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Re: Patch 2.5 (WIP)
Posted: Thu 10 Dec, 2015 11:59 pm
by RosenWarrior
Huh.. Not really sure about banewolves.. They're t2 right?
Never really had trouble with them before (besides the gen bashing and the spooge cannon obviously), but once you get hav's with a las cannon the beast tends to go down fairly easy.. Not like a chimera where it can reinforce units in the field, imo that's more threatening than firing creamy muck muck at some of my dudes x)
The russ drop doesn't cost power..? God help us

Alsoooo --
Not really sure why heretics are getting nerfed damage and -20 to the price!? People already take em to the pictures so easily why do they need to be more squishy

Re: Patch 2.5 (WIP)
Posted: Fri 11 Dec, 2015 12:30 am
by Adeptus Noobus
Oddnerd wrote:I wonder if the banewolf could be fit into the regular IG T2 roster, rather than as an Inquisitor-only cheese ability. I agree with what a few others have said - its probably the most frightening rushed unit in the game for me.
Please see my original response to firatwithin for the replay....
Re: Patch 2.5 (WIP)
Posted: Fri 11 Dec, 2015 1:08 am
by Tex
Seer Council are also an infantry unit that can be suppressed and knocked back and have only fleet of foot as an ability. Would you ever use that global if it costed power?
Getting a leman Russ at the cost of no power is a no brainer.
Getting a banewolf as soon as T2 hits if you have vision anywhere near your opponents power is a no brainer.
Re: Patch 2.5 (WIP)
Posted: Fri 11 Dec, 2015 12:17 pm
by saltychipmunk
I agree about the seer council, all in all they are probably the least impactful *super* infantry unit in the game .
even without the power costs on it , it is not a particularly good global. something you get if you dont want a d-cannon, cant afford an avatard and dont want to risk a prism or already have all you want of those 3 units.... (god damn i hate the eldar t3 unit roster). you get a banshee squad with double hp and more dps. comparing it air dropping a tank/terminator on someone's head is indeed silly.
Re: Patch 2.5 (WIP)
Posted: Mon 14 Dec, 2015 10:52 pm
by Lichtbringer
saltychipmunk wrote:I agree about the seer council, all in all they are probably the least impactful *super* infantry unit in the game .
even without the power costs on it , it is not a particularly good global. something you get if you dont want a d-cannon, cant afford an avatard and dont want to risk a prism or already have all you want of those 3 units.... (god damn i hate the eldar t3 unit roster). you get a banshee squad with double hp and more dps. comparing it air dropping a tank/terminator on someone's head is indeed silly.
(Or if you float 1300 req and want a Avatar + Seercouncil and don't care for Eldritchs.^^)
RosenWarrior wrote:Huh.. Not really sure about banewolves.. They're t2 right?
Never really had trouble with them before (besides the gen bashing and the spooge cannon obviously), but once you get hav's with a las cannon the beast tends to go down fairly easy.. Not like a chimera where it can reinforce units in the field, imo that's more threatening than firing creamy muck muck at some of my dudes x)
The russ drop doesn't cost power..? God help us

Alsoooo --
Not really sure why heretics are getting nerfed damage and -20 to the price!? People already take em to the pictures so easily why do they need to be more squishy

The Banewolf also slows everyone he hits, infantry and vehicles and I think he has a super slow groundtargeted ability. So really good at kiting Walkers.^^
Well, technically the Heretics don't get squishier, they have the same survivability. You could even argue they get more hp per cost

The nerf is only to the damage

Re: Patch 2.5 (WIP)
Posted: Wed 16 Dec, 2015 10:26 pm
by valore
Any reason why the Chaos Terminator Autocannon is taking a straight nerf instead of a nerf by degrees?
It overperformed a bit as a mobile platform with no drawback on the upgrade, but at the same time, using it at range meant you took counter fire from long range AV weapons.
Would a damage reduction modifier for distant/long range be a first step solution?
Re: Patch 2.5 (WIP)
Posted: Wed 16 Dec, 2015 11:35 pm
by Atlas
This one has been said before, but we should revisit the HI Setup Teams' Melee Resistance. 'Nuff said.
Also I'd like to put forward a suggestion to revisit PC as a hero. I feel that his wargear as a collection is really one-dimensional. His globals are kickass (ToN might be too kickass atm), but PC pretty much does anti-melee/ anti-blob and that's it.
Re: Patch 2.5 (WIP)
Posted: Wed 16 Dec, 2015 11:43 pm
by Adeptus Noobus
Atlas wrote:This one has been said before, but we should revisit the HI Setup Teams' Melee Resistance. 'Nuff said.
Also I'd like to put forward a suggestion to revisit PC as a hero. I feel that his wargear as a collection is really one-dimensional. His globals are kickass (ToN might be too kickass atm), but PC pretty much does anti-melee/ anti-blob and that's it.
He does anti-ranged infantry as well if you kit him out to do so. He does so by supporting his units where he can. The fist isn't just for capping and high burst dmg but can also grant TCSM the advantage they need in conjunction with the nurgle worship to really outshoot everything. You can also keep the bolter as it works quite well vs light infantry, even in late game. What do you suppose he could benefit from? A 3rd armor perhaps?
Re: Patch 2.5 (WIP)
Posted: Thu 17 Dec, 2015 3:32 am
by Tex
The PC could use a slightly improved bolter that he is able to switch back to. Sort of like how the mekboy has dakka x3 so he isn't stuck with a setup weapon should he be upgraded.
Re: Patch 2.5 (WIP)
Posted: Sat 19 Dec, 2015 1:06 am
by MaxPower
Is it possible to give all Land Raiders a bigger entry and exit radius for the units, cause most of the time your units try to hug the freaking side of these big metal boxes but wont get in in time because the entry and exit points are close to the weapon sponsons (at the sides) and not in front of it, where the actual assault ramp is (for whatever reason).
To sum it up:
Getting in Land Raiders is a pain in the arse, because of the small entry points on the sides - hence I'd like to see that changed
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 4:41 am
by ytimk
Tex wrote:The PC could use a slightly improved bolter that he is able to switch back to. Sort of like how the mekboy has dakka x3 so he isn't stuck with a setup weapon should he be upgraded.
YES YESSSSSS - I miss seeing him with a bolter post t1 - the Bile Spewer just doesn't have the range.
The "Bubonic Bolter"
-either damage over time (T1) or green version of MoT infernop rounds (T2)
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 6:35 am
by Black Relic
Just have the bolter have a longer dot effect since that is the thing that kills, and maybe when he is in cover damage taken from sniper rifles is reduced (25%) since playing vs snipers as PC is such a pain in the ass. But that latter isn't really necessary. just expressing my hate against snipers as PC.
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 4:41 pm
by Crewfinity
What if the PC were given a new armor? It could cost 120/30, give him health, health regen, and a damage increase. Could be a more attrition based armor rather than counter-initiation. Like the TM artificer armor combined with the WSE improved targeters.
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 5:07 pm
by Ace of Swords
Crewfinity wrote:What if the PC were given a new armor? It could cost 120/30, give him health, health regen, and a damage increase. Could be a more attrition based armor rather than counter-initiation. Like the TM artificer armor combined with the WSE improved targeters.
On top of his healing capabilities? How does that sounds even remotely balanced?
PC is fine as it is, as tex said and has it's been suggested for years now, give him a buy-back bolter with sightly more dps than his standard one, same effects and one ability.
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 9:17 pm
by saltychipmunk
I wouldn't mind a pc bolter , maybe a cheap one 100 /20 that brings his dps up to 33 with an active ability that adds a long lasting but low damage dot on a unit (like 2.5 pierce damage over 15 seconds) or something like that.
Would fit thematically with him doing gradual damage that builds up to something that kill unaware players who get in over their head.
but then again he already has a stupid amount of anti light infantry.....
heck he might not even need an ability. just a better base damage and maybe a better dot would be all he needs in a wargear.
Re: Patch 2.5 (WIP)
Posted: Tue 22 Dec, 2015 11:45 pm
by Black Relic
NONONO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I have tested this in my own mod. Giving the pc a better dps on his bolter and a better DOT is ridiculously strong! Is a warp spider with improved targeters on steroids since as i said before its the Damage of time that kills shit. Not that initial hit most of the time. Just increasing the DOT to 7 seconds is enough!!!!!!
That is a extra 4 damage per shot!! NO ability no increase in base dps at all.
If you want the base dps to go up and have the same dot that's fine but no ability. The PC does not need one at all.
I really think if he gets a bolter it should just have an increased duration for the DOT for 2 seconds. And that is it.
Re: Patch 2.5 (WIP)
Posted: Wed 23 Dec, 2015 7:59 am
by Sneery_Thug
Regarding GK: While the bloody teleporter pack with the halberd in T2 always set my teeth on edge, but now with teleporter removed and "We are the Hammer" no longer affects BC himself - he is just the slowliest hero in the game, more slowly then PC and CL. Wouldn't it be more useful to make We are the Hammer increase the movement speed of only BC himself and not the rest of the units?
Re: Patch 2.5 (WIP)
Posted: Wed 23 Dec, 2015 3:21 pm
by saltychipmunk
If We are the hammer were to only affect the bro cap it would need a stupidly large ms buff to compensate for the rather huge loss of utility.
the ms is the best part of we are the hammer.. makes kiting much easier.
Re: Patch 2.5 (WIP)
Posted: Thu 24 Dec, 2015 7:07 am
by Crewfinity
Black Relic wrote:NONONO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I have tested this in my own mod. Giving the pc a better dps on his bolter and a better DOT is ridiculously strong! Is a warp spider with improved targeters on steroids since as i said before its the Damage of time that kills shit. Not that initial hit most of the time. Just increasing the DOT to 7 seconds is enough!!!!!!
That is a extra 4 percent damage per shot!! NO ability no increase in base dps at all.
If you want the base dps to go up and have the same dot that's fine but no ability. The PC does not need one at all.
I really think if he gets a bolter it should just have an increased duration for the DOT for 2 seconds. And that is it.
4 percent seems kinda underwhelming tbh

Improved targeters on WSE increases damage by 50%, as well as weapon range, on a teleporting hero who does more dps to begin with.
Would an extra 2 seconds of dot REALLY make that much of a difference? Even if it still does full damage on retreat, It doesn't seem like something I would want to spend many resources on.
Re: Patch 2.5 (WIP)
Posted: Thu 24 Dec, 2015 5:11 pm
by Atlas
I concur with Crew. PC needs more versatile gear from a 1v1 perspective imo.
Re: Patch 2.5 (WIP)
Posted: Fri 25 Dec, 2015 3:47 am
by Black Relic
I didnt mean 4 percent damage my bad. The DoT does 4 more damage per shot over time.
Re: Patch 2.5 (WIP)
Posted: Fri 25 Dec, 2015 7:13 pm
by 531st
Btw, cael, i think with this new canticle that increases ability cooldown u should make sure that it will have no effect on vindicare unless u want rapid fire chaning ammo bug again

Re: Patch 2.5 (WIP)
Posted: Mon 04 Jan, 2016 4:19 pm
by Atlas
Hate to say it, but patch whennnnnn? I can't wait to try this stuff out!
Re: Patch 2.5 (WIP)
Posted: Mon 04 Jan, 2016 5:05 pm
by Wise Windu
Soon™
Re: Patch 2.5 (WIP)
Posted: Tue 05 Jan, 2016 5:57 pm
by Batpimp
Wise Windu wrote:Soon™
no stealing from EC!
Re: Patch 2.5 (WIP)
Posted: Tue 05 Jan, 2016 6:14 pm
by Adeptus Noobus
Re: Patch 2.5 (WIP)
Posted: Tue 05 Jan, 2016 11:43 pm
by Atlas
Wise Windu wrote:Soon™

Re: Patch 2.5 (WIP)
Posted: Wed 06 Jan, 2016 1:03 am
by Wise Windu
Sometimes, that is what I imagine Forest looks like when he's mad about something

Re: Patch 2.5 (WIP)
Posted: Wed 06 Jan, 2016 2:19 am
by Forestradio
Re: Patch 2.5 (WIP)
Posted: Wed 06 Jan, 2016 2:21 am
by Aguxyz