Re: IG imbalances
Posted: Wed 23 Mar, 2016 10:01 pm
And my question again. I use Inspire terror to the enemy, but he continued to retreat. This is not a bug?



Dark Riku wrote:Ofcource not! It's only to stop your own units from retreating.
Dark Riku wrote:New damage type for bane wolf that does almost nothing to gens.
_4ut_ wrote:Dark Riku wrote:Ofcource not! It's only to stop your own units from retreating.
Thanks, but it's sad. LC seems the weakest character in IG.
Oddnerd wrote:_4ut_ wrote:Dark Riku wrote:Ofcource not! It's only to stop your own units from retreating.
Thanks, but it's sad. LC seems the weakest character in IG.
He has a steeper learning curve than the INQ and LG, but he can actually be the most dangerous IG commander to face if used properly.
Tex wrote:Oddnerd wrote:_4ut_ wrote:Thanks, but it's sad. LC seems the weakest character in IG.
He has a steeper learning curve than the INQ and LG, but he can actually be the most dangerous IG commander to face if used properly.
pffff
I strongly disagree with him being the most dangerous.
He has some great combinations in T2, but he is soooooooo incredibly dependent on his sword and his flares and is rather easy to control. 2 suppression teams is the bane of commissar players everywhere.
Helios wrote:Finally. Some one fucking gets it. The only thing dangerous about the Commissar is Bionic Eye. Oh noes watch everyone or he'll drop some land mines on you! "most dangerous", seriously?
yeah, funny thing;)Tarre wrote:
Now someone going to tell you to get good
HARRYY wrote:There's an ork Balance Thread, but i dont go there to belittle any internal suggestion there since Im biased as fuck. For me, orks are a forgiving noobrace with little skill involved. They should instead nerf the shit out of orks to make them require at least some skill (know synergies, forced to use then, sometimes avoid Fights etc, more micro). I dont do this since im not objective on them. I leave it to those who know better.
GuruSkippy wrote:well, the best way to change your mind about that is to play them.

yes, unranked.GuruSkippy wrote:not in ranked in elite according to your stats.
try them, you'll change your mind, at least a little bit.
HARRYY wrote:yes, unranked.GuruSkippy wrote:not in ranked in elite according to your stats.
try them, you'll change your mind, at least a little bit.
Ofc they have some disparities. But they have no glaring Balance-downsides or Design problems since zlthey got shipped with the first dawnofwar2 release..


Execute plays can be really punishing, possibly wiping units.Tex wrote:pffff
I strongly disagree with him (edit: LC) being the most dangerous.
Everything has to be said for a first time at some point I guess? 
Atlas wrote:I'm now watching this thread very closely now, keep it constructive.

Dark Riku wrote:Damage per hit or per second? 20DPS is half the dps of a default FC and only 6 dps less than a tac sarge or LC leader...
The sarge does not need a dps increase. If the chainsword bothers you so much you can remove the visual and soundeffect to be happy
I fail to see how it would change that much either ways. It's not like guardsman will be in melee that often enough even then. You have the aspiring champion sword that deals 34 dps but you still don't see any grenade launching heretics going in melee. But if you're not going to change the damage then it would be nice to have the sargeant use a lasgun to make it clear what he does. And if you bring tactical squads that punch people as an argument of unrealistic damage then I'll say super humans in power armor. Heck I'll even bring out the fact that until I checked their damage today I thought it was a good idea to have scouts force melee on retreat.Crewfinity wrote:Dark Riku wrote:Damage per hit or per second? 20DPS is half the dps of a default FC and only 6 dps less than a tac sarge or LC leader...
The sarge does not need a dps increase. If the chainsword bothers you so much you can remove the visual and soundeffect to be happy
Yep. IG sarge is mostly a reinforcement discount rather than a legit squad leader like a tacs sarge or commissar. If he got good stats as well I think he would have to cost power to be fair. Remember he also brings the dps of 2 extra guardsmen as well as halving their reinforcement cost.
Metal C0Mmander wrote:I fail to see how it would change that much either ways. It's not like guardsman will be in melee that often enough even then. You have the aspiring champion sword that deals 34 dps but you still don't see any grenade launching heretics going in melee. But if you're not going to change the damage then it would be nice to have the sargeant use a lasgun to make it clear what he does. And if you bring tactical squads that punch people as an argument of unrealistic damage then I'll say super humans in power armor. Heck I'll even bring out the fact that until I checked their damage today I thaught it was a good idea to have scouts force melee on retreat.Crewfinity wrote:Dark Riku wrote:Damage per hit or per second? 20DPS is half the dps of a default FC and only 6 dps less than a tac sarge or LC leader...
The sarge does not need a dps increase. If the chainsword bothers you so much you can remove the visual and soundeffect to be happy
Yep. IG sarge is mostly a reinforcement discount rather than a legit squad leader like a tacs sarge or commissar. If he got good stats as well I think he would have to cost power to be fair. Remember he also brings the dps of 2 extra guardsmen as well as halving their reinforcement cost.

Dark Riku wrote:New damage type for bane wolf that does almost nothing to gens.
Forestradio wrote:Torpid and Fredbrik were both players who used LC and did extremely well against high level competition both inside and outside of tournaments. Sadly neither is active, but perhaps they'll be back eventually.
Aguxyz also plays LC, as does Tex. And both of them imo are capable of beating any player in the game with LC.
Fr33man's focus might be on 2v2/3v3 these days but he's still better than a good deal of the community, dismissing his experience is simply not valid.
edit: forgot about Stoned elf and Myrdal probably because they're such quiet reserved badasses
Dark Riku wrote:Damage per hit or per second? 20DPS is half the dps of a default FC and only 6 dps less than a tac sarge or LC leader...
The sarge does not need a dps increase. If the chainsword bothers you so much you can remove the visual and soundeffect to be happy
Crewfinity wrote:Yep. IG sarge is mostly a reinforcement discount rather than a legit squad leader like a tacs sarge or commissar. If he got good stats as well I think he would have to cost power to be fair. Remember he also brings the dps of 2 extra guardsmen as well as halving their reinforcement cost.






Caeltos wrote:Did you know that I once upon a time gave the Aspiring Champion for Chaos Space Marines a whooping +3 damage.
Do you know what the results were? It absolutely broke the game in certain matchups. I removed the +3 damage from it, and it was back to fine.
Caeltos wrote:You severely underestimate the damage increase, and the effiency of additional of damage one can inflict. The damage can be sufficient enough to assert pressure, or turn a fight in your favor. What you're also going to miss out is the potency of a butterfly-effect, where it's not just one sergeant present in the game. Normally, you'll see at least two Guardsmen with sergeants, if not more - thus the damage increase amplifies in it's effiency furthermore.
Caeltos wrote:We're only considering the 1v1 aspect at this time, and it's already sending out warning signals.
Caeltos wrote:Now, we add the problem into 2v2s and 3v3s, and suddenly - guardsmen en-masse can quickly become a problem for both ranged (effective bleed ratio potency) as well as the melee-deterriance might falter due to guardsmen being more potent to stand-up and fight even in raw-engagement. Again, a 10 damage adds up to +20 damage from the Commissar 'Execution' ability.
Caeltos wrote:10 damage is 10 dps for the squad. You consider the wind-up and wind-down(animation) both being respectively 0.5 wind-up and 0.5 wind-down. This means your proposal is a +6 dps increase in melee, which is A BIG DEAL for a very-low cost squad, and espicially for a sergeant upgrade that is pretty light in it's cost effeciency ratio. So again, your proposed Sergeant melee dps would be 20 under the effect of a Commissar execution.
Caeltos wrote:I could go on and on, but this seems like such a pointless proposition, with no thought behind it - with the exception of "Hey, it's a sword, it should do sword damage".