GK intorceptor squades

Issues dealing with gameplay balance.
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HandSome SoddiNg
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Re: GK intorceptor squades

Postby HandSome SoddiNg » Sun 20 Oct, 2013 11:01 am

Flash wrote: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



SS Psycannon only tickles vehicles, only found the flamers useful & giving them Justicar . THey don't a decent dps like Tacs w Sgt. SS are jsut really meant for NF /Feeding interceptors energy for Wiping potentials & disruption .

Tacs has more versatility in their arsenal, Multiple Upgrades specialist, Tactical advance,50% capping speed trait & Syngenesis well alongside ASM Av to take down Vehicles/walkers.
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Kvek
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Re: GK intorceptor squades

Postby Kvek » Sun 20 Oct, 2013 11:05 am

HandSome SoddiNg wrote:
Flash wrote: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



SS Psycannon only tickles vehicles, only found the flamers useful & giving them Justicar . THey don't a decent dps like Tacs w Sgt. SS are jsut really meant for NF /Feeding interceptors energy for Wiping potentials & disruption .

Tacs has more versatility in their arsenal, Multiple Upgrades specialist, Tactical advance,50% capping speed trait & Syngenesis well alongside ASM Av to take down Vehicles/walkers.


SS Psycannon do not only tickle, they can take down a transport.
Strike Squad is a versatile squad also, psycannon-av/flamers>ai, in fact i would say they are more versatile than tacs, but that's off topic.
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Re: GK intorceptor squades

Postby PePPeR » Sun 20 Oct, 2013 3:29 pm

Kinda of off topic again but is there any way to put a default melee on the SS? or do you bloody have to manually select it every time you move the buggers or want them to engage something else?.
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Re: GK intorceptor squades

Postby Bahamut » Sun 20 Oct, 2013 3:43 pm

PePPeR wrote:Kinda of off topic again but is there any way to put a default melee on the SS? or do you bloody have to manually select it every time you move the buggers or want them to engage something else?.


yes you can change their stance to melee. Look at the little buttons in the bottom right corner of the UI
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Re: GK intorceptor squades

Postby PePPeR » Sun 20 Oct, 2013 3:59 pm

Bahamut wrote:
PePPeR wrote:Kinda of off topic again but is there any way to put a default melee on the SS? or do you bloody have to manually select it every time you move the buggers or want them to engage something else?.


yes you can change their stance to melee. Look at the little buttons in the bottom right corner of the UI


Yea it keeps defaulting after each command, id rather you just turned it on and off. When your in an intense melee fight and when seconds are critical your pissing around switching them to melee every new target you want them to engage, those seconds id rather spend using abilities and not switching a units melee stance which it should already be considering they have a higher dps in melee anyways.

Why not have it so you can switch SS to a ranged stance should you want to, dosnt that just make more sense?.

The initial question still hasnt been answered, are SS the only squad in the game that has their stance back to front?. A unit that is higher melee dps but have default ranged stance or the other way about?.
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Re: GK intorceptor squades

Postby Nurland » Sun 20 Oct, 2013 6:08 pm

There is a hotkey for forcing melee (so it really does not take a huge toll on micro to use it) but if you wish to use SS mainly as a melee squad, you can change the stance permanently with the stance toggle button, which is located in the same place as a-move, attack ground etc.
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Flash
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Re: GK intorceptor squades

Postby Flash » Sun 20 Oct, 2013 7:15 pm

If you are using grid keys the control is "f" to set default melee. "d" is force melee.

@Sod.
SS psycannon isn't meant to be the sole source of av damage. Like Kvek said, they can take down transports. Additionally, it does some damage to units that piercing does not (i.e. HI/SHI) because SS doesn't have plasma dmg. SS does ~ as much ranged dps as tacs in t1. The flamers are also solid for the genbash and do respectable damage against low hp/high model squads. 2x SS w/ flamers suppress units as well. Once you get to t2, they aren't meant to be the battering ram of your line anymore, even with nemesis focus. They still do respectable melee damage, and the energy transfer is godly. It's so useful on libby, GKI, Purifiers (their ability takes forever to get enough energy for otherwise) and BC if you get the vortex.

My only complaint is that their slow is very short. Which is fine, but the cool down is way too long for the duration of the slow. it's 2 mins for a 4 sec slow. I frequently find that without nemesis focus I can't even get it off once per engagement. It's more like once per every 2 engagements.
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Re: GK intorceptor squades

Postby PePPeR » Sun 20 Oct, 2013 9:40 pm

Nurland wrote:There is a hotkey for forcing melee (so it really does not take a huge toll on micro to use it) but if you wish to use SS mainly as a melee squad, you can change the stance permanently with the stance toggle button, which is located in the same place as a-move, attack ground etc.


Sweet jesus, how did i not remember that. The first icon selects between ranged/mixed/and melee permenent stances. Just returning to the game sorry, and thanks for your reply :roll:
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HandSome SoddiNg
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Re: GK intorceptor squades

Postby HandSome SoddiNg » Tue 22 Oct, 2013 12:34 pm

Flash wrote:If you are using grid keys the control is "f" to set default melee. "d" is force melee.



My only complaint is that their slow is very short. Which is fine, but the cool down is way too long for the duration of the slow. it's 2 mins for a 4 sec slow. I frequently find that without nemesis focus I can't even get it off once per engagement. It's more like once per every 2 engagements.


Hmmm i'am not a Huge fan of 2 SS, lv4 SS are 1989 hp, they still can get boned by Shees/DR or Massive Range blob, They lack the Tactical advance of Tacs to tank attrition & Stop or Finish a Cap in desperate situations & Still stand up to Meele attackers(IMO). Still GK has no long-range Artillery weaponries in t3 ,GK Rhino can be Solid choice against walkers should i put Purgator Psycannons w ST inside.

I don't initially like SS/interceptor anymore, I'm doing Purifiers w Interceptors, the Ultimate GK Build that is Superior to their Lore, But its a Hefty investment ^^. Entirely AI ,The Vindicare assassin is the ONLY unit in the GK that has a Snare (Hopefully) his AV ammo type
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