Kommando Nob

Issues dealing with gameplay balance.
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Red Beard
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Kommando Nob

Postby Red Beard » Thu 08 Aug, 2013 5:21 pm

I am very puzzled as to why the Rokkit Launcha for the Kommando Nob is in T3 and not in T2??

I know that the kommando can be infiltrated but with the same argument u can use hide the boyz on the tankbustaz and do the same thing.

I would really appreciate some feedback please especially from ork players.
Thanks :)
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Re: Kommando Nob

Postby Kvek » Thu 08 Aug, 2013 5:25 pm

Because the knob launchrer does a shitton of damage to vehicles, and has the amazing (forgot how its called) Ability.
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Re: Kommando Nob

Postby Indrid » Thu 08 Aug, 2013 5:31 pm

It does quite a bit less than the Mekboy's Beamy Deffgun per rokkit, and he can teleport around setup. Also less iirc than the Inferno Pistol which is anti-everything and also has a nice ability. Less than the TM's melta. Less than the Venom Cannon. Though it can do more depending on how many rokkits hit.

I'm sure there's a good reason but I don't think simply "It does a lot of damage" is it.
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Re: Kommando Nob

Postby Vapor » Thu 08 Aug, 2013 6:41 pm

It does around 50 dps if all rokkits hit, which is a lot more than any other hero ranged AV. Some of the projectiles do miss fairly often but it's still quite good. It would be stupidly easy to take out t2 transports if you could buy it in t2.

Interestingly it's the only t3 weapon upgrade for a hero aside from fist of brockus and FC termie upgrades.
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Re: Kommando Nob

Postby Red Beard » Thu 08 Aug, 2013 6:52 pm

fv100 wrote:It does around 50 dps if all rokkits hit, which is a lot more than any other hero ranged AV. Some of the projectiles do miss fairly often but it's still quite good. It would be stupidly easy to take out t2 transports if you could buy it in t2.

Interestingly it's the only t3 weapon upgrade for a hero aside from fist of brockus and FC termie upgrades.



If the kommando rokkits do 50dps then how much does the beamy deff gun do of the mekboy(which u get in T2 btw)? You can also teleport him up to vehicles which is also an advantage. Deasnt that take out t2 transports easily too??.
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Re: Kommando Nob

Postby Ace of Swords » Thu 08 Aug, 2013 7:16 pm

[WHElite] R3D B34RD wrote:
fv100 wrote:It does around 50 dps if all rokkits hit, which is a lot more than any other hero ranged AV. Some of the projectiles do miss fairly often but it's still quite good. It would be stupidly easy to take out t2 transports if you could buy it in t2.

Interestingly it's the only t3 weapon upgrade for a hero aside from fist of brockus and FC termie upgrades.



If the kommando rokkits do 50dps then how much does the beamy deff gun do of the mekboy(which u get in T2 btw)? You can also teleport him up to vehicles which is also an advantage. Deasnt that take out t2 transports easily too??.


It needs to setup and has a limited fire ark, and the mekboy is also way wakers and can be easily tied up, meanwhile the rokkit launch acts like any other missile launcher has you can shot, run away, shot again.
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Re: Kommando Nob

Postby Vapor » Thu 08 Aug, 2013 7:21 pm

[WHElite] R3D B34RD wrote:
fv100 wrote:It does around 50 dps if all rokkits hit, which is a lot more than any other hero ranged AV. Some of the projectiles do miss fairly often but it's still quite good. It would be stupidly easy to take out t2 transports if you could buy it in t2.

Interestingly it's the only t3 weapon upgrade for a hero aside from fist of brockus and FC termie upgrades.



If the kommando rokkits do 50dps then how much does the beamy deff gun do of the mekboy(which u get in T2 btw)? You can also teleport him up to vehicles which is also an advantage. Deasnt that take out t2 transports easily too??.


28 dps, also knob can get off surprise rear armor volleys
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Re: Kommando Nob

Postby Lost Son of Nikhel » Thu 08 Aug, 2013 7:29 pm

If the Rokkit Launcha is in T2, transport (and with some other AV, even walkers) would be useless against KN.

With the Infiltration, the KN could simply flank, infiltrate himself and kill any transport in 2 volleys with rear armour hits.
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Re: Kommando Nob

Postby Indrid » Thu 08 Aug, 2013 7:46 pm

I think it's the combination of infiltration, the ability and the DPS.
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Re: Kommando Nob

Postby Lag » Thu 08 Aug, 2013 8:31 pm

And it is much more mobile and easier to get around. You can't count on the Mekboy as much. You setup, unit gets out of the Arc. You tp in FoV and end up focused by a lot of units etc. With Kommando and his infiltrate, you can stay on the field and be annoying much more. If it was in t2 it would be such a pain in the ass. I think it is very fine as it is.
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Re: Kommando Nob

Postby Arbit » Thu 08 Aug, 2013 10:24 pm

IMO it's the dps + infiltration since it enables easy-ish rear armor hits that make it a T3 weapon.

The ability is good but a little flaky - if you target the right squad it will practically kill it, and you target the wrong squad it does nearly nothing. Some combination of the right armor type, HP/model, and tight squad formation results in near instant death. I don't even know what it is TBH - I've nearly one-shot a catachan squad with it and had guardsmen shrug it off like it was nothing.

It's good for knocking something off a VP as well.
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Re: Kommando Nob

Postby Nuclear Arbitor » Fri 09 Aug, 2013 12:45 am

great weapon for ambushing tanks. they have low health anyway and something like 3 shots to the rear armour from right next to them will kill a tank. not to hard to get off.
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Re: Kommando Nob

Postby Lag » Fri 09 Aug, 2013 12:36 pm

Not only that, but he can easily sneak past armies and kill power even late game. And the hook gives a "teleport" which can be used to quickly and easily finish off things.
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Re: Kommando Nob

Postby Red Beard » Sat 10 Aug, 2013 5:21 pm

But the tanks are not just going to be on their own. I am pretty sure they will be backed up with a couple of detectors too.
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Re: Kommando Nob

Postby Codex » Sat 10 Aug, 2013 6:43 pm

A couple of detectors? Maybe if you're against nids or play 3v3 exclusively.

In the end, if a rokkit launcher snipe off is difficult, just position your knob on a flank, and move in when a big fight breaks out. They can't be mindful of where your infiltrated knob is all the time, especially when all hell breaks loose on screen.
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Re: Kommando Nob

Postby Orkfaeller » Sat 10 Aug, 2013 10:30 pm

Makes me wonder, do the KNob's Stunbombs slow/stun vehicles like the Stikkbombaz' do?
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Re: Kommando Nob

Postby Vapor » Sat 10 Aug, 2013 10:48 pm

No
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Re: Kommando Nob

Postby Orkfaeller » Sun 11 Aug, 2013 12:29 pm

what a shame
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Re: Kommando Nob

Postby Batpimp » Tue 13 Aug, 2013 4:14 pm

actually i think it does. Its just like 1 second though. like stikkbombs the stun is cumulative on the amount of stikks that hit it. Since he only has one it lasts about a second.
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Re: Kommando Nob

Postby Asmon » Tue 13 Aug, 2013 6:42 pm

Wut. KN's stikkbomb does NOT affect vehicles.
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Re: Kommando Nob

Postby Batpimp » Tue 13 Aug, 2013 9:34 pm

i am not entirely sure but i have used it at units jumping out of transports.

the units jumped back into the transport.
the transport proceeded to move.
then stop.
then move again.

i assumed it was stunned for a second.
this is all anecdotal though. not tested in any way.
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Re: Kommando Nob

Postby Xanthum » Thu 29 Aug, 2013 7:40 am

While we're on the subject of Knob. In what situations should you purchase the Kommando's knife?
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Re: Kommando Nob

Postby Vapor » Thu 29 Aug, 2013 7:43 am

Xanthum wrote:While we're on the subject of Knob. In what situations should you purchase the Kommando's knife?


When your opponent buys a jump unit. You can assassinate one of the models with the ability and wreak havoc afterward.

Also good against space marines and gk, in certain situations.
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Re: Kommando Nob

Postby Kvek » Thu 29 Aug, 2013 8:46 am

Also just great at doing a lot of damage to commanders (even tho i wouldn't get it vs Eldar/Orks/IG because the basic shoota 35dps is very good)

Also great at killing commanders with low hp on retreat with Assasinate+Graplin hook
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Re: Kommando Nob

Postby Nuclear Arbitor » Thu 29 Aug, 2013 8:49 am

and support commanders. they're probably the most vulnerable unit to it because they cost so much and have so much of an effect.
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Re: Kommando Nob

Postby Tex » Thu 29 Aug, 2013 2:56 pm

Believe it or not, but the knife is actually pretty damned good against eldar now. If I remember correctly, it gives +11 melee skill now, so you can actually use it against banshees without getting instantly gibbed. I have also found it to be quite useful in dealing with that pesky warlock via trippa shot.
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Re: Kommando Nob

Postby Kvek » Thu 29 Aug, 2013 3:21 pm

Yeah the trippa shot, it's great against all commanders, how long does it last ?
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Re: Kommando Nob

Postby Vapor » Thu 29 Aug, 2013 3:50 pm

Feels like 2-3 seconds but I don't know for sure. Assassinate is awesome too but it has a tendency to miss retreating units.
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Re: Kommando Nob

Postby Helios » Thu 29 Aug, 2013 4:46 pm

Can some one please explain to me what the new Improved explosives do? Like in detail?
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Re: Kommando Nob

Postby Vapor » Thu 29 Aug, 2013 4:52 pm

Helios wrote:Can some one please explain to me what the new Improved explosives do? Like in detail?


U mean mega boom kit?

It grants


Bigger stun bomb AoE
More stikkbomb dmg
Lower booby trap cool down
Kaboom doesn't knock back knob
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