremely heavy hitting. If you want to portray them without completely betraying the real WH40K universe, make them have about the same range as an infantry mans rifle, but keep the huge damage and small splash radius.


Yeah, it doesn't make sense either that WG's wraithcannons are short range units, but the D-cannons, which are the same type of weapon, have huge range
User avatar
Ven
Level 3
Posts: 493
Joined: Wed 27 Aug, 2014 5:07 pm
Contact:

Re: D cannons. yep ive heard enough hate:p

Postby Ven » Wed 21 Jan, 2015 8:53 pm

Cheah18 wrote:
Oddnerd wrote:The range on D cannons is absurd. On the tabletop they are medium range at best, but designed to be extremely heavy hitting. If you want to portray them without completely betraying the real WH40K universe, make them have about the same range as an infantry mans rifle, but keep the huge damage and small splash radius.


Yeah, it doesn't make sense either that WG's wraithcannons are short range units, but the D-cannons, which are the same type of weapon, have huge range



yea according to lore, the wraithcannons are actually supposed to be more accurate than D cannon weapon platforms.
Image

My Twitch where i occasionally stream myself pwning/getting pwned on elite mod, i seem to bounce between the two on a game to game basis. - http://www.Twitch.tv/Venkitsune
User avatar
HandSome SoddiNg
Level 3
Posts: 324
Joined: Wed 16 Oct, 2013 5:57 am

Re: D cannons. yep ive heard enough hate:p

Postby HandSome SoddiNg » Sat 24 Jan, 2015 11:04 am

Ven wrote:
Cheah18 wrote:
Oddnerd wrote:The range on D cannons is absurd. On the tabletop they are medium range at best, but designed to be extremely heavy hitting. If you want to portray them without completely betraying the real WH40K universe, make them have about the same range as an infantry mans rifle, but keep the huge damage and small splash radius.


Yeah, it doesn't make sense either that WG's wraithcannons are short range units, but the D-cannons, which are the same type of weapon, have huge range



yea according to lore, the wraithcannons are actually supposed to be more accurate than D cannon weapon platforms.


Oddly Ingame,its the other way round. Wraithguard has a chance to miss hitting moving units , D-cannons can't.. DC is alry nuts with Farseer timefield(i would"ve preferred old TF) . There must be a solution to resolve this.
Batman V Superman : Dawn of Justice 2016
Wonder Woman/Justice League 2017 Movies, WB/DC bring it ON !!
User avatar
Nurland
Moderator
Posts: 1343
Joined: Mon 04 Feb, 2013 5:25 pm
Location: Eye of Error
Contact:

Re: D cannons. yep ive heard enough hate:p

Postby Nurland » Tue 27 Jan, 2015 8:54 am

Old TF? It has a stronger snare effect, that's all.
#noobcodex
User avatar
Oddnerd
Level 4
Posts: 727
Joined: Mon 27 Oct, 2014 1:50 am

Re: D cannons. yep ive heard enough hate:p

Postby Oddnerd » Thu 12 Mar, 2015 2:36 am

Follow the codex stats for D cannons - massive damage, small splash, but short range.

For reference, in the tabletop game a bolter fires 24 inches, while a D cannon fires 18 (as of the last time I played). I know that a direct codex to game translation isn't feasible for balance's sake, but the decision to make the D cannon shoot so far you can't even see it some times was just stupid. I'll bet that anyone who defends the long range on D cannons has a selfish personal interest in the matter, and by that I mean they like raping the snot out of people with minimal skill investment.

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests