Re: Tyranids units cost too high
Posted: Thu 05 Apr, 2018 9:58 am
No
You think such nonsense will get you anywhere?Devon wrote:@Riku
Let me know when you want to play hide and seek next time. You hide I seek.

Devon wrote:If you call in Tier 1 units during Tier 3, all you do is play hide and seek. How is that nonsense? I have no proof? Why do IG get ST for 200 req? Why do DA cost 10 req more but does more dps and bleed less (having less models)?
Devon wrote:"The crap towers require time to build and can be destroyed. The LOS doesn't work on every map plus the fact that there's delay on spawning from the towers. Rippers play a role similar to LC's flare or mines. Flares are highly effective on static targets and its instant. Mines can be dropped then triggered instantly also for a 50% slow 15 seconds, even worse if you don't have detectors around. So calling rippers in isn't even close to such globals mentioned."
Does anyone remember when Termagants crippling psn was double the range and increased damage taken?
When they were a huge plus versus terminators.
I have nothing against you or anyone on this forum for that matter.
).Devon wrote:https://www.youtube.com/watch?v=10F9EAlsktk
Not sure if this is a good example of Tyranid eco OP but look at 23:38.
Devon wrote:@Kvn
Would you recommend some good Tyranid players and replays? And thank for you a well thought out post.
I know you're a good player, just that I didn't think you played Tyranids recently. Don't take it personally!boss wrote:No tyranids pros https://dawnofwar.info/esl/player/11827545
Devon wrote:Sorry I wasn't exactly clear. Noisy has about 10 more pop than Torpid and there's a huge difference in req income. Also add +30 onto Torpid's income should be able to compare then. 235 vs 185.
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Basic Synapse
Reduces the received ranged and melee damage, and received suppression of non-Warrior, non-hero Tyranids by 20%. Ranged damage reduction is increased to 24%/28%/31% at level 2/3/4. Also increases Tyrant Guard speed by 1.5 and makes Rippers immune to suppression. Radius 32. Passive ability.
Melee Synapse
Allied Hormagaunts, Genestealers, and non-Devourer Raveners in radius 32 have their health increased by 40% and melee skill increased by 10. Requires the Adrenal Glands upgrade. Passive ability.
Reverse Synapse
Warrior Brood Adrenal Gland damage is amplified based on the self-owned Hormagaunts, Termagants, and Rippers in close proximity to them. Each Termagants/Hormagaunt/Ripper within synapse radius increases Warrior Brood damage by 1.5%, to a maximum increase of 50%. Requires Adrenal Gland upgrade. Radius 32. Passive ability.
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Ranged Synapse
The squad emits a synapse aura in radius 32, increasing the health of ranged allies by 25%, and damage of ranged allies by 35%. Ranged damage increase is boosted to 39%/43%/48% at level 2/3/4. Requires the Ranged Synapse upgrade. Passive ability.

Put other factions in the same position of vs two squads of WS
even tho they are basic units

Oddnerd wrote:Like Torpid said, the nid eco is so powerful in the early game because of how little population it requires.
Take the standard 1 hormagaunt and 2 termagant opening. You can buy fairly inexpensive upgrades that make them both strong enough to compete with other races' T1 units and neither upgrade increases their pop cost (unlike sargeant upgrades for other races). This brings you to 24 population. This means that if your build order is to upgrade the three gaunts/gants before getting any T1.5 units, you are spending that whole time completely upkeep free.
Dark Riku wrote:Devon wrote:@Riku
Nid AV is a real problem if you give them a slow again. We don't want Nids to be completely braindead to play with.
They are not.Devon wrote:Yes, There's many forms of Synapses that are used by Tyranids and correct me if I'm wrong, lesser Tyranids are more responsive under synapse.