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Re: Patch 2.3 Balance changelog
Posted: Thu 01 May, 2014 3:01 pm
by Dark Riku
Takadekadaka wrote:What if one were to scale down the skeleton for the wraithlord since it's a pretty similar bipedal that also uses one armed melee and one armed ranged attacks?
A Dreadknight is bigger than a Wraihlord, so it should be scaled up ^^
Re: Patch 2.3 Balance changelog
Posted: Thu 01 May, 2014 5:27 pm
by Swift
A Dreadknight is much bigger, which is more of a problem.
Re: Patch 2.3 Balance changelog
Posted: Sun 04 May, 2014 3:37 pm
by Lost Son of Nikhel
Just Theorycrafting here: Should receive ranged walkers (Vanilla Chaos Dread, MoT Chaos Dread, AC Dread....) the melee resistance aura BUT in return make less melee damage (from default 73.33 dps to 60 dps, for example)?
Re: Patch 2.3 Balance changelog
Posted: Sun 04 May, 2014 3:39 pm
by Torpid
No, that would be too strong. They should die in melee to HM and not take minutes to kill.
Re: Patch 2.3 Balance changelog
Posted: Sun 04 May, 2014 4:45 pm
by sebi.costa
* Baneblade health reduced from 3500 to 3250
* Baneblade turret dps increased from 26,67 to 33,3375 on all turrets
* Baneblade Demolisher cannon reduced from 300 to 225
Seems like a buff for the baneblade. Glad to see it.
Re: Patch 2.3 Balance changelog
Posted: Sun 04 May, 2014 6:41 pm
by sebi.costa
I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 4:56 am
by Atlas
sebi.costa wrote:I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.
Going specifically at nerfing TM for team games would probably be increasing the price of the beacon, which is already being done in the patch.
I slightly disagree with the Orbs talk since in team the TM is a lot squishier but otherwise yeah, I think he's a powerful team hero.
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 5:45 am
by Barrogh
sebi.costa wrote:* Baneblade health reduced from 3500 to 3250
* Baneblade turret dps increased from 26,67 to 33,3375 on all turrets
* Baneblade Demolisher cannon reduced from 300 to 225
Seems like a buff for the baneblade. Glad to see it.
Assuming, DPS change affects main turret as well, yeah, probably.
It probably won't instagib leveled devs/havocs now. Not sure if I disagree with this though.
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 2:23 pm
by Indrid
By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 2:59 pm
by Crewfinity
The new turret damage is suppsed to be 33,75 right?
I assumed that the 33,3375 was a typo but nobody seems to have mentioned it yet

Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 3:06 pm
by Wise Windu
Crewfinity wrote:The new turret damage is suppsed to be 33,75 right?
I assumed that the 33,3375 was a typo but nobody seems to have mentioned it yet

Nope, 33.3375. The health damage will be 50 increased from 40. (multiply by 1.25 :p)
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 4:52 pm
by Crewfinity
Ohhhhh my bad. Haha I'm used to American numbers, I forgot that European system uses commas instead of periods to indicate decimals.
Makes much more sense, thanks for clearing that up

Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 5:57 pm
by Cheah18
Crewfinity wrote:Ohhhhh my bad. Haha I'm used to American numbers, I forgot that European system uses commas instead of periods to indicate decimals.
Makes much more sense, thanks for clearing that up

On a side note Crew, I hope you're not considering Brits to be 'European' in this context

We tend to use 'full stops' for decimals as well :p
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 7:48 pm
by Swift
Yes, full stops, not "periods", for points. We also say pavement instead of sidewalk, just as a side note. The Baneblade change seems fairly good on the Anti infantry side, but I always thought the Lascannons could do with a small buff.
Re: Patch 2.3 Balance changelog
Posted: Mon 05 May, 2014 9:39 pm
by Torpid
Full stop is such a terrible term...
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 2:54 am
by sebi.costa
Indrid wrote:By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.
Ingrid ur saying the only turrets who get an upgrade are the bolter ones?
If thats what u mean, baneblade gets nerfed.
I always prefer 2 lemanrusses instead of a baneblade. Im curious to see if the unit's gonna be worth the resources to bring out.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:01 am
by sebi.costa
Atlas wrote:sebi.costa wrote:I think tech-marine is a bit to strong in team games.
Beacon reinforces everyone, very good turrets, global repair, orbs stun very good anti vehicles, marked target insane damage when combined with ur allies.
His not that awesome in 1v1 but his very strong in team games. Is there a way to nerf his team game huge potential, but not harm his 1v1?
Maybe if some of his abilities didn't affect allies it would be ok.
Going specifically at nerfing TM for team games would probably be increasing the price of the beacon, which is already being done in the patch.
I slightly disagree with the Orbs talk since in team the TM is a lot squishier but otherwise yeah, I think he's a powerful team hero.
Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:05 am
by sebi.costa
* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad
Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:41 am
by Bahamut
sebi.costa wrote:Indrid wrote:By turrets he means the three twin-linked heavy bolters, the demolisher is the activatable shot. Seems like the mega-battle cannon remains unchanged.
Ingrid ur saying the only turrets who get an upgrade are the bolter ones?
If thats what u mean, baneblade gets nerfed.
I always prefer 2 lemanrusses instead of a baneblade. Im curious to see if the unit's gonna be worth the resources to bring out.
yes, only the bolter side turrets get the buff
Lascannon turrets already do 55 damage each with each shot
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:54 am
by sebi.costa
Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 5:09 am
by BaptismByLoli
sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
You'll get in when you level up your IG high enough. Don't know what level it is though.
And as a side note, this kind of request needs to be posted on Random Crap. Not here
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 6:35 am
by ChrisNihilus
sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
Somebody here likes the hat-less inquisitor, anyway.
Just level up.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 11:35 am
by Orkfaeller
Ya but the cost increase is 10 power, that's nothing. Its a joke nerf.
A power increase by 50% is not "
nothing".
It completely throws off your Beacon time window in the early game.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 12:00 pm
by Nuclear Arbitor
ChrisNihilus wrote:sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
Somebody here likes the hat-less inquisitor, anyway.
Just level up.
dat sexy bun
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 1:18 pm
by Swift
Nuclear Arbitor wrote:ChrisNihilus wrote:sebi.costa wrote:Please Caeltos put back the inquisitor hat on the inquisitor model in ELITE.
She has that stupid hat in retribution, why was it removed?
I get her servodrone is an item now, but what happened to the hat?
Somebody here likes the hat-less inquisitor, anyway.
Just level up.
dat sexy bun
Am I missing something, because to me her hair just looks like she stumbled out of a cold shower onto a battlefield. Completely off topic.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:14 pm
by Tex
sebi.costa wrote:* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad
Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.
I would think with +100 courage, Karskins should be able to get 2 bursts off against a suppression team, maybe even more from green cover, and I wouldn't doubt that they can run forward and get far enough to throw a grenade from max range.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 3:19 pm
by lolzarz
Tex wrote:sebi.costa wrote:* Kaskrin Melta Gun weapon range increased from 20 to 24
* Kasrkin Grenade Launchers now knockdown targets
* Kaskrin Grenade Launchers cooldown increased from 5 to 6
* Kasrkin Weapon Expertise removed and replaced by Kasrkin Sergeant
* Kasrkin Sergeant now grants +100 courage and +0.5 capture rate to the squad
Weapons get un upgrade so no need for the weapons expertise and the sergeant gonna improve the survival of the unit. And it does get rid of the ridicules damage kasrkins have with weapon expertise and lasguns.
Its just the 100+ courage the sergeant gives them, i donno, it feels like a "take it why not" buff. Im pretty sure if they run for a suppression team their gonna get suppressed anyways. Unless they can force it off before getting suppressed. Then its all right.
I would think with +100 courage, Karskins should be able to get 2 bursts off against a suppression team, maybe even more from green cover, and I wouldn't doubt that they can run forward and get far enough to throw a grenade from max range.
Would the 100 additional courage allow them to fire their grenade launcher in time to disrupt the set-up team?
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 4:10 pm
by Swift
I think playtesting will be done on this grenade launcher to find out.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 4:13 pm
by Orkfaeller
Supression mostly affects your reloard speed. So you would get out your first salvo anyway, bonus courage or not, I think.
Re: Patch 2.3 Balance changelog
Posted: Tue 06 May, 2014 4:20 pm
by Aertes
They are a T3 unit after all. Other races get Terminators, heavy tanks and those things. Allow a squad of elite guardsmen to have some fun too...