Just another reminder that we need all tooltips double-checked both in codex and in-game. Some of them are still as informative as retail ones.
Eh, I've promised to make a list of such tooltips, but so far I couldn't get some time to do that. Season just begs for any activity other than sitting on one's arse searching for things most Elite players don't care about one bit due to knowing everything by heart already.
IG Balance in 1v1
Re: IG Balance in 1v1
When in mortal danger, when beset by doubt
Run in little circles, wave your hands and shout
Run in little circles, wave your hands and shout
Re: IG Balance in 1v1
fv100 wrote:That happens with all of his wargear retinue members I believe. Basically you can't buy any retinue guys if you want to use the grenade launchers effectively. I think it's because the retinue guys don't get nade launchers so they try to move in range to fire their guns.
I narrowed down to the comissar retinue alone actually. I played a match vs an AI and tried with all 3 different separate retinues, and then all of them together, and indeed it's only the comissar the one that causes it
My guess is because the comissar's weapon has priority of range. For instance, when you get the assault cannon on termies, they don't run to range 38 to fire, they are happy as long as the assault cannon has range to fire. But with flamer is the opposite, they'll run to range 24 to get in range to fire the flamer
Hopefully that issue with LG can be resolved easily, if Caeltos is reading this
Re: IG Balance in 1v1
This topic seems to have slowed down a bit...
Riku talked about sents being great at map control, but I disagree. They are, granted, very useful in some regard as they can annoy enemy troops trying to cap and decap themselves. However, I find the problem arises with the fact that in using them one has to spare a gm squad to repair them for a lot of the time. This leads to 2 problems:
1) Having sent a sent (lol) away from your gm squad for decapping/controlling purposes, you end up sacrificing A LOT of your firepower and anti melee capabilities. As IG, I find you can't afford to spare units in engagements as much as other races (eg using a scout unit to run around capping while fighting with the rest of your force) - you often need all your units due to their weakness when acting without the synergy generated with other units.
2) Needing the gm squad for repairs removes yet another unit from map controlling.
Also, the lack of suppression counters is a nightmare and makes control even harder. I, personally thought the mortar smoke was just fine when it reduced unit range to 0 against suppression units, (but OP vs normal ranged units, which is hard to reconcile), because it allowed melee units to engage by running right up the pipe. Jump units disrupt suppression this much, but now its hard to get them tied up because they shoot you up close due to their small range. Ranged dps is usually not big enough to damage them while their range is short at this stage of the game.
I think IG's main issue is map control in tier one, NOT in tier 2, as some peopel have said. I think their tier 2 is fine (except for a few things eg ogryns needing to be cheaper)
Riku talked about sents being great at map control, but I disagree. They are, granted, very useful in some regard as they can annoy enemy troops trying to cap and decap themselves. However, I find the problem arises with the fact that in using them one has to spare a gm squad to repair them for a lot of the time. This leads to 2 problems:
1) Having sent a sent (lol) away from your gm squad for decapping/controlling purposes, you end up sacrificing A LOT of your firepower and anti melee capabilities. As IG, I find you can't afford to spare units in engagements as much as other races (eg using a scout unit to run around capping while fighting with the rest of your force) - you often need all your units due to their weakness when acting without the synergy generated with other units.
2) Needing the gm squad for repairs removes yet another unit from map controlling.
Also, the lack of suppression counters is a nightmare and makes control even harder. I, personally thought the mortar smoke was just fine when it reduced unit range to 0 against suppression units, (but OP vs normal ranged units, which is hard to reconcile), because it allowed melee units to engage by running right up the pipe. Jump units disrupt suppression this much, but now its hard to get them tied up because they shoot you up close due to their small range. Ranged dps is usually not big enough to damage them while their range is short at this stage of the game.
I think IG's main issue is map control in tier one, NOT in tier 2, as some peopel have said. I think their tier 2 is fine (except for a few things eg ogryns needing to be cheaper)
Re: IG Balance in 1v1
You're going to decap after the fight, not before... You're not sacrificing anything.
Scouts play a big role for SM in 1v1. You can't permit not to have your scouts around for engagements, especially upgraded ones. That goes for every race. No race can permit to not engage with all their units versus an opponent who does the same.
The GM squads are repairing while in combat. The sent shouldn't be extremely low. Especially in T1. GM can repair while the sent decaps and then take over the cap.
Lack of a suppression counter? -.- Not even gonna bother.
Scouts play a big role for SM in 1v1. You can't permit not to have your scouts around for engagements, especially upgraded ones. That goes for every race. No race can permit to not engage with all their units versus an opponent who does the same.
The GM squads are repairing while in combat. The sent shouldn't be extremely low. Especially in T1. GM can repair while the sent decaps and then take over the cap.
Lack of a suppression counter? -.- Not even gonna bother.
Re: IG Balance in 1v1
Dark Riku wrote: No race can permit to not engage with all their units versus an opponent who does the same.
The GM squads are repairing while in combat. The sent shouldn't be extremely low. Especially in T1. GM can repair while the sent decaps and then take over the cap.
That I hugely disagree with. I think SM and eldar are excellent at countering armies with only a few units at their disposal. So long as you know what's coming and when it is coming and so long as they attack you, not vice versa.
Lets make Ordo Malleus great again!
Re: IG Balance in 1v1
sure torpid.
countering shees or sluggas or even melee heroes without scouts is just pointless...
try to use the knockback shell...
countering shees or sluggas or even melee heroes without scouts is just pointless...
Also, the lack of suppression counters is a nightmare and makes control even harder. I, personally thought the mortar smoke was just fine when it reduced unit range to 0 against suppression units, (but OP vs normal ranged units, which is hard to reconcile), because it allowed melee units to engage by running right up the pipe. Jump units disrupt suppression this much, but now its hard to get them tied up because they shoot you up close due to their small range. Ranged dps is usually not big enough to damage them while their range is short at this stage of the game.
try to use the knockback shell...
Re: IG Balance in 1v1
Yeah, it's called devastators 
Also you're not losing much having that 210 scout be capping instead of fighting. In fact you're gaining since they don't contribute hardly anything. It really doesn't matter whether the foe is sending their entire army at you or not, it al is a matter of opportunity cost.
It's like when I'm tyranids and about to go T2 I won't actually mind if I suffer a gen bash if I can bash my foe's power and/or gain major map control. This is because in such a case the economic loss I incur is lesser than the economic loss than my foe occurs.
So what am I trying to say? Well my point is that I fundamentally disagree with the notion that winning an engagement is always the best thing to do, I guess when put in the way I've done so makes such obvious, yet that's what I got from reading Riku's post there.
Also you're not losing much having that 210 scout be capping instead of fighting. In fact you're gaining since they don't contribute hardly anything. It really doesn't matter whether the foe is sending their entire army at you or not, it al is a matter of opportunity cost.
It's like when I'm tyranids and about to go T2 I won't actually mind if I suffer a gen bash if I can bash my foe's power and/or gain major map control. This is because in such a case the economic loss I incur is lesser than the economic loss than my foe occurs.
So what am I trying to say? Well my point is that I fundamentally disagree with the notion that winning an engagement is always the best thing to do, I guess when put in the way I've done so makes such obvious, yet that's what I got from reading Riku's post there.
Lets make Ordo Malleus great again!
Re: IG Balance in 1v1
i got that.
and i agree that winning engagements at all cost is not how i should be played.
and i agree that winning engagements at all cost is not how i should be played.
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