Introduction:I know that most of you guys are sick of this thread by now, but I’ve got a new platform I’d like to pick your brains on.
Every time I get a few levels on my SG and begin shooting lightly armored targets and heroes, I’ll admit, they do pretty well if they aren’t immediately tied up. I still feel like their Kraken rounds are downright underwhelming, their dragonfire rounds are too niche, and the range on vengeance rounds is too short. This is in contrast to Hellfire rounds, which I'm beginning to feel over perform in some situations...
So here’s an idea, one that I hope you like. A little damage restructuring on SG rounds that I think would go a long way towards making them a
more interesting unit,
without their impinging on the role of specialized tactical marines, and
without overpowering them.
The Concept:Hellfire Rounds: What if hellfire round damage over time was limited to champion armor. This would be a pretty good nerf to the effectiveness of this particular round, but it would leave intact a major use for hellfire rounds as stated by many of the commenters on this thread. Namely, a ranged counter, non-existent in other SM units, to tanky champions.
Dragonfire Rounds: Instead of hellfire rounds being the counter to light infantry, add a damage bonus against light infantry to dragonfire rounds and transfer that role to them. It’s much more thematic, and suddenly puts dragonfire rounds on the map in terms of most firefights.
Vengeance Rounds: Increase the range on vengeance rounds to match the others. I know I harp on about this, but it doesn’t make any sense at all that the range is still so short after the significant damage nerf this round experienced. Forcing the SG to charge enemy tanks and dreadnoughts, ahead of the other units in the SM army is cumbersome in the extreme. The Tac Missile launcher is the superior anti-armor option and I'm 100% good with that, but at least let the SG stay with the SM army while attacking a vehicle, instead of forcing them out of rank and ahead of other SM ranged units.
Kraken Rounds: Increase the range of Kraken rounds. I get the idea that Tacs with a plasma gun should remain the specialized damage option for SM players looking for a HI counter. I really liked the idea of increased Kraken range on SG (previously implemented and reverted). It’s not raw damage, but it still increases the effectiveness of using Kraken rounds, which have consistently remained the weakest round choice for SG in combat (ignoring Dragonfire rounds which are so niche that they are essentially outside of a traditional combat analysis). More importantly,
it gives the SG something different, something unique to that unit to distinguish them and what they're good at.
Conclusion/Summation:- Hellfire rounds experience a
significant nerf but keep a distinct and important role that SG players have become used to (anti-chamption).
- Dragonfire rounds become the anti-light armor round, making them useful in most engagements (all four rounds now have a primary combat use and micro between them is further rewarded/more dynamic playstyle).
-Kraken rounds experience a buff which distinguishes their role from that of tactical marine anti-HI and makes SG play more interesting, balanced, and unique within the SM army (not a damage buff but still improves the efficacy of the round, still vulnerable to gap closing troops,
DAMAGE IS LOW compared to potential tactical marine damage and is supportive in nature).
-Finally, Vengeance rounds return to normal range. C'mon…the range nerf was implemented when Vengeance rounds were positively lethal to everything. They were the mini-MoT round, but with AV power.
That’s not at all the case anymore.
Caeltos, I know you are probably sick and tired of my rambling. I have one tiny favor to ask of you: If you wouldn't mind commenting on this idea, it would mean a lot to me as a player and as a fan of your work.