Re: Patch 2.5 (WIP)
Posted: Tue 27 Oct, 2015 12:28 am
Jes plz bo$$.Forestradio wrote:nerf "don't do it" and pheromones and menacing visage kk thx bai
Jes plz bo$$.Forestradio wrote:nerf "don't do it" and pheromones and menacing visage kk thx bai
Cyris wrote:Oh and yeah, my GK broken record:
Ops need more nerfs
Add Warrior Acolyte squad to T1
Let GK terminators level (nerf base stats to make room)

Atlas wrote: Insert Spore Mine Alpha instead and we might have balanced nid hero

Atlas wrote:You what bro? Nids economy is probably the strongest part of their race and it's not like the rest of it is bad. The one comment I found to be truly lulzy was the one about how req heavy nids T2 is. Not even Ven can screw up Nid eco.
Crewfinity wrote:HiveSpirit wrote:I would say SM economy is more stable/ robust thanks to low model, high hp and the posibility to easier make use of cover and get a wooping 37,5-70% more effective hp. Less bleed. Also advantage in garrison to have higher dmg output due to less models with higher dmg. And the less vulnerability to aoe dmg.
yeah they have high HP but one tac model loss is equal to 10 termagaunts reinforcing once you have endless swarm up. once you get to T2 and you have better damage types its pretty easy for nids to have the advantage. even with 70% more effective hp tacs still lose out on the efficiency battle. if you look in the other thread there are plenty of downsides as well as advantages to having small squad sizes. in addition nids are able to field more squads for less population/upkeep so they can have an easier time maintaining map control and therefore higher resource income.
Atlas wrote:Cyris wrote:Oh and yeah, my GK broken record:
Ops need more nerfs
Add Warrior Acolyte squad to T1
Let GK terminators level (nerf base stats to make room)
I agree with the first two, but I'm a little concerned about GK T3 being shifted from Palas OP to GK Terms OP. I would be ok with experimenting with levels though, but I think we'll need some more iteration before we really get GK Term Variants where we want them. We'll see.
@Nids Discussion
You what bro? Nids economy is probably the strongest part of their race and it's not like the rest of it is bad. The one comment I found to be truly lulzy was the one about how req heavy nids T2 is. Not even Ven can screw up Nid eco.
Also yes, Forest has it right. Nerf FH, Pheremones and Menacing Visage. Then nerf feeder tendrils again and remove LA from game. Insert Spore Mine Alpha instead and we might have balanced nid hero

Dark Riku wrote:Terminators should cost more while Nobs and Fexes should cost less? Please, enlighten us more
Dark Riku wrote:Terminators should cost more while Nobs and Fexes should cost less? Please, enlighten us more
saltychipmunk wrote:Nobs on the other hand are easily controllable for a unit that when upgraded is essentially the cost value of a super unit. suppression? totally viable against them until they activate their rage mode.. knockback? totally viable way of wasting that rage mode. And once all the that special goodness is gone they are nothing more than a heavy infantry squad with better than average hp and damage values. all of which can be easily countered by power weapons and plasma/ inferno damage and some well executed disruptive abilities.
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Crewfinity wrote:saltychipmunk wrote:Nobs on the other hand are easily controllable for a unit that when upgraded is essentially the cost value of a super unit. suppression? totally viable against them until they activate their rage mode.. knockback? totally viable way of wasting that rage mode. And once all the that special goodness is gone they are nothing more than a heavy infantry squad with better than average hp and damage values. all of which can be easily countered by power weapons and plasma/ inferno damage and some well executed disruptive abilities.
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mekboy's supa tuff beam would like to disagree with you there
Atlas wrote:Cyris wrote:Oh and yeah, my GK broken record:
Ops need more nerfs
Add Warrior Acolyte squad to T1
Let GK terminators level (nerf base stats to make room)
I agree with the first two, but I'm a little concerned about GK T3 being shifted from Palas OP to GK Terms OP. I would be ok with experimenting with levels though, but I think we'll need some more iteration before we really get GK Term Variants where we want them. We'll see.
It can happen in conjunction with other changes. I'd advocate for a req cost and build time decrease, moving teleport to unlocked by Libera Demonica, and increase the costs of both abilities to 60+ energy each (so you can only cast both at level 2/3). This will make GK terminators MUCH easier to handle out of the gate but rewarding if protected, while leaving Paladins as a super potent finishing move if you save your red.Adeptus Noobus wrote:Wouldn't this just be another call-in that gives an epic power bash potential to the Inquisitor? Now she doesn't even need sight for the Banewolf and the red+req cost is less than that for a Banewolf. I get that you still have to upgrade them to get their melta weapons but it is still an easy gen bash. Is the red cost being adjusted to reflect the buff to the call-in?
Cyris wrote:Words and numbers.

Did you miss the Kappa?saltychipmunk wrote:Well define terminators.
Oddnerd wrote:Minor detail, but can you give Imperial guard sergeants the repair ability? It will prevent them from occasionally wandering off from the group when a repair command is given.
Cyris wrote:Oddnerd wrote:Minor detail, but can you give Imperial guard sergeants the repair ability? It will prevent them from occasionally wandering off from the group when a repair command is given.
I think (not sure) that this is caused by issuing a move command before the repair. Try telling the GM to move to the spot you want to repair from, then issue the repair. I think it'll cause the units to not wander.
Oddnerd wrote:Unless it serves a purpose I don't see why they can't get rid of it.
Dark Riku wrote:Did you miss the Kappa?saltychipmunk wrote:Well define terminators.
Also, how the autocannon is not a straight up upgrade on the Chaos terminators is beyond my comprehension.
Cyris wrote:Oddnerd wrote:Unless it serves a purpose I don't see why they can't get rid of it.
Hey man. Think about this for a moment. Who is "they"?
I'm serious. Who should fix this, exactly.
* Dark Reaper Exarch now adds +10 sight range to the squad. (If the Exarch dies, this bonus is lost. This is a fail-safe against potential bug so multiple exarch bought on the squad doesn't add several +sight range to the squad)
Oddnerd wrote:Someone who works on the mod.
Oddnerd wrote: ...I don't see why they can't get rid of it.
Atlas wrote:I'm too lazy to look this up so I'll ask some Eldar players; I think that Reapers have 30 sight and 44 range on their weapons? If that's the case, does that mean that they can still shoot beyond their normal vision range?
How big of a change is this really? Are DRs more attractive to you with this change?
Cyris wrote:Oddnerd wrote:Someone who works on the mod.
Exactly! Modders. Who do not have the ability to change game code at fundamental levels. Which answers you pretty well...Oddnerd wrote: ...I don't see why they can't get rid of it.
You are talking like they are leaving things in out of spite or laziness. There is a big difference between being a developer on a game engine, and being a modder tweaking it.
Re: Rangers.
Vision is 60 (40) - That's 60 range seen, and 40 range stealth detection.
The Long Rifle is range 65.
Oddnerd wrote:Oh I see, I thought it was in the modders potential to add/take away abilities on units. Clearly I was mistaken.
Dark Riku wrote:"They" can add the repair ability to individual models, assuming they don't have it already.
It could very well aid in the sarges moving away so far. A little bit of micro does indeed solve the issue, but it can't hurt to try.
I know scouts do the same thing, but just don't go that far.
The sarge will follow your move command even though you start repairing, my guess is that he can't repair and doesn't stop because of it.