Ranger Kinetic Pulse OP? (with WL)

Issues dealing with gameplay balance.
FiSH
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Ranger Kinetic Pulse OP? (with WL)

Postby FiSH » Mon 15 Apr, 2013 11:59 pm

Ranger kinetic pulse now does damage (25 iirc) and WL destructor does 54 damage iirc, this means that this can insta gib a vanilla heretic squad without much effort or timing.
(not sure how this will work on gaunts, tested just on heretic because they bunch up so bad)
Tested it, and the vanilla heretic squad had 7 hp across 7 models, and chances are you are not going to wait until heretics are fully healed from base.
Too powerful? any thoughts?
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Nuclear Arbitor
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Tue 16 Apr, 2013 3:17 am

i'd rather the cooldown decreased along with the damage. the entire point of kinetic pulse is stop melee charges and guarantee grenade hits; the later of which you haven't even touched on.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby FiSH » Tue 16 Apr, 2013 3:29 am

I guess I wasn't clear with the original post.
In order to do a grenade combo, you first need to toss the grenade, then knockback the target with the kinetic pulse onto the grenade (otherwise, the timing is such that the target unit has time to get up and dodge the grenade). Now this combo takes some practice.
The kinetic pulse into destructor combo, on the other hand, does not require any practice. The knocked back units don't have any time to dodge the destructor, and it guarantees a hit. That being said, the survivability of the target squad (say tics) comes down to luck in how it gets randomly spread apart after being hit with kinetic pulse.
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Nuclear Arbitor
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Tue 16 Apr, 2013 4:40 am

oh i know, although whether or not the can get away if shoot first and throw second depends somewhat on other factors, like melee charge. point being, i consider the knockback to be the important part of kinetic shot, not the damage and grenade combos with it are a similar issue; more damage, harder to pull off.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Dark Riku » Tue 16 Apr, 2013 1:24 pm

Kinetic pulse should just not have such a long range.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Wed 17 Apr, 2013 3:20 am

that puts a massive damper on it's use, and not just the undodgeable nade use.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby FiSH » Wed 17 Apr, 2013 9:39 am

Nuclear Arbitor wrote:that puts a massive damper on it's use, and not just the undodgeable nade use.

I agree. Example: Since Eldar doesn't have a jump troop, kinetic pulse can be the only way to save a Wraithlord trying to walk away from a las-cannon sometimes.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nurland » Wed 17 Apr, 2013 11:00 am

FiSH wrote:
Nuclear Arbitor wrote:that puts a massive damper on it's use, and not just the undodgeable nade use.

I agree. Example: Since Eldar doesn't have a jump troop, kinetic pulse can be the only way to save a Wraithlord trying to walk away from a las-cannon sometimes.

Warp Spiders? Autarch? WSE?
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby FiSH » Wed 17 Apr, 2013 12:21 pm

Nurland wrote:
FiSH wrote:
Nuclear Arbitor wrote:that puts a massive damper on it's use, and not just the undodgeable nade use.

I agree. Example: Since Eldar doesn't have a jump troop, kinetic pulse can be the only way to save a Wraithlord trying to walk away from a las-cannon sometimes.

Warp Spiders? Autarch? WSE?


Sorry, I always forget to explain myself when I'm sleep deprived... sigh.
*jump troop that comes from T1
(because otherwise you'd need to purchase a vehicle and then a jump troop to save it)

EDIT:
The point that I wanted to make was that the range on the kinetic pulse is a valuable tool that rangers can utilize even in late games.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Lost Son of Nikhel » Wed 17 Apr, 2013 4:20 pm

Rangers can counter a setup team even without using Kinetic Shot in T1 if they buy Pathfinder to infiltrate the Banshees/commander to force melee with they.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Raffa » Wed 17 Apr, 2013 8:59 pm

Post/link us to a replay of it being op. Or post a vid yourself. Kinetic bombs for example have been going on since forever, are practically undodgeable and are fine. If you've got the skill to pull it off that's wp in my books.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Thu 18 Apr, 2013 3:04 am

ranger infiltration and cloaking bubble are hard countered by infiltration and SM, ork, and chaos almost always get infil.
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Dark Riku
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Dark Riku » Thu 18 Apr, 2013 11:31 am

As far as I know not every SM player gets advanced infiltration on his scouts.
Nor does every Ork play the KN. Nor does every Chaos plays the Sorcerer.
And then I still don't see how that would counter anything :p

Unless you mean get detection?
Which isn't always the case like you make it out to be.
And even then you still receive the range damage reduction.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Fri 19 Apr, 2013 4:24 am

i forgot that scouts no longer get infiltration with the sargent but chaos almost always gets AC and the only reason not to get the shoota nob is if you're trying to fast tech. deciding to get the shoota nob when you see rangers isn't going to make much of a difference in tech.

afaik you do not get the 60% damage resistance when seen by detectors but you do when you're revealed for other reasons. the cloaking also does not prevent suppression, which is one of the big uses. yes, you could theoretically wait for the snipers to force the squad off but that could take quite a while.

the issue here is entirely due to the damage that has been added to kinetic shot, something not necessary to it's normal functions and only useful on high model squads so i think that's what should go.
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Dark Riku
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Dark Riku » Fri 19 Apr, 2013 1:20 pm

I think you are still mixing up "detection" and "infiltration".

Infiltration only gives you 20% ranged damage reduction.
There is also no indication that being spotted by detectors or just by keen sight (coming to close to an enemy units) would negate that buff.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Lulgrim » Fri 19 Apr, 2013 1:34 pm

Yes there is, the 20 % resistance applies when "partially revealed" e.g. attacking from infiltration when there are no detectors around, but it's negated when "fully revealed" e.g. ending up inside someone's keen sight radius.
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Dark Riku
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Dark Riku » Fri 19 Apr, 2013 1:59 pm

Oh really? My bad then ^^
Couldn't find anything on it quickly myself.
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Nuclear Arbitor
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nuclear Arbitor » Sat 20 Apr, 2013 3:27 am

my information comes from one the loading tooltips, which, if it's actually 20%, is wrong anyway.
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Re: Ranger Kinetic Pulse OP? (with WL)

Postby Nurland » Sat 20 Apr, 2013 2:24 pm

#noobcodex

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