hello

Issues dealing with gameplay balance.
Shak
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hello

Postby Shak » Sun 15 Mar, 2015 12:51 am

Hello il like to add some ideeas for some units balance in the game,maybe they ar not all good but just what i see and feel when im playing the elite mod :D (awsome mod btw keep it up)

First im an Imperial Guard player and i find them kinda weak just my thoughts
1.First The guardsman ar cool but in comparison with other first units they have like bad ability's (scouts-shotgun blast/stealth/detector/grenade etc , Guardians-awsome grenade/shield/speed ,Shootas- not even speaking dat damage:D,poison sack and passive leap for gaunts melee and range,heretics-awsome blast,worship) i mean guardsman have just one turret that is usefull only in t1 first/second fight then kinda never use it...i thing guardsman need a new ability and a grenade Luncher upgrade one or both,this will make them a little better in fights
2.Imperial Guard dont have a sub-commander unit and if im not mistaken its the only race that dont have a sub-commander sadly some races have 2 :) (pain-boy,biga brain dude ^^ etc)i thing that the spotters can be made a sub-commander with 1 model of course and some weapon upgrade or maybe something else dunno
3.Kasrkins- mate this ar my favorite unit :D love em from Dow:dark crusade haha,they where so awsome before the sergent "buff" now i fell they dont have the same damage and sadly not enough for a T3 unit i mean i almoust never see them bought and if they where purches dont had a big impact on the field and btw the sergen realy destroy the aspect of the squad my thoughts...Give karskin a sergent model upgrade that look like them or close, remove the grenade luncher ( very very bad weapon from karskin release i didnt saw someone purchese that upgrade) and give them a Hellgun upgrade like Stormtroopers(actualy i did test with a friend kasrkins have slighty more damage then stormtroopers and thats kinda bad for a t3 unit) and please if you can fix the noobish Kasrkin sergent sometimes he have lower range then the other models and go close to the enemy units i lost like 2 squads like that becouse he got flesh hooked and all the members didnt retreat without him...rly annoying
Thats my thoughts i hope you can put atleast some of em :) thanks for reading and tell me your thoughts :D The Emperor Protects!!
Atlas

Re: hello

Postby Atlas » Sun 15 Mar, 2015 1:00 am

Hey there! First off, welcome to the forum!

As for your queries, the guardsman's main advantage is that you can throw a whole wave of them at your opponent at minimal cost. You should use that to your advantage as they will be your main combat unit for most of the game. To put that into perspective, For the price of 1 tactical marine you can lose roughly 8 guardsmen. You'll almost always have the bleed advantage so use it. The turret is mostly a support option so don't feel bad! Your guardsmen are plenty powerful pound for pound :P

As for Kasrkin, I do agree with the part about the sergeant. It does feel like he creeps too far forward sometimes. But the grenade launchers, while indeed being a specialist weapon, are very good at providing knockback on targets which is very hard to find elsewhere on the IG roster. Treat them as a support team that softens up targets for the main force.

Those are just my own thoughts.
Shak
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Re: hello

Postby Shak » Sun 15 Mar, 2015 1:44 am

yea you ar kinda right still the kasrkin hellguns do less damage without the weapon expertise dont scale in t3 very well...sadly ;( and the sergent rly need a new model and range "buffs" xD like the inquisition stormtroopers sergen rly badass
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Toilailee
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Re: hello

Postby Toilailee » Sun 15 Mar, 2015 4:58 pm

Guardsmen repair is the ability that they rely on.
You should never really use guardsmen in engagements on their own since IG rely heavily on synergy between units. In the early game you should pretty much always keep your sentinel in front of your guardsmen during engagements tanking the damage while you gm sit behind it shooting and repairing at the same time. The synergy of this simple combo in the early game is immense, compared to either gm or sent on their own. Same idea can be applied for chimera, banewolf leman russ and baneblade later in the game, altho you generally don't want to tank damage with a chimera unless you're confident that you won't lose it. ;)

Also gm repair is 15hp/s while normal repair is 10hp/s for the first squad; meaning if you have 2 or more gm repairing one vehicle one of the gms will repair at 15hp/s and the others at 10hp/s.
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Strum
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Re: hello

Postby Strum » Sun 15 Mar, 2015 9:21 pm

Toilailee wrote:Guardsmen repair is the ability that they rely on.
You should never really use guardsmen in engagements on their own since IG rely heavily on synergy between units. In the early game you should pretty much always keep your sentinel in front of your guardsmen during engagements tanking the damage while you gm sit behind it shooting and repairing at the same time. The synergy of this simple combo in the early game is immense, compared to either gm or sent on their own. Same idea can be applied for chimera, banewolf leman russ and baneblade later in the game, altho you generally don't want to tank damage with a chimera unless you're confident that you won't lose it. ;)

Also gm repair is 15hp/s while normal repair is 10hp/s for the first squad; meaning if you have 2 or more gm repairing one vehicle one of the gms will repair at 15hp/s and the others at 10hp/s.


the codex lists it at 20 hp/s not 15 is this incorrect?
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Nurland
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Re: hello

Postby Nurland » Mon 16 Mar, 2015 9:58 am

It used to be 20hp/s it is a Retail value. It was nerfed to 15hp/s in Elite
#noobcodex
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Wise Windu
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Re: hello

Postby Wise Windu » Mon 16 Mar, 2015 12:42 pm

No, it's still 20 hp/s for the first squad. Bunker repair was reduced to 15/1.5 seconds from 20.
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Toilailee
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Re: hello

Postby Toilailee » Mon 16 Mar, 2015 1:33 pm

It was definitely nerfed to 15hp/s at one point... was it rebuffed?
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Wise Windu
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Re: hello

Postby Wise Windu » Mon 16 Mar, 2015 1:56 pm

Not sure :?
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Nurland
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Re: hello

Postby Nurland » Mon 16 Mar, 2015 3:33 pm

Yeah. I am pretty much 100% sure GM repair was 15hp/s at some point
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enasni127
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Re: hello

Postby enasni127 » Tue 17 Mar, 2015 7:28 am

as far as i remember the patch notes the GM repair was nerfed to the value of commander-repair (tech marine, plague champion). If commanders repair with 15hp/s then GM will have 15hp/s as well ^^
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Nurland
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Re: hello

Postby Nurland » Tue 17 Mar, 2015 9:35 am

I think commanders repair at 10hp/s
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