Cyris wrote:Fak, wrote a post by internet ate it. The short:
I think we need more Ops nerfs still, but Rhino still needs buffs to make the T1 roster work. A 5th unit (Warrior Adept squad plz!) would work too.
I'm confused by Ops listed dps of 15, my maths say 20? .5s between shots with 3s reload every 6s is how to read the entry, correct? With 15 damage per shot, this looks like it should be 180 damage over 6s, then 3s of downtime, for 20 total dps (with 30dps for the first 6 seconds). Am I missing something?
http://www.dawnofwar.info/elite/weapon. ... ve_shotgunMore Dakka change is great! Chain KD is simply not handled by the engine (Retreat blocking). Let's remove it from Apo, WSE and WB too!
yeah....
My view on GK changes:
ops changes were good, I think they're more or less okay now. they're like GK version of shotgun scouts, just a little cheaper on req (250/30 versus 335/30) but thats okay because IST's tend to bleed more than the SM roster in T1.
I'm not really sure what the satchel charge is supposed to be used for... i guess bunkers and turrets? i really think GK could use some sort of vehicle snare in T2, especially with the las rhino nerfs. Their AV, especially their chasing potential AV, is pretty shitty.
On that note, I think the rhino got overnerfed. it has no support abilities besides the smoke bomb (which is okay, but not THAT great since it reduces outgoing damage as well), and while the heavy bolter version is fine, the las rhino misfires so often that its really not worth getting very often. any time you have to move it at all it prefers to shoot infantry, and any good player will ensure that you have to keep moving it.
I think that rhino could be moved to T2 and given some buffs, and purgation moved back to T1. reasons for this are: purgation in T2 dont fit super well. now that GK has so many light infantry squads, they bleed a lot more than they used to, so the 400 req price tag really makes them pretty undesirable. add to that the extra 100/30 to get them psycannons, which hurts a lot more since its basically part of the unit cost rather than a scaling upgrade, and its really tough to be able to afford them. additionally, the loss of purgations in T1 leaves GK really really vulnerable to melee, all they have is ops to control them, and thats really not enough a lot of the time. some form of suppression in T1 would be nice.
IST's are awesome now. been playing around with double grenade launcher/warrior acolyte IST's, ops, and SS and its really tough for eldar or IG to answer that. I still think that the warrior acolyte could be buffed a little bit though. you really never want them in melee so the model doesnt do too much besides add a little durability, and 25% damage increase isnt that great when you look at an upgrade like toxin sacs, which gives a 50% damage buff, a counter melee ability, and is cheaper. IST sarge nade changes were much needed. i think if they didnt do friendly fire i would get them a lot more.
Bro cap changes were good, he has a lot more trouble soloing setup teams and HI squads now that he turns so much slower. (pro tip, rather than kiting away from him, people should just kite in circles around him so he has to constantly rotate. its super annoying to deal with as GK).
Paladin changes were good, i think the retreat timer is pretty good as it is now. they have to wait like 2 or 3 engagements before they can use it again usually.
TLDR moar counter melee in T1 and some sort of vehicle snare in T2 plz
