Grey Knights Topic

Issues dealing with gameplay balance.
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Flash
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Re: Grey Knights Topic

Postby Flash » Mon 19 Aug, 2013 7:11 am

I have been playing almost elusively GK lately, so here's my thoughts. I'm also coming at this from a team game perspective as I do not play much 1v1 (I know this mod is supposed to balance around 1v1, but I feel my thoughts are still relevant). Sorry about the wall of text

wa1243agh wrote:My first thought on the grey knights in the interceptors. I don't like the suppressing factor they could have if you could fire for 7 seconds and not be interrupted (irony). But I would like something similar to it. If instead they could maybe slow down the enemy like the bile spewer and lower the weapon fire rate maybe by like 25% that would be similar to suppression but could be more offensive and still have a defensive feel like other suppression squads. Lower the movement by maybe 3 or so. Would leave units closing in vulnerable for a while. Think about that for a bit a tell me if it sound ok or bad and give me your opinions on that.


I take it you mean purgation? I have to say thank god they now do actual courage damage. However, frequently/mostly by the time you have a squad suppressed (usually a melee squad running in), the melee squad is pretty much on top of the purgation squad meaning you need to move it away during which time the unit becomes un-suppressed. Part of my problem with the unit is that the range is too short. I would be ok with the slowing movement of hit units and increasing its area of affect slightly (slow could be op, area of affect/range is probably needed). I also feel that the unit doesn't scale well (wait for it), UNLESS you get psycannons, but then you lose the suppression, which at times I would like to keep. But by t2, the range on the flamers is just way to short that this is almost a death sentence.

wa1243agh wrote:Next still has to do with interceptors. I would like to take away their psycannon upgrade and replace it with a lascannon. And instead of the lascannon snaring it disables or lowers weapon the weapon cool down of the targeted vehicle. The two side members WOULD have pyscannons but of course that does less damage then what they do already. Whenever I face GK i feel that a vehicle spells the end for them (until t3) and some more hard AV might do it. Or this is how i feel.


Here do you mean strike squad? Because Interceptors have an incinerator wargear option not a psycannon. I disagree, this would make it too easy to counter vehicles due to the fact that at least 1 strike squad is mandatory in t1 pretty much. I think GK still suffer in the AV deptarment, but this is not the squad to address that problem. On the topic of strike squad, they are absolutely amazing in t1. I LOVE THEM. They're very good at what they do. However. Come t2, there is significantly more plasma dmg and more power melee on the field which makes life difficult for them as a melee squad. And the psycannon option for the squad just does not deal enough ranged damaged I feel. What I would like to see is an upgrade option allowing for them to lose all melee prowess and essentially become regular tactical marines with bolters and without the various wargear options (missile launcher, plasma gun, flamer) and without the And They Shall Know No Fear ability. I would be ok with them losing access to the flamer and the psycannon this way. Would this be too much as a t1 upgrade? This would allow them and the GK roster in general to become more flexible. They would not however, have the benefits against H/SH infantry armor, vehicles and swarmy units/gens. If implemented, I would hope it to be a cheap mostly req upgrade. atm, 25 power for psycannons just feels like too much in order to keep them only somewhat relevant.

wa1243agh wrote: Lower melee skill by like 5 and increase their ranged output a bit. Maybe an artillery unit too since i cant remember if they have one other then grenades from troopers. Something similar to plasma devs if there is nothing out there.

I would prefer them not lost their melee skill, this is the only thing that lets them go toe to toe with other dedicated melee squads in t1 with support (An area GK somewhat struggle with). IMO the trade off would not be worth it. I think that converting them to a pure ranged unit is a better alternative. In this vein, I do agree that GK lack ranged options. In t1 for range, you can go SS or IS for ranged damage units ( I am not counting purgation squads as damage dealers). And both feel lackluster in that role. IS bleed too much, requiring too many upgrades, making them too expensive for this role. You can go 3x or 4x IS, but that build is not very diverse and is easily countered by set-ups and jump troops.

I believe it was Torpid who said this (correct me if I am wrong), but GK feel like they have only 2 paths through the tech levels, melee or ranged. And both seem somewhat exclusive. If you go range, you have to get at least 2x purgation and then psycannons later on. Otherwise you go with some at least 1 strike squad and then interceptors. And then purifiers and/or the termy librarian. Leading up to probably termies. Another dedicated ranged squad would help this gap, and could do well in t2.

On that note, I would like to discuss the terminator librarian. Personally I think that smite does too little damage, Might of Titan is too situational (only works with melee builds) and infiltrate really only supports some things well and not others. It/he doesn't have anything to offer ranged builds essentially. Though it(infiltrate) can be nasty on a melee unit or a dred. Purge, though, Purge is fantastic, and if not for the lack of GK AV might be over-performing. I also think that many players forget he has this ability, and I would like to see, if possible, a better indicator of when purge is affecting a unit. I frequently can't tell if it's on a unit even though I'm the one who put it there. I think he needs another ability if he is to be kept as he is, but I'm not sure as to what that ability should be. Perhaps, veil of time, but make it not stack with We Are The Hammer speed buff? Or something to help ranged squads. My biggest gripe overall with him though, is that he IS SO FREAKING SLOW. He is meant to be a support unit, getting him for his melee prowess is not really the point (purifiers would be better). He is rarely quick enough to be anywhere you need him to be in an engagement. I would prefer him to do less damage and have him as a normal libby like vanilla SM rather than have him as a termy variant and be so incredibly slow. Atm he can't really do his job as a support unit.

There are only 2 other things and a minor nitpick I have to say about GK. As was said, GK utterly suck in terms of AV still. Possibly give purgation a lascannon upgrade? Make it so that they lose clear sight or that the slow does not work with clear sight on. Atm the moment the best option is to pray for an ally to help, or get a dred, and at 120 power that is way to expensive for an AV option. (The dred is overall awesome, and very good, but it does not firmly fill the role of AV due to its expensive nature, and shorter range).

The other area where GK lack is Anti-blob/disruption. Currently for Anti-blob damage, you have Psychic Field, Smite, Hellfury, Nemesis Vortex?, IS GL, pdev dred, and the LR. Psychic field is fantastic (Though damaging your own units is unnecessary I think, as it can be easily dodge). Smite, as I said is not a useful option. Hellfury costs a decent chunk of red, and doesn't do all that much damage unless they stay in it like a fool. It's easy to move out of. Nemesis Vortex is good. If possible I wish it could be given a unit card and a hotkey, because finding the damn thing in a middle of a large battle and micro-ing it to follow a blob is very very tough while everything is going on. The thing is not very selectable. If that gets fixed, then this ability would be fantastic. IS GL are very good, but they bleed a lot and are much less useful come t2/t3. pdev dred is fantastic, but it's also close to what ~150 power to get that out on the field? That is way to much for just an anti-blob. Plus it's not very conducive to having a melee oriented build (This ties into the lack of flexibility of GK range options). Lastly, the landraider is very good, but it doesn't come out till t3 and is very expensive. An artillery unit in t2 would fill a gap in the roster well. Even if it is just a pdev.

In terms of just disruption there is only Bro Cap's hammer, IS GL, IS plasma guns, and Dred fist. The Disruption on the hammer is great, but I would like to see the damage of the ability go up. It barely does anything now. I would be more than willing to see it take a base damage decrease if that was found neccisary. Slightly random, what is his special attack with the hammer? I can't recall it, funny. IS GL are fine....if they actually worked. I realize it's a bug, but the lack of disruption early hurts right now. IS plasma guns are pretty good apart from the bugs with energy and turning off and whatnot. They only hit two models though. Not so great with disrupting a melee squad but solid otherwise. They knockdown animation for units looks kinda comical though. Not sure if that would be easy to fix. Dred fist is very good. Just expensive again for what it offers when you just need disruption.
Like what has been said an artillery unit would fulfill these rolls pretty well.

Lastly the minor nitpick. The squad leaders for GK always seem to die. ALways. I don't know if this is just me, but losing the Interceptor, Strike squad and Purifier leader happens too often I think, and in the case of the interceptor and Purifier, you lose massive amounts of capability/just plain usefulness without them. Interceptors in particular are kinda rubbish late/post t2 without their leader.
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Re: Grey Knights Topic

Postby Lulgrim » Mon 19 Aug, 2013 8:46 am

Vehicle stuff we could put in right away would be a lascannon upgrade for GK Dread, or just a simple GK Pred. What kind of problems would these solve/cause?
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Re: Grey Knights Topic

Postby Nurland » Mon 19 Aug, 2013 11:21 am

Regarding GK Lib:
- Infiltrate grants 25% dmg buff and infiltration also grants ranged dmg resistance if there are no detectors nearby so I really can't see what squad would not benefit of that.

Regarding purgation squad scaling:
- I really can't think of a T1,5 unit that scales well unupgraded. I mean suppression weapons teams are not bad later on but still they are rather situational.

Regarding GK disruption options:
- Would like to mention also Interceptors as T2 and pretty decent at that with no minimum jump range. Also Dread plasma cannon.

Lascannon Dread/GK Predator:
- These would probably help GK a lot against their main late game weakness. Tanks. Not sure about the problems it might cause balance wise. It might give GK a too strong T3 in terms of AV considering that also Luladins and Rapeminators can also get gangnamcannons. Might be worth it to test and see what happens wit lasdread/GK predator/ some other form of longer range AV.
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Re: Grey Knights Topic

Postby Spartan717 » Mon 19 Aug, 2013 6:00 pm

I like the lascanon upgrade for the dreadnaught idea. It would provide a somewhat decent ranged anti-tank weapon which is somewhat lacking from the grey knights (psy-canons don't count as you have to get a a few of them to be effective against vehicles, which I also don't want to be changed either). It should be a tier 2 upgrade to help counter some of the vehicles faced in teir 2 such as hounds, transports and other dreadnaughts as well.

If the idea is still ineffective (especially in tier 3) then perhaps there should be an upgrade in tier 3 (that appears after purchasing the first las canon) that gives the dreadnaught dual lascanons (ie. replace the other arm), hence reducing melee effectiveness for the sake of anti-vehicle damage. In doing this it would be more effective against tanks, dreads (unless they go in melee) and super units. The fire rate may be reduced a bit to compensate.

Not a fan of giving paladins and terminators las-canons. The reason being is that paladins already do anti-vehicle damage at close range with their hammers. Further more, they can get psycanons which is effective against vehicles when grouped with other psycanon users. The same can be said about terminators. I would prefer terminators and paladins to remain a supportive role in anti-tank rather than a primary one due to their main efficiency with infantry (i.e. psycanon and flamer upgrades).
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Re: Grey Knights Topic

Postby FunkyMonkey » Mon 19 Aug, 2013 6:15 pm

I think the main issue is that there should be some sort of hard AV for the Grey Knights that does not need to come on an expensive dreadnought platform. Every other race pays 30 power at most for their hard AV. It's not really fair for Grey Knights to have to make them pay 120 power for a dreadnought, despite its durability and the utility of the multi-melta against heavy infantry.
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Re: Grey Knights Topic

Postby Flash » Mon 19 Aug, 2013 6:59 pm

Nurland wrote:Regarding GK Lib:
- Infiltrate grants 25% dmg buff and infiltration also grants ranged dmg resistance if there are no detectors nearby so I really can't see what squad would not benefit of that.

Was unaware of the dmg boost for that, but knew the rest. Will give it a try. Still doesn't change his other issues and how slow he is.

Nurland wrote:Regarding GK Lib:
[b]Regarding purgation squad scaling:

- I really can't think of a T1,5 unit that scales well unupgraded. I mean suppression weapons teams are not bad later on but still they are rather situational.

I mostly agree, but it would be nice to maintain the suppression and the control that gives you, but keeping the flamers is mostly a death sentence.

Nurland wrote:Regarding GK Lib:
[b]Regarding GK disruption options:

- Would like to mention also Interceptors as T2 and pretty decent at that with no minimum jump range. Also Dread plasma cannon.

Forgot to mention this. Yeah this is beastly with mantle of Terra. Still a problem with interceptor justicar dying a lot. In t3, I find I jump them in for the disruption and jump them out just as soon as the coold down is finished. And I mentioned the pdev dred.

Nurland wrote:Lascannon Dread/GK Predator:
- These would probably help GK a lot against their main late game weakness. Tanks. Not sure about the problems it might cause balance wise. It might give GK a too strong T3 in terms of AV considering that also Luladins and Rapeminators can also get gangnamcannons. Might be worth it to test and see what happens wit lasdread/GK predator/ some other form of longer range AV.

At least a lascannon dred would be a bad idea for several reasons. First, because it would be the only real source of hard AV for GK, you are likely to see a dred every game. Combined with how generally awesome it is, you would see it at the start of every t2, and then if your opponent gets a vehicle an immediate switch to lascannon. It would discourage diversification of builds. Secondly it would be OP. Lascannons have long range, and if it had a snare (even without the snare, still too much), combined with how much health it has, then it would murder almost all t2 vehicles. And 2x lascannons in t3 is too much damage on a single unit with few weaknesses. I do not think that a single dred should be the "Be All End All" unit for AV, and well everything. Lastly, that would be way too expensive. ~150 power again just for AV. I admit the dred is awesome, but if you are behind a bit, that can sometimes be too much to counter an early vehicle rush. A better option would be to give the las to the purgation and keep the dred as it is. On the subject of the dred, is the GL upgrade ever getting implemented?

No comments on a predator option. That could work? But would change the feel of GK as a race.
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Re: Grey Knights Topic

Postby Kvek » Mon 19 Aug, 2013 7:17 pm

GK Libby is great, 50x better than SM libby...
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Re: Grey Knights Topic

Postby crazyman64335 » Mon 19 Aug, 2013 7:37 pm

"No comments on a predator option. That could work? But would change the feel of GK as a race."

That's the point, because you're only playing them in 3v3 you're never "on the spot". You've got 2 other teammates to back you up. In 1v1's it's a TOTALLY different game. So of course balance seems different to you than others, play them in 1v1's then you get a TRUE feel for the race. I have a problem with people playing team games then talking about balance when you can have teammates carry you (not saying this is the case in your situation, just saying it's happened.)
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Re: Grey Knights Topic

Postby Ar-Aamon » Mon 19 Aug, 2013 9:04 pm

Please no tanks for Grey Knights (fluff) and no Lascannons for Dreads. Paladins are now cheaper and they have become a good AV option, especially with Librarian support.

Purgation are great as well. Finally they suppress and help you alot to counter melee in T1. And don't forget the Clear Vision ability.

The only thing I really struggle with is the lack of artillery.
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Re: Grey Knights Topic

Postby crazyman64335 » Mon 19 Aug, 2013 9:40 pm

Ar-Aamon wrote:Please no tanks for Grey Knights (fluff) and no Lascannons for Dreads. Paladins are now cheaper and they have become a good AV option, especially with Librarian support.

Purgation are great as well. Finally they suppress and help you alot to counter melee in T1. And don't forget the Clear Vision ability.

The only thing I really struggle with is the lack of artillery.


Balance > fluff imo everyday all day. They need something else in T3 that isn't going to break the bank for them, and tanks fit the void very nicely.
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Re: Grey Knights Topic

Postby Nuclear Arbitor » Tue 20 Aug, 2013 3:59 am

a raven/eagle strafe callin that did av damage might work if GK had a reliable snare... they really don't have any options in their codex. or they could get some kind of IG levee for AV. really aren't many options at this point...
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Re: Grey Knights Topic

Postby Black Relic » Tue 20 Aug, 2013 4:18 am

Flash wrote:I have been playing almost elusively GK lately, so here's my thoughts. I'm also coming at this from a team game perspective as I do not play much 1v1 (I know this mod is supposed to balance around 1v1, but I feel my thoughts are still relevant). Sorry about the wall of text

wa1243agh wrote:My first thought on the grey knights in the interceptors. I don't like the suppressing factor they could have if you could fire for 7 seconds and not be interrupted (irony). But I would like something similar to it. If instead they could maybe slow down the enemy like the bile spewer and lower the weapon fire rate maybe by like 25% that would be similar to suppression but could be more offensive and still have a defensive feel like other suppression squads. Lower the movement by maybe 3 or so. Would leave units closing in vulnerable for a while. Think about that for a bit a tell me if it sound ok or bad and give me your opinions on that.


I take it you mean purgation? I have to say thank god they now do actual courage damage. However, frequently/mostly by the time you have a squad suppressed (usually a melee squad running in), the melee squad is pretty much on top of the purgation squad meaning you need to move it away during which time the unit becomes un-suppressed. Part of my problem with the unit is that the range is too short. I would be ok with the slowing movement of hit units and increasing its area of affect slightly (slow could be op, area of affect/range is probably needed). I also feel that the unit doesn't scale well (wait for it), UNLESS you get psycannons, but then you lose the suppression, which at times I would like to keep. But by t2, the range on the flamers is just way to short that this is almost a death sentence.

wa1243agh wrote:Next still has to do with interceptors. I would like to take away their psycannon upgrade and replace it with a lascannon. And instead of the lascannon snaring it disables or lowers weapon the weapon cool down of the targeted vehicle. The two side members WOULD have pyscannons but of course that does less damage then what they do already. Whenever I face GK i feel that a vehicle spells the end for them (until t3) and some more hard AV might do it. Or this is how i feel.


Here do you mean strike squad? Because Interceptors have an incinerator wargear option not a psycannon. I disagree, this would make it too easy to counter vehicles due to the fact that at least 1 strike squad is mandatory in t1 pretty much. I think GK still suffer in the AV deptarment, but this is not the squad to address that problem. On the topic of strike squad, they are absolutely amazing in t1. I LOVE THEM. They're very good at what they do. However. Come t2, there is significantly more plasma dmg and more power melee on the field which makes life difficult for them as a melee squad. And the psycannon option for the squad just does not deal enough ranged damaged I feel. What I would like to see is an upgrade option allowing for them to lose all melee prowess and essentially become regular tactical marines with bolters and without the various wargear options (missile launcher, plasma gun, flamer) and without the And They Shall Know No Fear ability. I would be ok with them losing access to the flamer and the psycannon this way. Would this be too much as a t1 upgrade? This would allow them and the GK roster in general to become more flexible. They would not however, have the benefits against H/SH infantry armor, vehicles and swarmy units/gens. If implemented, I would hope it to be a cheap mostly req upgrade. atm, 25 power for psycannons just feels like too much in order to keep them only somewhat relevant.




Yea i meant purgation for the first but also for my lascannon idea. Obviously i don't play Gk much :oops:

But the slow i think would help a lot on the purgation. this would help counter melee squad and with lowering the fire rate by 25% would also help the other melee squads, say your strike squad move in. Plus it could help in supporting melee better than legit suppression squads since they wont have the setup time. I do like your aoe idea too. That could slow too. But again if there would be a slow i would saw reduce movement by say 35% or have it prevent charges that would be made by any unit. Couldn't counter leap though. Countering charges and leap seem too much for a melee squad. But i would still give your opponent. Something to look out for. A small slow on heretics and making them incapable of charging into your purgation seems kinda fair considering if they do no suppression.
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 4:22 am

wa1243agh wrote:
Flash wrote:I have been playing almost elusively GK lately, so here's my thoughts. I'm also coming at this from a team game perspective as I do not play much 1v1 (I know this mod is supposed to balance around 1v1, but I feel my thoughts are still relevant). Sorry about the wall of text

wa1243agh wrote:My first thought on the grey knights in the interceptors. I don't like the suppressing factor they could have if you could fire for 7 seconds and not be interrupted (irony). But I would like something similar to it. If instead they could maybe slow down the enemy like the bile spewer and lower the weapon fire rate maybe by like 25% that would be similar to suppression but could be more offensive and still have a defensive feel like other suppression squads. Lower the movement by maybe 3 or so. Would leave units closing in vulnerable for a while. Think about that for a bit a tell me if it sound ok or bad and give me your opinions on that.


I take it you mean purgation? I have to say thank god they now do actual courage damage. However, frequently/mostly by the time you have a squad suppressed (usually a melee squad running in), the melee squad is pretty much on top of the purgation squad meaning you need to move it away during which time the unit becomes un-suppressed. Part of my problem with the unit is that the range is too short. I would be ok with the slowing movement of hit units and increasing its area of affect slightly (slow could be op, area of affect/range is probably needed). I also feel that the unit doesn't scale well (wait for it), UNLESS you get psycannons, but then you lose the suppression, which at times I would like to keep. But by t2, the range on the flamers is just way to short that this is almost a death sentence.

wa1243agh wrote:Next still has to do with interceptors. I would like to take away their psycannon upgrade and replace it with a lascannon. And instead of the lascannon snaring it disables or lowers weapon the weapon cool down of the targeted vehicle. The two side members WOULD have pyscannons but of course that does less damage then what they do already. Whenever I face GK i feel that a vehicle spells the end for them (until t3) and some more hard AV might do it. Or this is how i feel.


Here do you mean strike squad? Because Interceptors have an incinerator wargear option not a psycannon. I disagree, this would make it too easy to counter vehicles due to the fact that at least 1 strike squad is mandatory in t1 pretty much. I think GK still suffer in the AV deptarment, but this is not the squad to address that problem. On the topic of strike squad, they are absolutely amazing in t1. I LOVE THEM. They're very good at what they do. However. Come t2, there is significantly more plasma dmg and more power melee on the field which makes life difficult for them as a melee squad. And the psycannon option for the squad just does not deal enough ranged damaged I feel. What I would like to see is an upgrade option allowing for them to lose all melee prowess and essentially become regular tactical marines with bolters and without the various wargear options (missile launcher, plasma gun, flamer) and without the And They Shall Know No Fear ability. I would be ok with them losing access to the flamer and the psycannon this way. Would this be too much as a t1 upgrade? This would allow them and the GK roster in general to become more flexible. They would not however, have the benefits against H/SH infantry armor, vehicles and swarmy units/gens. If implemented, I would hope it to be a cheap mostly req upgrade. atm, 25 power for psycannons just feels like too much in order to keep them only somewhat relevant.




Yea i meant purgation for the first but also for my lascannon idea. Obviously i don't play Gk much :oops:

But the slow i think would help a lot on the purgation. this would help counter melee squad and with lowering the fire rate by 25% would also help the other melee squads, say your strike squad move in. Plus it could help in supporting melee better than legit suppression squads since they wont have the setup time. I do like your aoe idea too. That could slow too. But again if there would be a slow i would saw reduce movement by say 35% or have it prevent charges that would be made by any unit. Couldn't counter leap though. Countering charges and leap seem too much for a melee squad. But i would still give your opponent. Something to look out for. A small slow on heretics and making them incapable of charging into your purgation seems kinda fair considering if they do no suppression.


Heretics can't simply charge into your purgations anymore, same goes for any melee squad or commander. If they need anything, i feel it's a slight range boost, needing to micro the gk army can get very demanding with using the BC's We are the Hammer, making sure your positioning is good, focus firing important units. It can get very easy to forget to use the purgs range boost ability.
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Re: Grey Knights Topic

Postby Black Relic » Tue 20 Aug, 2013 4:30 am

In that case forget the slow and lower fire rate. Sounds like they had a awesome jump in courage damage. Based on what i hear now imma guess take about 2 seconds to suppress (never really counted). I think that Lascannon is a good idea on Purgation however although i take back what i aid yesterday by replacing the psycannon upgrade with lascannon, maybe just add it into their options.
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Re: Grey Knights Topic

Postby Nuclear Arbitor » Tue 20 Aug, 2013 6:18 am

a bigger psycanon might also work and would be more fluffy. slower rate of fire, higher damage; a lascanon in all but name.
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Re: Grey Knights Topic

Postby Commissar Vocaloid » Tue 20 Aug, 2013 2:45 pm

Orkfaeller wrote:
GG_Codex wrote:I recommend that we look into the Inquisitorial units for rounding out the admittedly thin roster of the Grey Knights. The various Assassins would be great additions to the game, and would further differentiate them from the vanilla SM faction.


I'm sure Cealtos would add 'em at an isnstant... if there were any models for them. ;)


Sorry about piping in a few pages back, but wouldn't the Ranger's model be a template for an assassin? Assuming we're talking about the typical Exitus Rifle equip of course.
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Re: Grey Knights Topic

Postby Orkfaeller » Tue 20 Aug, 2013 4:04 pm

[Crazy] Man64335 wrote:
Ar-Aamon wrote:Please no tanks for Grey Knights (fluff) and no Lascannons for Dreads. Paladins are now cheaper and they have become a good AV option, especially with Librarian support.

Purgation are great as well. Finally they suppress and help you alot to counter melee in T1. And don't forget the Clear Vision ability.

The only thing I really struggle with is the lack of artillery.


Balance > fluff imo everyday all day. They need something else in T3 that isn't going to break the bank for them, and tanks fit the void very nicely.


I think there is a difference between "balance > fluff" ( like have Stormboyz do Powermelee for example ) and just adding Units / Weapons to a faction that are just not part of their roster.

Beside that, GK, SM and CSM allready share far to many units with oneanother, I for one would really prefer if we wouldnt make them even more similar.

____________________________________________________________

Beside that,

Still, If GK are really that desperatly in need of an AntiTank-Tank I'd rather see a(nother) Land Raider Land Raider ( Phobos - cheaper than the CSM one as it lacks cacophony ) added instead of a Predator.

But Like above, I'd rather find a new way to add to the GK roster than to recycle other units already in the game.


_____________________________________________________________


What about a Dreadnought with 2 Ranged Weapon Arms, atleast thats something we dont have yet.
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Re: Grey Knights Topic

Postby Dark Riku » Tue 20 Aug, 2013 8:00 pm

You see that on tabletop all the time.
Dreadnoughts with 2 autocannons with psy ammo upgrade so they are +1 strength
... (TOTALLY NOT IMBA -.-)

Problem is it's the dread again that will form their base of av.
Would want a way to boost some of their infantry av capabilities somehow.

I would start by making the AV nade they have a sticky like the asm,ws,.. AV nades.
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 8:40 pm

Orkfaeller wrote:
[Crazy] Man64335 wrote:
Ar-Aamon wrote:Please no tanks for Grey Knights (fluff) and no Lascannons for Dreads. Paladins are now cheaper and they have become a good AV option, especially with Librarian support.

Purgation are great as well. Finally they suppress and help you alot to counter melee in T1. And don't forget the Clear Vision ability.

The only thing I really struggle with is the lack of artillery.


Balance > fluff imo everyday all day. They need something else in T3 that isn't going to break the bank for them, and tanks fit the void very nicely.


I think there is a difference between "balance > fluff" ( like have Stormboyz do Powermelee for example ) and just adding Units / Weapons to a faction that are just not part of their roster.

Beside that, GK, SM and CSM allready share far to many units with oneanother, I for one would really prefer if we wouldnt make them even more similar.

____________________________________________________________

Beside that,

Still, If GK are really that desperatly in need of an AntiTank-Tank I'd rather see a(nother) Land Raider Land Raider ( Phobos - cheaper than the CSM one as it lacks cacophony ) added instead of a Predator.

But Like above, I'd rather find a new way to add to the GK roster than to recycle other units already in the game.


_____________________________________________________________


What about a Dreadnought with 2 Ranged Weapon Arms, atleast thats something we dont have yet.


whoa whoa wait, you want them to be different than those other races, but you want to add another land raider ROFL. Obviously you don't play Gk either, BECAUSE THEY ALREADY HAVE A LAND RAIDER CRUSADER
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Re: Grey Knights Topic

Postby Orkfaeller » Tue 20 Aug, 2013 9:10 pm

You dont actually read posts, dont you?

You just quote them to spam the thread with unnecesary walls of texts.
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Re: Grey Knights Topic

Postby Black Relic » Tue 20 Aug, 2013 9:21 pm

GK in my option do need another tank. And at least one more av option for t2. That is what they need since the seem to really lack av in t2.

How about do something similar to a whirlwind to solve the lack of vehicles and artillery problem.

Last is AV for t2. Any options if not a lascannon?
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 10:12 pm

Orkfaeller wrote:You dont actually read posts, dont you?

You just quote them to spam the thread with unnecesary walls of texts.

OH i'm getting called out by the mighty???? i've NEVER seen you play GK nor heard of you in the game at all. You sound like you're one of those people who've played them once or twice in a team game and come on here acting like you know everything there is to know about the race. Please stop your trolling and go make your pointless comments elsewhere.

AS FOR GETTING BACK ON TOPIC, i stand by my decision of giving them a tank. Nobody else seems to acknowledge the fact that their cheapest t3 unit is still extremely expensive.
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Re: Grey Knights Topic

Postby Codex » Tue 20 Aug, 2013 10:16 pm

Alright guys, calm down.
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Re: Grey Knights Topic

Postby Torpid » Tue 20 Aug, 2013 10:16 pm

If GK were to get predators it would be 100% impossible for IG to ever defeat them. If GK were to get predators and a long ranged AV set-up team like thing, GK would probably be OP.
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 10:21 pm

That Torpid Gamer wrote:If GK were to get predators it would be 100% impossible for IG to ever defeat them. If GK were to get predators and a long ranged AV set-up team like thing, GK would probably be OP.

please do explain how gk would be OP if they were to get both? even if they did still get a lascannon they wouldn't have any follow up AV until T2 (thinking purgs) and most players don't simply charge their walkers into lascannons (although i have seen this happen :lol: )
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Re: Grey Knights Topic

Postby Indrid » Tue 20 Aug, 2013 10:30 pm

Possible Grey Knight AV options:

Dreadnought or Venerable Dreadnought with a twin-linked lascannon - I'd say this should be T3

A Rifleman Dreadnought of some kind in T3 - there are various AV load-outs. iirc there is a model floating around for it or something.

A Techmarine sub-commander with a conversion beamer, meltagun, missile launcher, Orbs or whatever else you want in T2 or T3.

Vindicare Assassin sub-commander with turbo-penetrator rounds. Need model.
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Re: Grey Knights Topic

Postby Commissar Vocaloid » Tue 20 Aug, 2013 10:34 pm

Indrid wrote:Possible Grey Knight AV options:

Dreadnought or Venerable Dreadnought with a twin-linked lascannon - I'd say this should be T3

A Rifleman Dreadnought of some kind in T3 - there are various AV load-outs. iirc there is a model floating around for it or something.

A Techmarine sub-commander with a conversion beamer, meltagun, missile launcher, Orbs or whatever else you want in T2 or T3.

Vindicare Assassin sub-commander with turbo-penetrator rounds. Need model.


You literally took the words from my mouth - I was just going to suggest the exact same things :P Too lazy to retype so I'll copy paste what I was going to say:

Even though I don't know much about the table top (but I have read some fluff for GK) I found the following on the topic of AV. Looking around online there's two options people like to suggest when it comes to the table top for taking out enemy tanks.

The first is using an assassin with turbo-penetrators (perhaps vindicare assassin's with swappable ammo much like Stern's and unique and limited to 1 per army). People overlooked my post earlier about models, but for this you could possibly just use a modified scout model with sniper or maybe a ranger from eldar. The 2nd was to have a tech marine with a Conversion Beam (http://wh40k.lexicanum.com/wiki/Conversion_beam_projector#.UhPga5JORBg, which may also be an interesting twist to have in a GK army.

Just my suggestions for AV :x
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 10:36 pm

Indrid wrote:Possible Grey Knight AV options:

Dreadnought or Venerable Dreadnought with a twin-linked lascannon - I'd say this should be T3

A Rifleman Dreadnought of some kind in T3 - there are various AV load-outs. iirc there is a model floating around for it or something.

A Techmarine sub-commander with a conversion beamer, meltagun, missile launcher, Orbs or whatever else you want in T2 or T3.

Vindicare Assassin sub-commander with turbo-penetrator rounds. Need model.

the idea of a dreadnought with a lascannon with the range of lascannons as they currently are actually scares me as being tremendously overpowered imo.

I really do like the idea of a techmarine sub commander or vindicare sub commander. Their unit options are quite lacking imo in t2 and t3. As it stands now, either your going heavy melee infantry or going with a vehicle, and having these 2 options would really open the door for different playstyles i feel. Just my thoughts.
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Re: Grey Knights Topic

Postby Torpid » Tue 20 Aug, 2013 10:38 pm

[Crazy] Man64335 wrote:please do explain how gk would be OP if they were to get both? even if they did still get a lascannon they wouldn't have any follow up AV until T2 (thinking purgs) and most players don't simply charge their walkers into lascannons (although i have seen this happen :lol: )


It's not walkers that concern me. At the moment I find that GK can spend a fair amount of dosh in t2 while getting away with quite a cheap t1 - if you let them, but even if you don't and you go heavy t1, GK tends to bleed you more than you can bleed them. So anyways, they get this steamroll rolling that snowballs as the game progresses. The GK dread butchers t2 dedicated melee, set-up teams get hard countered by teleporting BC+PS WATH interceptors. Stormtroopers can out-ranged dps dedicated ranged squads due to their numbers, and SS support. Basically as IG I'm finding it necessary to get lemans out to deal with GK once they have a teleporting BC and a dread out. I'm grateful that they have no hard leman counter till pallies, however I think pallies are still very expensive for what they do - counter tanks and provide a small passive buff - at 150 power.
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Re: Grey Knights Topic

Postby crazyman64335 » Tue 20 Aug, 2013 10:46 pm

It's not walkers that concern me. At the moment I find that GK can spend a fair amount of dosh in t2 while getting away with quite a cheap t1 - if you let them, but even if you don't and you go heavy t1, GK tends to bleed you more than you can bleed them. So anyways, they get this steamroll rolling that snowballs as the game progresses. The GK dread butchers t2 dedicated melee, set-up teams get hard countered by teleporting BC+PS WATH interceptors. Stormtroopers can out-ranged dps dedicated ranged squads due to their numbers, and SS support. Basically as IG I'm finding it necessary to get lemans out to deal with GK once they have a teleporting BC and a dread out. I'm grateful that they have no hard leman counter till pallies, however I think pallies are still very expensive for what they do - counter tanks and provide a small passive buff - at 150 power.[/quote]

from what it sounds like the GK player is going very light in t1 which any race can punish. Players that go light in t1 are just 1 fight away from losing the game because of their dependency on their gen farm (especially if they're in the middle of teching). I've found myself going an extremely heavy t1 with 2x Storms, 1x Strike, 1x Purg, 1x Interceptors (optional depending on map control) and the Brother Captains Power Sword at the very least. If the GK player you're refferencing is doing those things and skimping on his t1, beat the crap out of him with a heavy t1 with catachans. (who are particularly good against GK due to their.....strange model loss style) obviously this is all very situation and isn't the 1 surefire strat to beating all GK, but i can't share that within 1 week of playing as them in the tourny :P

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