So im still playing the GK race alot  and still having  lots of  fun figuring them out.
Been getting  alot of strike squades lately  since the buff/nurf they got  in the last beta  patch. Personaly  im really  missing the  crazyness  of the old kockback special they had  but it is  still usefull ( but can't be bet on like  it  was before making them much more dangrous  to use in melley in t1 ) 
A few  times  i tryed  2x  strike squade  and the results wher  meh at  best. hard to get any decent  damage on enemey in t1  or  t2 for that matter. But then i thought humm i wonder if they can give energy to ally  units , and indeed they can. 
So started testing them in 2v2's  with a few friends of  mine and WOW  this ability used  for ally  support has some crazy potetial. 
So first GK with the APO. This is strong  just in idea  alone however in game  is becomes a bit over the  top. Apo suporting  2x  strike  is  pretty insane since the  cool down of  1 strike unit  for enregy transher  is so short   u can chain the 2  units to gether  to give the apo all the enregy he can use, getting the right APO gear  to incress this  buff  makes  for 1  VERY hard  nut  to break. Especialy since  strike squades  have  alot of  bleed  resistance to begin with having a apo around  with infinate  enregy makes takin models off them near  imposible. 
Secound is the warlock, This  guy gets crazy strong with free enregy, i don't  even think i need to explain this as im sure  most can well imagin. However  the WSE is what suprised  me , with the  2 units giving  him energy he  becomes  VERY dangrous , not  just in mobility  but  his heavey gauge death spiner  never runs  out of  enregy providing  perma  kockback, O the lul'z .
Jump units. This   is  basicaly  already known, jump unit gets  free  enregy it becomes  much more dangrous, thares a thread about  it  hear http://www.dawnofwar.info/forum/viewtopic.php?f=3&t=233But this is  just as dangrous  to other jump units from other races.
Thare are many others  but im sure  u can geuse  how  it will change thare preformance  , dier avengers for eg. that can spam fleet of foot forever  or rangers  that never  unclock . 
However thare was  1  unit that  got a MASSIVE  benifit  from this ability  that was shocking to find. The  tyrant  guard, yes  nids. This  "tank" has a  charge  and a  self  heal, both are controled  by eneregy having  2x strike  squades around make this unit MUCH harder to kill, also it's offensive cababilitys  are greatly  incresses  since it  can charge in , then a short time later charge out  and still have enoughf  enregy to go into self regen mode. What this ended  up as in game was  the ability  to charge into a trap, say 2x  hard AV  set  up teams, fight  under  dual AV  wepons attacking it  then charge out  (  this  would not normaly be  a  option   ) then enter self  regen if still. some very silly things happend with our  tyrant  guard  on crack. 
I hope  u guys go out with your  buds and  try to find some ways  to exploit  this i want to know if  it's OP or  not, it can make  for  some mad crazy battels  when the BC is  around messing up what should be normal.
			
									
									
						2V2 Strike Squade lul'z
Re: 2V2 Strike Squade lul'z
It can't really be OP though because it can only be used in teams. Furthermore it requires player synergy, i doubt it's anymore OP than IG with a brood nest and a melee HT supporting them. Not to mention the 2x SS requirement is a bit of a big ask considering they only become useful in t2, I mean, how you even survive t1?
			
									
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Re: 2V2 Strike Squade lul'z
lol. just because team games are not the primary balance focus does not mean something cannot be op in them.
			
									
									
						Re: 2V2 Strike Squade lul'z
Good point, just look at the strike squad energy burst of old.  Fortune abused it so hard in 2v2 that Caeltos was forced to change it.  With that said, you have to take into account that anything that happens in a 2v2 or 3v3 has a much higher "tolerance" level before it can be certifiably "OP".
			
									
									
						Re: 2V2 Strike Squade lul'z
Perhaps  im using the  term OP poorly. 
Lets say:
I found some interesting things that can be done in team games with the SS energy burst. Let me know if u have found something that can be used "stratigicly" to your advantage .
			
									
									
						Lets say:
I found some interesting things that can be done in team games with the SS energy burst. Let me know if u have found something that can be used "stratigicly" to your advantage .
Re: 2V2 Strike Squade lul'z
buffing a chaos lord's dark halo. quite lulzy.
			
									
									
						Re: 2V2 Strike Squade lul'z
its quite tricky to support enemys troops all the time and requires a lot of micro and overwatch. 
it should have a huge benefit.
its the same with many other synergies ... field reinforce for mates is mentioned yet.
since GK cant do many other (mate supporting) things than that and since you usually have only one of that strike squads i dont think this is op
			
									
									
						it should have a huge benefit.
its the same with many other synergies ... field reinforce for mates is mentioned yet.
since GK cant do many other (mate supporting) things than that and since you usually have only one of that strike squads i dont think this is op
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