Commander Wargear Ideas

Generic non-balance topics.
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Indrid
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Commander Wargear Ideas

Postby Indrid » Fri 19 Jul, 2013 9:31 am

Hey, let's get some ideas down in one place for possible consideration by Caeltos.

Keep the discussion to the topic and try to focus on giving your opinion rather than addressing other people's if you can. Don't want endless quote-quote back and forth arguments. Try to end your opinion with a "I like this idea" or "I don't like this idea" type summary. Posts that veer off too much will be removed (ie, don't use this topic to discuss the balance of existing wargear without context). Want this topic to stay clean.

If you have an idea, post it. I will add them to the first post if they are formatted well, and then delete your initial idea post so that all the ideas stay at the top where others can easily see them.

Try to resist the urge to reply to people's posts about your suggestion. It's just a clean way to post ideas and get feedback on them. If you wanna change something let me know and I'll update first post, and post a message saying that it was updated.

PLAGUE CHAMPION

Herald's Launcher (Indrid)

A T3 missile launcher that does DoT.

Availability: Tier 3
Cost: 150/50
Weapon Family: missile_pvp
Damage: 130 explosive_pvp on impact, followed by 1.4 explosive_pvp per second for 5 seconds
Firing Pattern: Same as Plague Marine's missile launcher; no wind-up, small wind down, long reload (shoots about every 6 seconds I think?)
Total DPS: 17.68 explosive_pvp (approx.)
Note: Does not snare targets
Ability: Blight Missile - Target terrain (within range 40), after 3 seconds (visual cue) a missile is launched at target area that causes weapon_knockback in radius 15, and initiates infection in same radius that spreads to other units (like Blight Grenade). Initial impact deals no damage. 45s cooldown, 60 energy cost.

A strong T3 AV option for the PC with some disruption potential. No snare so that it does not stack with the Plague Marine's missile for a very annoying combo. Hindered by the PC's low mobility, but made powerful by Breath of Nurgle survivability synergy and protecting himself from being tied up with Unholy Stench.

Potential Balance Concerns

Out-shining the Plague Fist: It's more of a dedicated AV option than the fist, which I don't think many people get to specifically counter vehicles due to the PC's mobility, but rather for Pestilent Strike.

It's too good! PC is too versatile/resilient to have this! - This is perhaps a concern. Comparing it to the KNob's Rokkit - same availability and price, Rokkit has more up front damage but no DoT (Rokkit is 16.25 DPS), can be combined with infiltration to hunt vehicles solo. The Herald's Launcher is more of a backline option, the PC standing alongside his units/allies and using his other wargear to support.

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Herald's Bolter (idea from Lost Son of Nikhel, but name from Indrid)

A T2 Plague Bolter with very few direct damage but good DOT.

Availability: Tier 2
Cost: 150/30
Weapon Family: direct damage piercing_pvp, DOT damage plasma_pvp
Damage: 3 piercing_pvp damage on impact, followed by 5 plasma_pvp per second for 5 seconds in ranged combat. 15 sword_pvp on impact in melee combat.
Firing Pattern: Same as any Bolter, but with 1 second of burst duration (normal is 2 seconds)
Total DPS: In ranged stance is variable, because depends how many DOT ticks have the unit/squad. In melee stance 15 dps sword_pvp.
Icon:
Image
Model:
Image

Potential Balance Concerns

This weapon is underpower/overpower!:
People tends to underestimate the power of the DOTs. Good players learn to be very careful with low hp squads/(sub)commanders when there is a PC on the field, and learn to retreat earlier their squads or force retreat the enemy PC first.

Have in mind that the DOT damage AFAIK ignores cover, garrisons and the retreat ranged protection. And the ranged damage taken reduction if one squad is in melee combat too IIRC.

Is overpower then? IMHO No. It's a specific weapon against HI/SHI/Commander/Subcommander units/squads. Due to his plasma_pvp damage DOT, his damage it's even a bit lower than the default Plague Bolter against Infantry. Due his design, it needs time to be really effective.

So, why is the reason to buy this weapon? His constant damage in almost any situation.

Where the (for example) vanilla Techmarine bolter is going to shred his target in open field, his damage is going to be lower if the objective is in heavy/light/garrison cover. And of course, except if is a very wounded squad, the enemy squad could retreat without lose too much additional health/squad members.

On the other hand, the PC with the Herald's Bolter is going to do less damage in open ground than the TM bolter, but much more if the objective is in any cover. And of course, if the player underestimate the DOT damage, could lose more easily squad members or even the full squad if he don't retreat earlier his squad.

With this bolter, you forces the micro of your opponent, because he have to decide if he focus the damage on your PC to avoid the possible model loses if the combat turns against him and have to retreat wounded squads or in other squad like your heretics and forces him to be much more careful with low HP squads and even retreat them earlier to avoid model loses for the potent DOT damage.

In the beginning I said that this Bolter is created to give the PC a late T2 and T3 ranged weapon against HI and SHI, not Infantry. For this reason, and to avoid too much massacre in low hp high model squad I decide to make this DOT plasma_damage type, more effective against Terminators, Nobz, Super Units.
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Armour of Corruption (idea from Lost Son of Nikhel, name from Indrid)

An armour which increases the ranged weapons power and gives some terrain preparation ability in form of mines.

Availability: Tier 2
Icon:
Image
Cost: 155/35
Description:
This armor, which was in the beginning owned by a Mars Techmarine, is filled now with the Nurgle's unholy life essence. This armor increases the DOT damage of any PC Bolter by 2 and gives to the Bile Spewer the ability to increase the damage taken by 10% to the affected squads (apart of his default debuffs) . Gives the Nurgling Trap ability, plague mines which slows vehicles and infantry. Also increases the energy by 50.

Purpose/Role: increase the effectiveness of the PC ranged weapons.
- The default Plague Bolter it's a good anti-Infantry weapon with retreat killing possibilities, and is liked for a variety of players. With this armor, the PC retains his default bolter and increases his ranged effectiveness.
- The Bolter of Silent Diseases obtains more DOT damage, which with the BoSD and the Armor of Corrupted Life the PC have a 12 damage per seconds for 5 seconds against HI and SHI. (60 damage per shot in almost any situation)
- The Bile Spewer buff it's the most difficult to think: a damage increase will allow the PC to burn genfarms too much quickly; a range increase would be not bad, but... I decide to a damage taken debuff for the PC main role: defensive strategy.

Ability: Nurgling Trap
Icon
Image
Cost: 40 energy, 4 seconds to construct it.
Burrows an Nurgling that explodes in a mucus puddle when enemy units come too close. When the trap is created, takes 2 seconds to activate and infiltrate itself. The Nurgling Trap slows enemy infantry squads or vehicles in radius 10 for 12 seconds. No other additional effects.

Purpose/Role: anticipation / terrain preparation for a future battle. The PC is a defensive commander, and can create a good bunker with his abilities + Nurgle Shrine + his Turret + heretics. But I feel he could have more terrain preparation to complement his defensive skills.

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COMMISSAR LORD

Master Crafted Bolt Pistol (Indrid)

A ranged side-arm option for the Commissar Lord that can disrupt and weaken enemies.

Availability: T1
Cost: 125/30
Weapon Family: bolter_pvp
Damage: 28 DPS piercing_pvp
Firing Pattern: Same as other bolt pistols
Abilities: Successful hits with the MCBP on enemies have a 50% chance of causing weapon_knockback to the target (passive).
Demoralising Shot: Target enemy infantry unit within radius 30, that unit has -1 speed and takes 50% more damage from the Commissar Lord for 10s. 45s cooldown, 50 energy cost.

Doesn't do a lot of damage by itself, but the passive chance to KB and debuffing gives the Commissar Lord the option of having use in the backline, allowing Aura of Disipline to do its work (but won't be able to tie things up). Demoralising Shot should scale well and help against melee units in T1 with a triple Guardsmen build, and generally make him a bit more of a threat to a single unit for 10s if you are willing to spend the energy (which of course depletes his shield).

Potential Balance Concerns

Demoralising Shot + Inspire Terror combo: Has the potential to be OTT vs enemy commanders/sub-commanders, the damage buff might need rebalancing or simply made to not affect damage from Inspire Terror. Demoralising does have a long-ish cooldown though.

The KB is OP! - Well this wargear is not cheap at 30 power, and the Lulock can do the same thing but with 100% chance and another passive from melee attacks (stop comparing commanders Indrid!!)

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FORCE COMMANDER

Hammer of the Righteous (Max Power)

A dedicated AV option for the FC terminator armor.

Availability: Tier 3 (requires Terminator Armor)
Cost: 200/100
Weapon Family: blunt weapons - hammer -> melee_heavy
Damage: 105 melee_heavy dps on impact
Swing Pattern: The same as the normal thunder hammer assault terminators
Ability: Hammer of the Emperor - ability knockback - radius 10 (cooldown 50 seconds - 50 energy) .
Bonus: +500 HP

It would give the terminator armor of the force commander a good av option, cause right now, the only av he has is the power fist that comes with the terminator armor (and im just talking about the terminator armors av options - so yes i know that the normal fc has a good power fist). The kb ability means that he has some staying power on the field.

Potential Balance Concerns

It's too good! FC is too potent/versatile to have this (i.e. Max u FC fanboy - u just want buffs)! This could indeed be a problem, i mean u would get a 3000 hp teleporting hive tyrant with crushing claws. But - the tier it comes out and the price make up for that i guess - i mean the armor + the wargear would cost 400 req and 200 energy - if u didnt get any other wargear for ur hero.

Also maybe the terminator FC power fist should get a damage nerf, because it is only a sidearm after all.
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Re: Commander Wargear Ideas

Postby Ace of Swords » Fri 19 Jul, 2013 9:40 am

Plague Champion

The PC idea sounds good, but i still think he needs more focus on a new armor that gives him somekind of a better ranged power if that makes sense, as of now both armors are very melee oriented.

Lord Commissar

I can sum up that in a few lines, inspire terror is already too good vs single entities he doesn't any further help with that, imagine combined with ogryns, it would be impossible to keep alive any weirdboy/libby or even a doom following up with ispire terror after the ogryns already took a chunk of it's healt while it was beign knockbacked, and it's already very hard to keep those units on the field with the LC, not to mentition zoans which litterally get 1-shotted already.
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Re: Commander Wargear Ideas

Postby Wurgl » Fri 19 Jul, 2013 10:58 am

can we maybe focus on rounding up the stuff thats already in the game before we add even more

however, im all in for new wargear instead of new units. come to think of it, maybe we could switch some units for wargear (remove dark reapers, add plasma wargear)

then again, plasma wargear for eldar heroes would be op. so better remove dark reapers and add nothing, but now im derailing your thread.

about ur ideas:

- PC idea is good, but i doubt pc really needs that weapon. would probably only see play in 3v3 or smth
- commie idea i dont like. knockback on hit is a horrible concept. 50% chance is even more horrible. the ability + inspire terror is indeed competely broken. Commie basic pistol does already do enough damage, its one of the stronger basic firearms of melee commanders.
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Re: Commander Wargear Ideas

Postby Kvek » Fri 19 Jul, 2013 11:08 am

Wurgl wrote:
then again, plasma wargear for eldar heroes would be op.


Yeah like they are not OP enough
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Re: Commander Wargear Ideas

Postby JuhwannX » Fri 19 Jul, 2013 1:48 pm

Plague Champ

As a person who loves PC, I love the idea. Though I do agree with what Ace said, and would like to see a range based armour for him as well, that would allow him to maybe tank ranged damage. As of now AoP and FE are really melee based. Knocking back squads/disruption, and an ability to insta suppress. Not really things that could help with fighting range, other than AoP making the PC even more of a tank, by ignoring knockback/knockdown, and giving him huge health buffs/defensive buffs. At least that's how it's felt for me. Giving him a way to actually DoT a vehicle seems interesting, fits with the lor (I would only assume), and doesn't sound OP on paper. Then again, the Doom didn't sound OP on paper, and we all see how that went :P

Lord Commissar
No. Just no. Last thing we need is for IG to become the new Elderp. :)
In all seriousness though, doing the Inspire Terror/ Demoralization shot combo will probably 1 shot any 1 man squad in the game, that's not great in terms of actual health or defensive modifiers. I can just imagine the LC just wrecking a Librarian in 5 seconds, with a demoralization shot, then Inspire Terror, then just running up and whacking the libby in the face 3 times with his Fist or Sword, killing him with no contest.
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Re: Commander Wargear Ideas

Postby Helios » Fri 19 Jul, 2013 2:22 pm

I see that Indrid remembers back in the old dow2.info site that there was a removed Master-Crafted bolt pistol too.... On the relic forums I had also posted a suggested inclusion of it. This is what I posted. Keep in mind it was an old post long before Elite ever came out:

Master Crafted Laspistol and power fist- Grants the Commissar Lord a laspistol that does slightly more damage and increases the range of all Inspire abilities (increase can vary depending on what's balanced and fair) and increases the effects of all Inspire abilities. Comes bundled with a power fist that does melee heavy damage (so he retains that AV aspect. Maybe nerf the dps on it slightly to keep Fist of Brockus desirable over it) Examples of how it buffs them, Inspire Courage and Carapace Armor IC 115% damage instead of just 100, Inspire terror 65% damage reduction when used on enemy, Inspire determination speed increased by .5 damage increased to 110, again change numbers around as appropriate for balancing.


With the changes in elite though, some things don't apply. Keeping it a separate weapon from the T2 Power fist might have to be mandatory. And a wargear that makes the CL a ranged combatant as Indrid posted doesn't really seem to fit him at all. If you want him shooting, just change stances. I never use Aura for guardsmen anyway. It's a ton more effective with ogryns to rush in and chase off a vehicle.
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Re: Commander Wargear Ideas

Postby Kvek » Fri 19 Jul, 2013 2:24 pm

would be too OP
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Re: Commander Wargear Ideas

Postby Commissar Yarrick » Fri 19 Jul, 2013 5:49 pm

I like both ideas actually.
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Re: Commander Wargear Ideas

Postby Torpid » Fri 19 Jul, 2013 6:50 pm

Kvek wrote:would be too OP


+1.

His weapons are more than effective at the moment, really don't see any reason to change this guy, he is currently one of the best balanced heroes in the game, except for maybe some bionic eye hiccups.
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Re: Commander Wargear Ideas

Postby Dark Riku » Fri 19 Jul, 2013 6:53 pm

Pretty much what Wurgl said.
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Re: Commander Wargear Ideas

Postby Nurland » Fri 19 Jul, 2013 7:12 pm

I like the idea of PC having ranged upgrade. Though he would need an armor to synergize with that. The weapon itself seems a bit underwhelming for a T3 weapon with 150/50 cost.
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Re: Commander Wargear Ideas

Postby Lost Son of Nikhel » Fri 19 Jul, 2013 7:26 pm

Ace of Swords wrote:Plague Champion

The PC idea sounds good, but i still think he needs more focus on a new armor that gives him somekind of a better ranged power if that makes sense, as of now both armors are very melee oriented.

I posted like 1 month ago a thread where I suggest a PC Long Range Build with a new Bolter with only DOT and a third armour focused on increase the DOT damage/Bile Spewer debuff increase and an ability.

Plague Champion Wargear suggestion (Ranged build)

I was a bit ignored, in fact. :/

*added to initial post*

PC rocket launcher
I like the idea, but as Nurland has said, it's a bit underwhelming.

Maybe with my armour suggestion would be fine?
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Re: Commander Wargear Ideas

Postby Codex » Sat 20 Jul, 2013 4:26 am

C'mon guys, let's try to keep this thread clutter-free.
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Re: Commander Wargear Ideas

Postby Orkfaeller » Mon 02 Sep, 2013 5:14 pm

I'll just necromance this thread.

( supporting Indrids idea for a Plague Lord btw )

*cough*

I'm not a Chaos Player, but one thing I allways liked most about Plague Marines in the TT was their unique ability to wield Bolters single handedly (?) (like other Marines did with Pistols) allowing them to carry a Bolter AND a Close Combat Weapon at the same time.

Image

The fluff states that their bloated, rotten bodies could absorb the recoil of the weapon easier allowing them to I guess just fire from the hip safely in a way other Marines were most likely to miss.



The Plague Knife - T1 - Melee Weapon

Its a regular melee damage weapon that does damage-over-time;

but other than, lets say the Sword of Undeath, his Bolter wont get replaced by a Pistol but switches into his offhand.

Allowing the PC to keep his ranged-combat effectivness; keeping him more flexible.

I dont suggest because I think the PC NEEDS this, but because I think it would be a nice, unique, close to fluff addition to the game; no new Models or Animations required. ( I'd guess )

Ideas? Suggestions? Could there be a Place for this?

Hopeing for replies :)
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Re: Commander Wargear Ideas

Postby Kvek » Mon 02 Sep, 2013 5:38 pm

how much dps it would do ?
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Orkfaeller
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Re: Commander Wargear Ideas

Postby Orkfaeller » Mon 02 Sep, 2013 6:29 pm

That I would not know.

edith: really? Nothing? I thought it was a nice idea :((
Last edited by Orkfaeller on Mon 09 Sep, 2013 12:06 pm, edited 1 time in total.
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Re: Commander Wargear Ideas

Postby Darkbulborb » Mon 09 Sep, 2013 11:05 am

Maybe it's an idea to give Mekboy a Kustom Mega Blasta instead of a beamy deffgun?
Would be very short range, similar to a melta gun, in damage portions too. I feel that the Beamy deffgun is rarely used, since it requires set up, and once disrupted useless (which happens quite a lot). So basically just a melta gun, but slightly less good, and something orky.

Kustom Mega Blasta:
32.06 dps melta damage
short range
tier 2
110/25

Ability: Melt 'em

The Mekboy overcharges the Kustom mega blasta which gets it to overheat, so while screaming "OOOOWW, DAT HURTS" he fires one solid shot on target enemy infantry which deals 30% more damage then normal. After that the Kustom mega blasta stays hot for 7 seconds while dealing flame (?) damage to Mekboy while the weapon is hot.

Don't know if it will be viable, don't know if people will think, ah there you have that ridiculous guy again :P But it's in no way intended to troll or something. So please take the time to say why you agree or do not agree with it, and maybe we can adjust things. Not saying this MUST come in the game either.

So please, tell me what you think of this ^^

Cheers!
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Re: Commander Wargear Ideas

Postby krakza » Mon 09 Sep, 2013 12:53 pm

Darkbulborb wrote:I feel that the Beamy deffgun is rarely used, since it requires set up, and once disrupted useless (which happens quite a lot).


Rarely used? :o Beamy Deffgun is a Mekboy's go-to for AV. I can't speak for other players, but I get it for my MB in most games where vehicles appear on the field.
The fact that he can teleport and stay set up theoretically doubles it's range. I can't count how many times a vehicle has barely gotten out of range, just to have my Mekboy teleport forward for the final shot.
He can also combine it with his More Dakka global for even more damage.
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Re: Commander Wargear Ideas

Postby Kvek » Mon 09 Sep, 2013 1:07 pm

Yeah it's super-useful, also you can use kustom force field, so he can't be knocked down/tied up, and also can tank a lot, and anyway you wouldn't want to focus the mek down if he had kustom force field, and if you did you would get demolished by his other squads.
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Re: Commander Wargear Ideas

Postby Orkfaeller » Mon 09 Sep, 2013 3:01 pm

Yeah, not shooting down your idea, but "rarely used" isnt really what comes to my mind when I think of the Beamy. That thing HURTS so much and might be the best AT weapon in the entire Ork armory, beside maybe the T3 RocketLauncher of the KNob.
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Re: Commander Wargear Ideas

Postby Dark Riku » Mon 09 Sep, 2013 3:35 pm

Yeah, what everyone above said covers what I think pretty much as well.
And a melta gun on a hero that can teleport by default? No thx.
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Re: Commander Wargear Ideas

Postby krakza » Mon 09 Sep, 2013 4:46 pm

Kvek wrote:you can use kustom force field, so he can't be knocked down/tied up.


I don't know about anyone else, but I've found that Kustom Force Field doesn't stop you getting tied up altogether.
You can't be hit in melee, but when a melee unit runs into him, it seems to register as him being in melee combat and he de-setups. (<-- Couldn't think of a better word).
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Re: Commander Wargear Ideas

Postby Darkbulborb » Mon 09 Sep, 2013 5:31 pm

Yeah it's true that if you get for example attacked in melee by assault marines, mekboy de-setups, even with KFF.

On the subject of teleporting though, does it really matter if it's a melta gun or a beamy deffgun that gets teleported? xd

Nevertheless, point taken! Maybe i should try the beamy deffgun some more :P
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Re: Commander Wargear Ideas

Postby Torpid » Mon 09 Sep, 2013 8:04 pm

He doesn't get tied up with it up, asm can though because they get immunity to knockback when they jump, or at least that's the only reason I can think of such a unit tying him up. Force commanders just go flying away.
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Re: Commander Wargear Ideas

Postby Vapor » Mon 09 Sep, 2013 8:07 pm

I guess it can be a little wonky but the only reliable ways to stop him are knock back and melee with a walker. Aside from ff of course
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Re: Commander Wargear Ideas

Postby Dark Riku » Mon 09 Sep, 2013 8:34 pm

Darkbulborb wrote:On the subject of teleporting though, does it really matter if it's a melta gun or a beamy deffgun that gets teleported? xd
Yes it does.
He needs to be setup first of all and he also has to be facing the right way.
Not to mention that a meltagun is also effective vs infantry.
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Re: Commander Wargear Ideas

Postby Nurland » Mon 09 Sep, 2013 8:55 pm

Also melta would probably have fotm so tying it up so that it can't shoot at your precious vehicle is a "tiny bit" harder (especially with KFF) as it has no need to be set up.
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Re: Commander Wargear Ideas

Postby krakza » Tue 10 Sep, 2013 12:09 am

Dark Riku wrote:He needs to be setup first of all and he also has to be facing the right way.


If he teleports in the direction of the vehicle, he doesn't even need to be facing the right way.
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Re: Commander Wargear Ideas

Postby Orkfaeller » Tue 10 Sep, 2013 12:30 am

Dark Riku wrote:
Darkbulborb wrote:On the subject of teleporting though, does it really matter if it's a melta gun or a beamy deffgun that gets teleported? xd
Yes it does.
He needs to be setup first of all and he also has to be facing the right way.
Not to mention that a meltagun is also effective vs infantry.

yeah, when he teleports after the vehicle, set-upping ( up setting ? ) isnt really a thing.
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Re: Commander Wargear Ideas

Postby Dark Riku » Tue 10 Sep, 2013 12:30 am

krakza wrote:If he teleports in the direction of the vehicle, he doesn't even need to be facing the right way.
I know -.- He still has to be setup first though. You know....
Can't be capping the side of the map to then suddenly come pop your vehicle.
Or when coming from somewhere other than the fight like back from base.
Or being tied up and just tp to your vehicle since he doesn't need to setup again.

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