Regarding beacon play in team tournaments

Generic non-balance topics.

Banning of Techmarine Beacon

Poll ended at Mon 29 Aug, 2016 1:38 pm

Ban it
5
22%
Do not ban it
18
78%
 
Total votes: 23
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Impregnable
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Regarding beacon play in team tournaments

Postby Impregnable » Mon 22 Aug, 2016 1:38 pm

Hello guys. It seems like beacon + 3 slugga plays are dominating 2 v 2 tourneys. Should I ban beacon to stop this from getting out of hand or should I not ban it. I would like to hear your opinions.
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Re: Regarding beacon play in team tournaments

Postby MaxPower » Mon 22 Aug, 2016 2:23 pm

Y Ban it, it is a viable strategy after all.

And if you don't know how to Counter it, well it's time to "gut gud".
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Re: Regarding beacon play in team tournaments

Postby Torpid » Mon 22 Aug, 2016 2:29 pm

I think it would be better for players to active try to counter it first before it is banned.

You know what else I think would be good for team tournaments on a totally different tangent though? Forcing the teams to have only one guy from t1 on the ESL at most.

Ayyeeee.
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Fr33man1800
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Re: Regarding beacon play in team tournaments

Postby Fr33man1800 » Mon 22 Aug, 2016 2:45 pm

Torpid wrote:You know what else I think would be good for team tournaments on a totally different tangent though? Forcing the teams to have only one guy from t1 on the ESL at most.


I think that's actually a VERY good idea, that would certainly make the tournament much more interesting
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Re: Regarding beacon play in team tournaments

Postby egewithin » Mon 22 Aug, 2016 3:21 pm

I still prefer to move Beacon to T2. Radical but necessery it seems.

INSTANT EDIT : Heeey, but it might be the same thing with the Chimera beacon? Is the problem Beacon is too good for T1 or just being broken?
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Re: Regarding beacon play in team tournaments

Postby Toilailee » Mon 22 Aug, 2016 3:29 pm

Impregnable wrote:Hello guys. It seems like beacon + 3 slugga plays are dominating 2 v 2 tourneys. Should I ban beacon sluggas to stop this from getting out of hand or should I not ban it. I would like to hear your opinions.


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Re: Regarding beacon play in team tournaments

Postby hiveminion » Mon 22 Aug, 2016 4:11 pm

I am against banning any kind of in-game mechanic from tournaments unless it's a specific patch-related bug or something. Don't punish Riku and Mathis (or anyone) for actually playing it smart and using effective combos.

(Beacons OP tho)
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Re: Regarding beacon play in team tournaments

Postby Adeptus Noobus » Mon 22 Aug, 2016 11:27 pm

So, instead of counterpicking, people are discussing banning stuff? If somebody goes for that combo (namely Mathis + Riku) there are heroes to counter-pick that. You will have to experiment to find out how to counter that.
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Re: Regarding beacon play in team tournaments

Postby The Licking Boogyman » Tue 23 Aug, 2016 11:39 am

Beacon is fine, everyone Start to Main warlock and everything is fine. ( ͡ʘ ͜ʖ ͡ʘ)
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Re: Regarding beacon play in team tournaments

Postby boss » Tue 23 Aug, 2016 12:00 pm

I don't see why beacon should be ban if they are doing 3 sluggas plus beacon its called team games. same can be done brood nest or bunkers tho you cant Retreat to them but still you get what I mean. anyways is it good it see diffent things in team games or do you want to see same old shite all the time
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Re: Regarding beacon play in team tournaments

Postby _4ut_ » Fri 26 Aug, 2016 1:06 pm

Maybe should remove beacon reinforce ability? But I find now it's fine to. But let's look for overs. To bunker and brudnest you can't retreat.
And ban beacon it's madness. Build Manti and wreak it, religious meaning stop you make it?
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Re: Regarding beacon play in team tournaments

Postby Ace of Swords » Fri 26 Aug, 2016 2:42 pm

Torpid wrote:I think it would be better for players to active try to counter it first before it is banned.

You know what else I think would be good for team tournaments on a totally different tangent though? Forcing the teams to have only one guy from t1 on the ESL at most.

Ayyeeee.


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Mathis
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Re: Regarding beacon play in team tournaments

Postby Mathis » Sat 27 Aug, 2016 1:08 am

I can understand the frustration over the sluggas/beacon strategy because it is so strong, but the idea of banning the beacon is absurd. Banning stuff is a slippery slope too. And besides, I for one wont be doing that strategy anymore for the simple reason that I want to try something else.

That being said, my opinion is that the beacon is overpowered. Specifically, it is the heal that is too potent. Low hp model squads like sluggas heal up to full in a matter of seconds - many times faster than at the base. This makes sluggas many times more effective than they would otherwise be because of the reduced downtime. Even if the heal was cut in half, the strategy would still be very viable.
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Re: Regarding beacon play in team tournaments

Postby Edtjuh » Sun 28 Aug, 2016 6:57 pm

It seems like beacon + 3 slugga plays are dominating 2 v 2 tourneys

This is only viable on certain maps and even so, it's a risky play that can be countered hard if you played properly. If you panic or don't know how to counter it, yes then it seems OP. I know that Matthias loves this tactic throughout the years (watching casts and back in vanilla (if your name was bigmatthias btw)), but tbh, I don't see the problem for this play. I don't know what has been changed when it comes to the stats, but just bleed him/them dry, power bash and use proper synergy with your teammate for effective tactics.

Also that GR link, such familiar names hah :D
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Re: Regarding beacon play in team tournaments

Postby Torpid » Sun 28 Aug, 2016 9:11 pm

Edtjuh wrote:
It seems like beacon + 3 slugga plays are dominating 2 v 2 tourneys

This is only viable on certain maps and even so, it's a risky play that can be countered hard if you played properly. If you panic or don't know how to counter it, yes then it seems OP. I know that Matthias loves this tactic throughout the years (watching casts and back in vanilla (if your name was bigmatthias btw)), but tbh, I don't see the problem for this play. I don't know what has been changed when it comes to the stats, but just bleed him/them dry, power bash and use proper synergy with your teammate for effective tactics.

Also that GR link, such familiar names hah :D


Main difference is that elite added a MASSIVE regen aura around the beacon that makes units extremely strong around it to the point it's more or less impossible to kill them.

It heals tacs nearly as strong as base and heals higher model squads even quicker than base...
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Toilailee
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Re: Regarding beacon play in team tournaments

Postby Toilailee » Sun 28 Aug, 2016 10:17 pm

Edtjuh wrote:Also that GR link, such familiar names hah :D


Whee, someone noticed my nostalgy link. Even if it's another old fart like me. :P

Btw for the record I voted no on principle. Haven't played against this strat but I can't see it being gamebreaking or uncounterable anyway.
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_4ut_
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Re: Regarding beacon play in team tournaments

Postby _4ut_ » Wed 31 Aug, 2016 12:00 pm

Torpid wrote:elite added a MASSIVE regen aura around the beacon that makes units extremely strong around it to the point it's more or less impossible to kill them.
..

Sounds like over powered. And that the balance is, in this time? Beacon regen higher nurgl worship?
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Re: Regarding beacon play in team tournaments

Postby Adeptus Noobus » Wed 31 Aug, 2016 1:05 pm

_4ut_ wrote:
Torpid wrote:elite added a MASSIVE regen aura around the beacon that makes units extremely strong around it to the point it's more or less impossible to kill them.
..

Sounds like over powered. And that the balance is, in this time? Beacon regen higher nurgl worship?

I hope Torpid was only speaking in hyperboles because the Beacon is not THAT strong when it comes to the heal and those units are still very susceptable to aoe damage. The Beacon also bears some inherent risks that the base does not, i.e. retreat killings by nukes, grenades, etc.
Concerning Nurgle Worship I can only hope you are joking by comparing the two things. One is an ability of a structure that costs power to build and is limited to that area only and one is an ability that can be activated anywhere anytime by a squad that costs only requisition and is also a starting squad. That same squad can also build shrines that lack the ability to act as a retreat point but still has very handy features (heal, suppression, reinforcement point).
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Re: Regarding beacon play in team tournaments

Postby Oddnerd » Wed 31 Aug, 2016 5:16 pm

Torpid wrote:It heals tacs nearly as strong as base and heals higher model squads even quicker than base...


I thought that too, but someone in my beacon thread said that it does not heal tacs close to as well as base (even though the math says it should - 1% of 350 is 3.5 hp/sec).

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