IG Kasrkins

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Ponetron
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IG Kasrkins

Postby Ponetron » Sat 25 Apr, 2015 1:14 pm

Hi,

I'm quite new to the mod but loving it so far and I'm also a big IG fan. I'm not sure if this unit is being looked at or if there is another thread talking about this but I just felt like sharing a few of my opinions on them.

The thing is, even though this unit can be quite powerful I can't help feel they are simply stormtroopers 2.0 (also less sneaky). As they are a late game unit I feel like they need just a few changes to make them stand out a bit more.

For starters the Kasrkin sergeant. I'm not too sure of the point of this upgrade other than adding an extra model to the squad. He is the same as a GM sergeant (las pistol and chainsword) when he should at least have a hellgun like the rest of his squad.

I also thinking that the sergeant upgrade gets a new skill. Since the Kasrkins lack infiltration they need some kind of edge in open battles (the 2 types of grenades are nice but not really enough for a tier 3 unit imo). The skill would increase rate of fire, accuracy, and reload speeds but the squad will take increased damage from all sources for 10 seconds.

Then I was also thinking if not that then instead of a sergeant upgrade they could get a limited bionics upgrade that would increase each units health slightly and increase the squads movespeed. A sort of nod back from the first Dawn of War Kasrkins.

That's about it. Let me know what you think.
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Re: IG Kasrkins

Postby DandyFrontline » Sat 25 Apr, 2015 2:12 pm

I think Kasrkins serg got powersword, not the chain. I agree that serg should add some ability, because it looks like it's just an extra HP upgrade at the moment.

Kasrkins are much more tuffer, got better DPS then ST with AK upgrade (but less range) + got additional AV, AHI and my favourite - Nade launcher, which got a pretty good disruption ability, upgrades. Also they got very nice AV nade. Have no infiltration however. They are good in some situations but yea.. most of the times a prefer ST with AK (awesome DPS at long range) so i can save energy for LR which can really turn the tide of the battle
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egewithin
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Re: IG Kasrkins

Postby egewithin » Sat 25 Apr, 2015 2:15 pm

So, I think you want Karskins like in the first DoW game, right? Oh you have good ideas and these can be fitted in DoW2 eather. Much easyer to make insted of wanting a Deamon Prince. ( Phew )

The granades are usefull ofcource. Only problem is that the anti-inf granade is not powerfull enough to be effective in T3. Not satisfying. But only if they can have a range buff about granes, everyone will say these are tasty. Some will complain about over powerness. Lets argue that later.

Sergant is just not a "must" purchase like ASM Serg. in current game. Hell gun like the rest of the squad but than they will bring too much fire power. Effective in 3v3 but very very powerfull in 1v1 and 2v2. I need to check Codex for a real opinion but for now, skip Sergant.
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Swift
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Re: IG Kasrkins

Postby Swift » Sat 25 Apr, 2015 2:21 pm

Here's the Codex page on Kasrkin: http://www.dawnofwar.info/index.php?pag ... rkin_squad

As you can see the Sergeant does almost the same DPS as the regular model and will I believe be doing power melee in the next patch. (Unless I'm making that up).

Kasrkin used to get an ability called Weapon specialists which was a passive they could upgrade to, but the sergeant has since replaced that because he adds more DPS across more models rather than a squad of five uber soldiers.

[EDIT]: He also makes the squad more resistant to suppression and cap faster. So yeah, not bad but it comes at 75 power in total.
Last edited by Swift on Sat 25 Apr, 2015 7:03 pm, edited 1 time in total.
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Indrid
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Re: IG Kasrkins

Postby Indrid » Sat 25 Apr, 2015 2:38 pm

Yeah, their sergeant is pretty good.
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Re: IG Kasrkins

Postby Atlas » Sun 26 Apr, 2015 1:49 am

Kasrkin are crazy good. They currently have an upkeep of peanuts while putting out tons of firepower in whatever flavor you want with the weapon upgrades. The sarg just makes them better at the things they already do out of the gate while also helping to mitigate bleed on the squad. IG T3 in general is super good so you can probably just flip a coin and do no wrong assuming you got there without giving up the farm.

In general, Kasrkin are fine where they are if not too powerful. If anything, I'd trade higher upkeep for maybe a slight increase in meltagun effectiveness since they can't cloak to cover the distance.
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egewithin
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Re: IG Kasrkins

Postby egewithin » Sun 26 Apr, 2015 2:27 pm

I have seen Indrids last live match. It would be cool ofcource if they had any buff now but in case of their spawm, it is scary. Very... 3 of them was killing the Plague Champion in a single volley. So, I say no for now. Bionics however, still sounds better.
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Swift
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Re: IG Kasrkins

Postby Swift » Sun 26 Apr, 2015 4:00 pm

firatwithin wrote:I have seen Indrids last live match. It would be cool ofcource if they had any buff now but in case of their spawm, it is scary. Very... 3 of them was killing the Plague Champion in a single volley. So, I say no for now. Bionics however, still sounds better.

Problem with Kasrkin spam?

Go to 32:50
https://www.youtube.com/watch?v=TX_lbbvaZfo
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ChrisNihilus
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Re: IG Kasrkins

Postby ChrisNihilus » Sun 26 Apr, 2015 8:25 pm

They feel redundant, indeed.

They need some utility power, not things that buff their damage.
Maybe abilities that reduce their damage in exchange for something and/or something that help other troops.
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Torpid
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Re: IG Kasrkins

Postby Torpid » Sun 26 Apr, 2015 9:26 pm

ChrisNihilus wrote:They feel redundant, indeed.

They need some utility power, not things that buff their damage.
Maybe abilities that reduce their damage in exchange for something and/or something that help other troops.


Well yeah, I think this is part of the problem with why they are so OP now. They need to be OP stormtroopers or they would never be purchased.
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ChrisNihilus
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Re: IG Kasrkins

Postby ChrisNihilus » Mon 27 Apr, 2015 6:10 pm

Torpid wrote:
ChrisNihilus wrote:They feel redundant, indeed.

They need some utility power, not things that buff their damage.
Maybe abilities that reduce their damage in exchange for something and/or something that help other troops.


Well yeah, I think this is part of the problem with why they are so OP now. They need to be OP stormtroopers or they would never be purchased.


Maybe the solution would be to change the role of the StormTrooper, then.
Make them more like a chirurgical unit than about firepower.

Replace the Assualt Kit with a Volleygun, and since it's a Salvo Weapon make it a Sonic Blaster-like weapons but with piercing damage and that suppress instead of deny the ranged weapons.

Now they are primarialy an infiltrator unit, and you can choose to set them as stealthy TankHunters with the Meltakit, to suppress important units before you charge with the rest of the army with the Volleygun, or leave them vanilla and use them as additional firepower, like always, even if it not they primary role.

Then Kasrkin role become more important and less reduntant.
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Re: IG Kasrkins

Postby xXKageAsashinXx » Wed 06 May, 2015 6:56 pm

Any qualms with giving Kasrkins a Grav Chute purchase and a short, energy intensive hover ability? Maybe move them to the global bar and have them be a call-in-anywhere-on-the-map unit?
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