Atlas wrote:There's no reason to make such a drastic buff to the global. It has it's own uses in snaring an infantry army while your own forces get some extra damage as well as being able to destroy buildings/fortifications with precision.
Judging by the general vibes I've gotten from this thread, why not buff Tyranoformation to 250 red? Heck, let's make Rocket Run 250 red since it hardly touches vehicles.
Bahamut wrote:Orbital bombardment? god most of the time it hurts the SM more to throw it that its opponent. Rocket Run is the best nuke to kill infantry squads are that on plain terrain but is also not stronger than abyss or eldritch
v Anomaly v wrote:Orbital Bombardment- Usually doesn't wipe units but is arguably the best set up combo nuke in the game being able to catch units in the beams causing them to suspend in the air taking damage from another global say (plague cloud) or (Eldritch Storm/ Imperial Abyss) being the best
The Rocket Run is the global that literally stands on its own and really needs no set up support. You lay down the strafing run. Your opponent smashes the X button, but it really doesn't matter because it takes about .25s for you to register the flare's and then hit the x button, and then because of the fact the Rocket Run has such a large strafing Radius/ short delay time (2s), usually you get caught in it anyways and you see a unit or 2 disappear with a large number needing to be reinforced.
Personally I'd think that just increasing the time delay by an extra second or decreasing the strafing run radius in regards to the spacing of the bombardment (width wise) not length wise would help the situation drastically. But I have been in plenty of games where this global can easily change the direction of the game, at no fault to the player being caught in the Rocket Run because the time delay didn't allow for any or even a slight respectable and decent size amount of their forces to get out of it radius after retreating. (Right now, I'd say a 5th of your forces caught in a rocket run are likely to run out of its radius (Not including Eldar (F.o.F. FTW) if that were to be somehow calculated so that at least a 1/3 of your forces (Suggesting the opposing rocket run player has savored the moment to nuke you when your units are going through a narrow passage or somewhat congregated etc..) I think that would really help.
I believe that the damage that comes from the nuke, is very honest and quite balanced, in respect to what I'd believe a rocket run would be, but for balance measures... there at least has to be some chance for the player getting Nuked to be able to get some of their forces out without taking such considerable losses as of the case now.
Dark Riku wrote:Rocket Run does hit infantry very hard with almost no warning. It can "wipe an entire squad in the blink of an eye."
So I expect him to come back and tell you how hard Rocket Run hits. You can continue discussing.
@Tyranids nuke:
You guys can't underestimate the disruption and global buff it provides. It's amazing in the Tyranids race.
It also instawipes any structure it touches.
Wise Windu wrote:the damage from the nuke doesn't usually end up with the wiping of a ton of squads/ large amounts of reinforcement (that is unless there was a very large group of infantry piled underneath the capillary towers.
It doesn't have to to be effective at killing stuff because of the buff and the push potential the large area of disruption gives. It lets the Tyranid army potentially kill a bunch of stuff rather than being the kill move itself.
Nurland wrote:Just to make things clear, retreating units do not take 75% extra melee damage. They take 30% extra melee damage.
Now back to RR. I do think it is quite powerful. The best anti infantry nuke in the game. Very hard to dodge unlike most other nukes but still hits at least as hard as the other nukes.
SirSid wrote:[The Rocket Run is] extremly hard to dodge. It's also very hard to place corectly.
Global nukes have always been a bit of a sore spot with me . It's rare i use them ,cuz it's rare i ever let that much red pile up. However a well placed global nuke can totaly change a game. Sometimes for the better and sometimes for the worse.
Now back to the Orbital, I think we could make it more like a Basilisk Creeping Barrage bring that red cost down to 175. I think the Orbital would more useful it's just intended as way to get an enemy to back off or retreat. How often does is it used for blowing up buildings or fortifications, is it guaranteed to destroy those buildings or fortifications, and is that really worth using 500 red on?