Castle, if you're going to pull the "I'm done here," card I'm going to tell you what most of the people here are probably thinking but don't want to say: this just looks like you losing with the Chaos Lord and then blaming the balance of the game.
When you say the Chaos Lord is ineffective, it translates into you not using him effectively. When you say the Chaos Lord gets shut down, it translates into you getting shut down. It especially looks this way because of how vague your comments are and because of gaps you have revealed in your knowledge regarding this hero.
Here's how to not be vague: one specific gap you revealed is that you didn't understand the purpose of the combi-flamer. The combi-flamer isn't purchased because of the ability. It's purchased because it gives the Chaos Lord ranged dps (31.61 piercing) that is better than the WSE (24 piercing) and Mekboy (20 piercing), and almost as good as the Kommando Nob (34 piercing). Offensive heroes like the Force Commander and the Commissar Lord can't achieve this kind of ranged dps. This has been a known strength of the Chaos Lord for years.
Castle wrote:As for the Sorc, well, I have been shut down so hard by the Sorc during matches that even a full army cannot be effective enough to win a round. Sure, I might have an SM army with FC all kitted out and a compliment of termies, Tacs kitted out, fully upgraded Scouts, ASM a Pred etc etc.. I have seen it done and been on the opposite end of good Sorc play., and I have had all that army rendered near useless with the right timing by good sorc players. So long as the Sorc player has some kind of army left by late game, and some AV, it is very hard for an offensive hero to counter a good sorc build.
You are out of touch with how the Sorcerer is actually played. Citing a match up that is severely in the Force Commander's favor isn't helping your case. You're being vague here. What specifically is rendering your army useless? What is actually shutting you down? What units and wargears make a good Sorcerer build? Why specifically would an offensive hero have trouble countering a Sorc build? Do you realize that offensive heroes are actually the Sorcerer's single greatest weakness? Do you know why?
To finish, I have not been vague at all. Proof of such is right in the fact that you posted a near thread-page-long response to ...
I have posted long responses because you have made vague posts that have been very large. I will personally prove that you have been vague.
Castle wrote:After having played the Chaos Lord for sometime I have found he is quite boring and largely ineffective overall, compared to other offensive commanders. He is very slow, he can kinda tank but cannot tele like the GK commander, nor apply as much useful wargear as the Force Commander. Nor do the damage the Warlock or Commissar can upfront. Yet also lacks the option(s) to trick or weaken others as effectively overall. I like the Doom Maul but besides the stun to infantry--if you can ever get a chance to land it--the maul is a let down. I have tried builds outside of the typical 'Dark Halo, Inferno Armor, Lightening Claws' build and they all just cannot keep up.
The only specific you've really offered here is the fact that the Brother Captain can teleport, while the Chaos Lord cannot. Now here's where you're being vague. What are these so-called useful wargears that the Force Commander has, and what makes the Chaos Lord's wargears not useful by comparison? How can he "kinda" tank when he has an above-average health pool even among tanky commanders, an energy shield wargear, a health-regeneration wargear and an energy regeneration wargear? What are the Commissar and Warlock using specifically to do more damage than the Chaos Lord upfront (already proven to be incorrect)? Aside from teleport, what specific options does the Chaos Lord lack that the other heroes have?
Castle wrote: But even still, it is so easy for experienced players to dodge Kill The Weak that he just can't match up with other heroes and other builds overall, even late game; add to any of this the issue of Chaos units being immobilized for key upgrades and front-line marines (CSM) being weak to power weapons and less capable than Tacs in melee, makes for a complicated issue to solve. Even when Kill The Weak succeeds, the CL is still easily fired down on and now takes damage rather easily from many sources. I know he is OP in retail...but there is a reason for that. And in time you can easily dispatch him even in retail if you know what you are doing.
Healing by melee damage taken, instead of given, just doesn't work out IMHO. Too easy for players to peel of melee and just fire him down once they realize he is healing from melee hits, then come back in for the kill...
How does being able to dodge Kill the Weak mean that the Chaos Lord can't match up to other heroes and builds? What are these heroes and builds specifically? How is the Chaos Lord any more easily fired down on than any other offensive hero, especially when many of those heroes have smaller health and energy pools, and/or no options for regenerating on hits? What are you even talking about when you say "healing by melee damage taken"? Kill the Weak is a fixed 75 hp back to the CL per model hit. Icon of Khorne is 1% of the CL's max hp back per hit. Harness of is a fixed 5 energy back per hit.
Castle wrote:hypothetical: imagine CL charging a well setup line in T2, with a compliment of good build order coming with him:
opposing enemy:
ctrl+a, target all units on CL: he drops or is chased off quickly. Multiply that by another teammate coming in...etc. etc.
This is a biased, intentionally stacked hypothetical that essentially just says the CL will lose when he's shot at by an entire army. Where are the specifics? What units are included in this "well setup" line? What support does the CL have? Why is this line not being jumped by Raptors, disrupted by Let the Galaxy Burn or being at havocs, CSM or blastmaster noise marines?
Castle wrote:Can he wreak havoc and be a boss in such circumstances? Oh yeah. Especially when all goes right, but in comparison to other offensive commanders he does not scale imho.
HOW? How does he not scale in comparison to other offensive commanders when he does more damage in melee, effectively making him a better squad and model killer, than those other commanders? How does he get kited any more easily than other speed 4.5 commanders, and how does he get kited any more easily when he becomes the only speed 6.5 offensive commander under heretic worship? He does he tank any worse when he has an energy shield, one of the largest health pools? How can he be controlled any more easily, when he is immune to suppression and knockdown, whereas several other offensive commander are not?
Castle wrote:The claws do not regen him fast enough too. They are great, but I have yet to see the CL hold up in a real melee fight now, even with regen on melee attack. He's a bully to some units sure, but generally even fully equipped he just get's his ass kicked.
How are the claws not regenerating fast enough? How is this a disadvantage when most other heroes don't have the option to regenerate at all from attacking? What melee fights is the CL not holding up in when he is a tanky single entity with two disruption abilities while wielding an upgraded weapon? I have cast a game where an upgraded CL held off entire armies that consisted mainly of melee units.
I could go on but I'm running out of stamina. I have forgone tact here in favor of brutal honesty, because I think some of the people here are afraid of being that direct. This is more about your weaknesses as a player than the CL's weaknesses.