Postby Element » Sat 23 Jan, 2016 6:37 am
I completely confer, almost completely agree, & very much reason in that of the same circumstantial regards as Crewfinity in relations to the melta gun. There is nothing bad, nor overwhelmingly great about the melta gun other than that it is a very versatile weapon item usually free choice pick- up piece of wargear. It's really effective towards vehicles, has good anti- infantry capabilities and can deal some hefty A.H damage as well regarding individual model losses for say, and at the end of the day, all you need is to make sure you are using the right units in accordingly, well- versed, Synergetic Combinational correspondence with one another for the purposes of the Long Ranged A.V. snare> orbs of the omnisiah> melta gun> melta gun chase finisher> Long Ranged A.v. snare chase finisher. It's almost impossible not to take down any convincing vehicle that does not have the right commander, infantry, aside vehicle, ability, &/or globaly ability support. As for the other listed items that Tex has presented which are considerably deemed to be "O.P." I would agree with Bionics needing a longer cooldown reduction cycle, I would agree with High Powered Shot given its relation to reduce an incoming T1 close combat unit model's health to almost conceivably be what I believe to 3/4ths- half health within a relative short (Dimensias, Aspect Area Ratios, Spacial, Time, Projection) span, given the accountancy of the supporting infantry, commander, vehicles etc. Support. I would agree with the retreat beacon given that no other commander in the game has the ability to literally be able to establish a true standing field presentational- running skirmish- staying prowess "Field Command Center" out on the field and such an attributive "lack of retreat" support ability- capabilities earlier- middle portion aspect of the game (late game there are Landraiders which are fine given there are units which can deal with them) to which personally I'd say just remove the health regeneration Aura that the beacon provides but include the retreat beacon capbilities, the reinforce capabilities and maybe instead add in if for say if this is not already apart attributive to standing around the beacon, a damage incoming reduction bonus from standing (without, within, throughout) certain area radius so as to enable them some positive benefit for having been able to retreat back to the beacon, stand around the beacon, & try and facilitate healthy Initiative pushes, standing confrontations, and counter initiation facilitative advances instead. Finally as for B.o.t.O., I'd just adjust the incoming heal regeneration provided by the global and not just have to remove the ability all together given the ability as it stands is a really good ability for the Techmarine given the nature of his conception, and the accountive means to facilitate the use of, often incorportate, & naturalistic contribute to the growth of vehicles. 10 health regeneration/1secs./30 secs. Seems fine to me though a number for say like 12.5 may be cutting or perhaps just right, who knows. One would have to tinker with the felt connective relationship to conceive a sense of as to whether the balance seems fitting at 10 or 12.5 but my personal aptitude of felt relation would be towards 10 given that I wouldn't be looking for the vehicle to have the ability to stand on its own, rather the (fellow combatant, player, individual) to have to give a respetively competent Conscious approach to the means of what is supporting the vehicle still with units, commander, infantry, &/or/for say other vehicles, rather than to just trollalolalol all forwards, amongst, past, throughout, & beyonst the map because "B.o.t.O." Marked Target is only really good becacuse it is a damage modifier much like the Farseer's doombringer "Doom" ability which I have also brought up to Caeltos personally as possibly being a little bit too good for its own good as well given that when those modifiers which are very much Universal become capable of stacking with a very large, vast, & intricate array of units the damage really begins to stack and support will always be one of the major conceptions of the game, life, and anything really. I would say that taking into the account the Techmarine's already potent ranged damage capabilities, the accounts of the supporting Tactical Marines, not to mention counter-Initiative scouts and all the other Contributive elements (without, within, & throughout) the S.M.'s roster a 10% damage modifier reduction to 30% probably not 35%, I still believe this would be too much, would be the best directional facilitative focus so as to make sure the ranged damage coming from the supporting Tacs, shotgun scoutas, and most notably devastators (which are usually bought amongst Techmarine players...I'll choose to avoid elaboration given I understand I have elaborated quite a lot already) in addition to any often bought razorbacks, plasma cannon devastators, doesn't seem to become too critical towards any means of close combat unit model factions trying to facilitate a means to make their way into close combat.
Other than that, I like where this discussion is going, whehhh what a long post xD, I apologize, carry on.
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