GK intorceptor squades

Issues dealing with gameplay balance.
ThongSong
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Re: GK intorceptor squades

Postby ThongSong » Wed 02 Oct, 2013 9:56 am

SirSid wrote:
Dark Riku wrote:
SirSid wrote:... Korn dread is a hard nut to break however i have NEVER found a GK build that is good vs korn dread ( untill t3 of course ) . ...
How about a lasrhino? And keep your slow for after Bloodrage.



Been trying this last few days. It's working very well however im finding holding off on the lazz cannon till u need it is a must dew to resorses.

However i found a very VERY nice benifit to getting this unit in t1 with this build im preaching. Basicaly u keep it behind your units when forcing a melley power bash in t1 Then using it to pull your units back off the power farm to prevent retreating.

Sounds simpile and obvious however with this abilitys u have even in t1 u can use it as a trap just off the power farm when it apears to be overextended , force another retreat then finish your bash.

Also the transport in t1 is letting me counter the stupid and OP as fuck SM stratagey of get a flamer on tacks , lure army away with scouts then whipe power before the army can get back thare to save it. The speed and fact that all your units beat the tacks lets u counter this bash much eayser.

So starting to get use to the transport in t1 still not 100 % on it however , have lost it very easy a few times so still think it's a risk in 1v1


I killed a khorn dread with canticle of absolution + a GK dread.

I lured it into a fight, planted CoA, let me GK dread get a few shots off with its melta. by the time CoA wore off, the khorne dread had so little health its bloodrage didn't help it one bit
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Re: GK intorceptor squades

Postby saltychipmunk » Wed 02 Oct, 2013 1:44 pm

that is CA , Ca is the cornerstone of every good gk strat.


Creative none the less , I give you props

rhinos have the stupid habit of not shooting at the correct target when you kite
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Re: GK intorceptor squades

Postby taco86 » Wed 02 Oct, 2013 2:49 pm

saltychipmunk wrote:rhinos have the stupid habit of not shooting at the correct target when you kite


this is one of the largest issues with the game and has been a fundamental flaw since DOW2 CB till preset (both in retail and elite). This behavior is also not limited to the twin linked las rhino, it seems to be an issue with almost all vehicles equipped with hard AV weapons although the rhino has been very noticeable.
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Re: GK intorceptor squades

Postby saltychipmunk » Wed 02 Oct, 2013 4:54 pm

and it is also why it is a horrible av option. wana counter it , just throw some random infantry squad in front of your tank , unit countered .
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Re: GK intorceptor squades

Postby taco86 » Wed 02 Oct, 2013 5:49 pm

saltychipmunk wrote:and it is also why it is a horrible av option. wana counter it , just throw some random infantry squad in front of your tank , unit countered .


I personally think the rhino is just terrible period, it just feels completely out of place in t1. It feels like an attempt to be different for the simple sake of being different. While there are obviously some niche uses for it in the early game I find it to be more of a liability in the vast majority of situations. As people have stated, all you need to do is run some infantry around your vehicle and then the piddle damage it would have been doing (in t2) is instead just missing infantry.
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Re: GK intorceptor squades

Postby SirSid » Thu 03 Oct, 2013 3:34 am

Using a rhino at any time in the game is like using a sentinal in t3. If u can do it , it is awsome and help your army a shit ton. If u can't it just dies and is a waste.

Rhino With epic micro = Awsome unit that kicks ass

Rhino with Really good micro but not epic = Dead Rhino
ThongSong
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Re: GK intorceptor squades

Postby ThongSong » Thu 03 Oct, 2013 4:43 am

I've never been able to keep a rhino alive in t1. the moment I try to back up with it, it turns its rear armour and promptly gets chopped to death by heretics/orks/gaunts
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Nuclear Arbitor
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Re: GK intorceptor squades

Postby Nuclear Arbitor » Thu 03 Oct, 2013 8:00 am

would it be possible to add a reverse ability like coh2 has? can you give facing orders with SCAR?
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Dark Riku
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Re: GK intorceptor squades

Postby Dark Riku » Thu 03 Oct, 2013 9:25 am

You usually can keep your vehicle facing front when backing up with proper micro.
But it wouldn't hurt if vehicles would get some help with this.
Since derp pathing sometimes :D
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Re: GK intorceptor squades

Postby Vapor » Thu 03 Oct, 2013 9:38 am

The worst is when your vehicle gets rooted in place and starts spinning in circles. :|
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Orkfaeller
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Re: GK intorceptor squades

Postby Orkfaeller » Sat 05 Oct, 2013 2:48 pm

CoH2 seems to fix allmost all of these problems, but I dont think anyone here has the ability to code something like that into DoW2.
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Flash
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Re: GK intorceptor squades

Postby Flash » Sat 05 Oct, 2013 6:36 pm

You would also need access to the source code which we don't have
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Orkfaeller
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Re: GK intorceptor squades

Postby Orkfaeller » Sun 06 Oct, 2013 12:54 pm

well, maaaybe one could give all tanks a clickable Ability like "forced targeting" that well, locks them at the target that you manually selected for them? Unable to attack anything else until you turn it off, or it gets out of range?

I really cant see any other fix.
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Re: GK intorceptor squades

Postby SirSid » Sun 06 Oct, 2013 7:43 pm

I think anything done to tanks to let the AI pathing have more control is a bad thing.

Just micro the fuck out of the thing.
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Re: GK intorceptor squades

Postby Orkfaeller » Mon 07 Oct, 2013 10:30 am

The problem is, at the very moment you start microing them, their turret tends to swing around and blasting away at the wrong target.

My "" suggestion "" would still have included that you drive them around on your own, but the targeting is locked.
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Re: GK intorceptor squades

Postby David-CZ » Tue 15 Oct, 2013 9:57 am

David-CZ wrote:I still wonder why the teleport on Interceptors hasn't been anyhow balanced. I mean the min-range would be a good solution but it wouldn't make sense. So I had this idea of having an option to buy an upgrade. Without it the squad would have instant teleport but wouldn't knock-back. With it they'd get the knock-back but there would be a delay to the teleportation like the one Bloodletters have (except that ring in the spot they want to port to). IMO this would solve the problem of having them jump into your face twice in a row and also give your set-up teams a better chance of survival because you'd have a chance of reacting in time or wouldn't get knocked down.


David-CZ wrote:
ThongSong wrote:for 500/50 and considering the fact they need a 90/25 squad leader to disrupt, interceptors damn well be able to do their job well. I think they're fine.


Of course the prices would have to be changed as well. I thought it was obvious.

EDITED:
Also you can't justify OP mechanics by giving them a higher price. That might work in 1v1 but not at all in 2v2 and 3v3.


A re-post from 'GK Balance Suggestions' that probably should have been posted here in the first place.
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Re: GK intorceptor squades

Postby Batpimp » Fri 18 Oct, 2013 7:00 pm

^^ i agree with this. Without it they are becoming banshee-retreat killing machines. In some way their retreat killing potential needs to be nerfed. its fine they teleport twice or three times but unles syou leave every engagement at 3/4 health you always lose more squad members by a big margin. you cant kite them. you cant shoot them down fast enough. most importantly its way too easy to use.

all you have to do is get canticle and pop them out and everything short of banshees they win against. even banshees have to be fearful, but not as much.

SM: shotgun? ill jump...hero? ill jump... HWT? ill jump? snipers?... ill jump. You cant force them into an engagement to bait them and you cant win against them without spending 3 times the power.

nids: aside from the HT or MAYBE lictor none of the units can tank them. you cant kite cause they teleport. and if you do manage to SOMEHOW make them run away they can teleport with zero losses..meanwhile your army of 4-5squads is weakened for the rest of the gk units to mop up.

chaos: double tics get the ability to at least surpress but they as well can just kite, and or ignore tics becaues their ability wont be usable with canticle in the way. the CL cant seem to hold them back or put fear into them a warlock also gets pushed back and perhaps PC can get a hit or two but most likely he is ignored. and without abilities or cc this becomes difficult for warlock or CL to do anything.

with eldar/ig/gk i have little experience to give concrete counters.

it just seems its TOO easy to use. and very hard to counter. With such little losses the inevitable GK dread comes out and while you finally have your counters to use against the interceptors he gets a walker out. Thoughts?
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Re: GK intorceptor squades

Postby saltychipmunk » Fri 18 Oct, 2013 7:13 pm

I wouldn't mind a cool down / min range teleport nerf if it meant a decrease in power and req cost for t1 interceptors .

like 450 45 or something.
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Re: GK intorceptor squades

Postby Dark Riku » Fri 18 Oct, 2013 9:26 pm

If anything the energy regen should be addressed if this really poses problem. Not the interceptor squad. I personally don't think it's a problem though. It's an expensive combo and you would think you'd get something for that.
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Re: GK intorceptor squades

Postby Batpimp » Fri 18 Oct, 2013 11:54 pm

Dark Riku wrote:If anything the energy regen should be addressed if this really poses problem. Not the interceptor squad. I personally don't think it's a problem though. It's an expensive combo and you would think you'd get something for that.


it is unreal how much mana the squads get. becomes even better in team games exponentinally with each squad. a nerf to that would be welcome as well. ill let the higher level players decide how but i am still for a nerf in some way thatmakes sense
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Re: GK intorceptor squades

Postby Forestradio » Sat 19 Oct, 2013 1:49 am

Interceptors are the best GK unit right now. They disrupt, deal good DPS, can wipe retreating units, can snare vehicles....

I'm not willing to give that up with a faction that already has issues with disrupting, dealing good dps, wiping units, and snaring vehicles..............
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Re: GK intorceptor squades

Postby Torpid » Sat 19 Oct, 2013 2:58 am

Interceptors are the best unit in the game right now and it's only justifiable and not causing outright rage because obviously they are a part of the GK faction.
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Re: GK intorceptor squades

Postby PePPeR » Sat 19 Oct, 2013 3:25 am

(on topic of ICS playing a vital role, be it a single sqd in this case) i usually hover around with 3 troopers, (bypass SS as they are kind of confused on what unit type they want to be at the min), get Interceps, when hit t2 i get cracks and the Libro (which happens pritty fast if you use req and power correctly). Your enemy obviously knows what your using by now and any walker he gets out is going to give him the edge and hes thinking its a cert you wont exactly have much to deal with it....

anyways if, and you usually do encounter a walker early on id normally have all 3, BC, LB & ICR sqds hangin about (as you know there is a walker just about to appear, you can smell it lol) together while the troopers are behind as "you never want them leading/blobbing the way with your stronger melee units behind".

Anyways when a wee battle takes place and im engaging id slap on the "we are the hammer", use the troopers to do what they can to any inf units the opp has (keeping a sharp eye on them cuz they bleed badly) and let the other rip at the walker. Id go in with the crack nade, slap mind blades on the BC and purge (even MOTT also as you have enough left after using purge for a 3/4 second inspire which adds the extra melee damage to finsih it off) on the walker right away and soon enough its kaboom.... that usually works for me, but its all if's and's but's..... like i mentioned though it works more often than not as its for sure not expected by your opp.

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Flash
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Re: GK intorceptor squades

Postby Flash » Sat 19 Oct, 2013 4:17 am

It's not like Harvard. But using decent spelling and grammar allows for easier communication of ideas. Keep in mind not everyone has English as a first language. For those who don't it's even harder to understand.
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Re: GK intorceptor squades

Postby PePPeR » Sat 19 Oct, 2013 2:36 pm

Sorry off topic -- A Forum launguage translator with a word interpreter (spell checker) should do the trick, free for upload to your forum. With its European following, id recommend one for this forum if its causing that much bother really. Maybe simple just add a spell checker eh?.

i know people are from Europe who dont speak english well and need the english to be spelt properly but, there is people who speak english who are British/Irish and cant spell english properly either :shock:

And if the txt chat idoits cant be bother to correct it before posting and it ends up on the comments, then delete their ass!.
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HandSome SoddiNg
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Re: GK intorceptor squades

Postby HandSome SoddiNg » Sat 19 Oct, 2013 6:59 pm

Dark Riku wrote:If anything the energy regen should be addressed if this really poses problem. Not the interceptor squad. I personally don't think it's a problem though. It's an expensive combo and you would think you'd get something for that.


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Dark Riku
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Re: GK intorceptor squades

Postby Dark Riku » Sat 19 Oct, 2013 8:10 pm

That Torpid Gamer wrote:Interceptors are the best unit in the game right now ...
How you can even say this is beyond my comprehension.


As for the Language. (big off topic :p)
It's very annoying to read posts that make no sense at all due to the poster's knowledge of the English language. It's sometimes very hard to even understand what some people are trying to say. Some lay-out or splitting up their posts into points instead of long walls of text without any punctuations would help.

In short if you can't speak English I think these would be some good pointers:
-Split up your points like this.
-Try to use punctuations and capitals more so we know where your sentences start and end. ( , . ? ! and so on)
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Re: GK intorceptor squades

Postby PePPeR » Sun 20 Oct, 2013 4:45 am

Are Strike squad the only unit in the game that has a higher melee dps but is ranged by default or visa versa, another squad which has a higher ranged dps but is melee by default?.

Its weird as hell, kind of like tacts going melee as default yet they have a higher ranged dps and you having to manually select ranged targeting every dam time. Ive always thought SS don't know what roll they want to play in the game yet :roll:
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Re: GK intorceptor squades

Postby Vapor » Sun 20 Oct, 2013 5:14 am

PePPeR wrote:Are Strike squad the only unit in the game that has a higher melee dps but is ranged by default or visa versa, another squad which has a higher ranged dps but is melee by default?.

Its weird as hell, kind of like tacts going melee as default yet they have a higher ranged dps and you having to manually select ranged targeting every dam time. Ive always thought SS don't know what roll they want to play in the game yet :roll:


Just change them to melee stance then. I think strikes are a cool unit for the very reason you listed.
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Flash
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Re: GK intorceptor squades

Postby Flash » Sun 20 Oct, 2013 7:58 am

Strikes know exactly what role they want to play,and they are fantastic at it in fact. In t1, I would have them over tacs any day. As for ranged targeting, use force melee, or click switch to ranged stance

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