Hellstar wrote:appiah4 wrote:Losing 1 Paladin to safely and reliably take out a reinforcing enemy transport unit?  Priceless... However you cut it, Paladins are broken as FUCK.
Let me say this first:  I'm the last person who knows what the overall philosophy of this mod is, the balance philosophy of this mod, etc.  Also, I haven't played this mod long enough to know definitively what feels balanced, what feels broken, etc.  So take anything I say or suggest with a grain of salt, if not a truckload.
Having said that, going by what I know of balance of every other game I've played (quite a lot), it certainly doesn't intuitively strike me as "broken as FUCK" that something like a paladin could teleport into an engagement and take out a wartrukk before getting out, losing a model in the process (note that taking out the wartrukk wasn't a foregone conclusion - the enemy player could have driven it out of the engagement had he played better).  Lots of other things in the game could have taken out the wartruck as quick or quicker, taking as little damage as the paladins or even less.  What about a baneblade for instance, or an avatar?  What about a couple of beamy deffguns or brightlances?  What about some warpspiders with haywires or assault marines with meltas?  I'm sure the spiders or assault marines would have taken much more damage, potentially even getting squad-wiped, but on the other hand they cost much less, are a lower tier, and it might have been worth the trade anyway.
I'm open to being convinced.  So convince me.  Tell me why the paladin example is so automatically and obviously out of line?  Again, I'm not claiming I'm definitively correct about anything, these are just my thoughts.
 
What about a Baneblade for instance.  Well, the Baneblade costs significantly more time and resources as well as popcap (I believe), is much slower, can be snared, is incredibly well countered with melee, does not regenerate and can not retreat.  Paladins have none of these disadvantages.
What about a setup team?  They have setup time, they are extremely well countered by artillery, disruption, melee, grenades and ranged fire - all of which does jackshit to Paladins.
Warpspiders: Comparing warpspider durability to Paladins?  And what AV do WS have except haywire grenades, which are a countdown ability that doesn't do barely enough damage to halve the HPs of even transports?  Good luck taking a transport out with a WS squad.  They can actually be focus fired down.
Assault Marines with Meltabombs: Same situation as above.
Look,  Paladins:
- Have SHI
- Have huge HP per model
- Have gread Heavy Melee damage against everything
- Have shockwave cooldown ability with great AOE damage
- Can teleport into blobs or behind AV
- Are very difficult to bleed
- Come onto the field relatively faster and for cheaper than most Super units
- Can retreat with ranged damage reduction
They are Nobs, Terminators and Avatar combined into a single unit.
This is the same problem with Operatives who are pretty much the best upsides of all T1 units (Great ranged DPS, mobility, infiltration, grenade with ridiculous damage vs generators, cancel retreat - they just lack HI armor and detector, which we may as well grant them at this point) combined into a single unit.
This mod started out by removing these kinds of obscenities from other factions.  Wasn't the whole point of IG spotters making Catachans less of a go-to choice that does everything?  Wasn't that the point of nerfing Bloodletters to power melee and introducing Raptors?  Now the mod's lovechild faction has two swiss knife units that do EVERYTHING, and BETTER than ANYONE ELSE.
We can just rename the mod to Grey Knights OP mod and be done with it or just face the fact, realize that someone done fucked it up and fix it.