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Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 7:12 am
by Bahamut
Wouldnt be awesome of veng rounds for devas were a toggle rather than a temporary buff?

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 1:02 pm
by Lag
Giving Commie and Plasma upgrade to GM in t1 would also be awesome!

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 1:05 pm
by Kvek
Urgh, what about you explain why it's bad instead of saying the most stupid thing that comes to your mind?

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 1:08 pm
by Lag
Because this way it would be a t1 autocannon. I guess some people need shit be drawn out for them, eh Kvek?

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 1:24 pm
by Kvek
Lag wrote:Because this way it would be a t1 autocannon. I guess some people need shit be drawn out for them, eh Kvek?


What? Autocannon does more damage, splash and can't change to suppression mode...

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 1:51 pm
by Lag
....
Try running GM or Shootas or Guardians into Veng Rounds. Now imagine that working it's thing all of the time instead of a short duration with a cooldown you can back away from.

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 2:04 pm
by Kvek
Lag wrote:....
Try running GM or Shootas or Guardians into Veng Rounds. Now imagine that working it's thing all of the time instead of a short duration with a cooldown you can back away from.


Why the heck would you do that? anyway i agree that the idea is kinda bad, but no need to act like an ass because of that.

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 2:16 pm
by Lag
Kvek telling something not to act like an ass... :roll:
Just tired of people suggesting stuff because "it would be awesome". Avatar in t1 would be awesome, but unplayable.

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 4:15 pm
by Bahamut
Lag wrote:....
Try running GM or Shootas or Guardians into Veng Rounds. Now imagine that working it's thing all of the time instead of a short duration with a cooldown you can back away from.


wait.. you think veng rounds are better against GM and shootas than normal suppression stance? WTF?

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 4:21 pm
by Caeltos
Bahamut wrote:
Lag wrote:....
Try running GM or Shootas or Guardians into Veng Rounds. Now imagine that working it's thing all of the time instead of a short duration with a cooldown you can back away from.


wait.. you think veng rounds are better against GM and shootas than normal suppression stance? WTF?


You do realise he's referring to Devastator Vengeance Rounds right? The Vengeance Rounds will rip just about any infantry to shreds. The damage on Vengeance Rounds scales on the distance as well.

Let-alone, you could just cause the supression effect, then swap onto Vengeance Rounds to let 'er rip

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 4:30 pm
by Bahamut
Caeltos wrote:You do realise he's referring to Devastator Vengeance Rounds right? The Vengeance Rounds will rip just about any infantry to shreds. The damage on Vengeance Rounds scales on the distance as well.

Let-alone, you could just cause the supression effect, then swap onto Vengeance Rounds to let 'er rip


Yeah i know, and that can happen in the current form. Dunno.. i don't see dev veng rounds being better against infantry than default state, just me tho

Re: Supression teams (Devastators)

Posted: Wed 01 Jan, 2014 4:35 pm
by Nurland
Well increased range and 50% increased damage really, really fuxxx up pretty much any T1/T2 infantry.

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 2:52 am
by ThongSong
a devastator squad with vengeance rounds can 1 burst a warrior at very close range. if they're trying to close in for melee and tank regular damage, they can be in for a very nasty surprise

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 2:55 am
by Nuclear Arbitor
they also soft counter setup teams.

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 5:03 pm
by saltychipmunk
i find a jack of all trades unit that is merely good in all areas to be a tactically limiting unit.

havocs are great and used because of instant suppression
shuri plats are great because they are ludicrously mobile

i have never liked the ig setup team or lootas. but that is more because their race really doesn't need them and tends to have better units for the job.


devastators excluding having to pay extra for vengeance rounds , don't do anything special

all those numbers like setup time damage and squad durability (except hi armor) ultimately are superfluous 95% of the time , in the end its the stuff you can min max that matter.

and vanilla bland devastators have nothing special to min max.

nothing exotic , nothing to throw an opponent off like other squads have , hell at least the ig setup unit can repair and lootas can go invisible.

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 6:05 pm
by Tex
Maybe, just maybe, devs need to be so bland in vanilla form because as it stands, SM is the only race that can counter vehicles in tier 1 because of the POTENTIAL that their setup teams have. It just might have something to do with it.

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 8:20 pm
by Sub_Zero
Off-topic but I liked the function of IG's setup team to repair while firing. I dunno why it was removed completely. Range of repair was small and you had to keep your vehicle really close.

Re: Supression teams (Devastators)

Posted: Thu 02 Jan, 2014 8:25 pm
by Torpid
Sub_Zero wrote:Off-topic but I liked the function of IG's setup team to repair while firing. I dunno why it was removed completely. Range of repair was small and you had to keep your vehicle really close.


Because it was too cheesy in combination with a sentinel/turret.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 3:01 am
by ThongSong
saltychipmunk wrote:i have never liked the ig setup team or lootas. but that is more because their race really doesn't need them and tends to have better units for the job.



but dat most powerful lascannon in the game.

and AUTOCANNONS

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 8:41 am
by Sub_Zero
I would say that tzeentch havocs posses the best lascannon in the game at the moment. They and IG's lascannon setup team need 8 shots to take out a SM dread and they do it for the same amount of time. But havocs shoot instantly while IG's lascannon setup team need to prepare its weapon. Also if I am not mistaken havocs have better autocannon.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 8:46 am
by Torpid
But havocs don't get a stupidly overpowered sheild, nor can they infiltrate/see into the FOW/do double damage/get a range buff [interrogator's armour/servo skull/execute/LG sniper]. Suffice to say the HWT easily out-shines the other set-up teams in an AV role. Not to mention the mere uselessness of jump units vs IG (especially the Inq) is another reason why the HWT are so great - how do you disrupt them?

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 9:47 am
by Lag
Just like Eldar are mega fragile and require a setup team in t1 to "make it work", so are the IG. Despite the beastly Lascannon, the suppression team lacks mobility, is easy to bleed models and easy to die. It is mega shitty indeed. It is one of the main reasons I find the IG t1 lame and weak. How to disrupt it? How not to? Great jump team counters? Then what are Banshees? Yet we still see great Shuri play.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 10:56 am
by appiah4
Tex wrote:Maybe, just maybe, devs need to be so bland in vanilla form because as it stands, SM is the only race that can counter vehicles in tier 1 because of the POTENTIAL that their setup teams have. It just might have something to do with it.


The flaw with the argument is that there are no units with vehicle armor to counter in T1, not to mention that VR suck ass at dealing with even transport vehicles, they can simply blitz through the firing arc and flank because the thing doesn't snare.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 11:44 am
by Sub_Zero
In no way IG forces are fragile. Very cheap and have a non-bleeding "vehicle". Eldar have no units that have immortal leaders excluding their setup team. All T1 roster of IG has immortal leaders.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 11:59 am
by Lag
Okay then. :lol:

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 12:30 pm
by Kvek
appiah4 wrote:
Tex wrote:Maybe, just maybe, devs need to be so bland in vanilla form because as it stands, SM is the only race that can counter vehicles in tier 1 because of the POTENTIAL that their setup teams have. It just might have something to do with it.


The flaw with the argument is that there are no units with vehicle armor to counter in T1, not to mention that VR suck ass at dealing with even transport vehicles, they can simply blitz through the firing arc and flank because the thing doesn't snare.


Actually, vengeance rounds can counter transports, lost a razorback to them because i underestimated them

http://youtu.be/mPKuexSEawI?t=21m11s

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 12:39 pm
by appiah4
http://youtu.be/mPKuexSEawI?t=21m11s

Joke post? What I see is 4 Devastator squads (4!) with vengeance rounds failing to take a chimera down. The chimera forces them (and 2 fully upgraded scout squads) off in about 4 minutes of a sustained ranged firefight, actually.

Then a dreadnought comes, takes it out, and proceeds to take out a banewolf in the same minute.

Is this the fabled great Vengeance Rounds AV capability? If it is, screw it. Either give it a vehicle snare (possibly make it 75/10 instead of 75/nil) or make it upgradable to a Lascannon, otherwise I'll never take it. I'd rather melee vehicles with tacticals than pay a tactical marine's worth of req for it..

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 12:56 pm
by Lulgrim
appiah4 wrote:What I see is 4 Devastator squads (4!) with vengeance rounds failing to take a chimera down.

It is briefly attacked by two Devs, most of the time by one, at maximum range.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 1:40 pm
by appiah4
Lulgrim wrote:
appiah4 wrote:What I see is 4 Devastator squads (4!) with vengeance rounds failing to take a chimera down.

It is briefly attacked by two Devs, most of the time by one, at maximum range.


First, it is not briefly attacked, it is under constand Devastator fire.

Second, what is this supposed to mean; if you want to rely on Vengeance rounds to take down a transport make sure you bring at least three and hope your opponent is dumb enough to wade into the fire arc of them all? What does this alone say about the upgrade?

Third, 22:30-45 Chimera gets side armored by VR HB at mid range, front armored by VR HB at long range, despite having half health manages to force off both.

If the damage those things did at any point in the video qualify them for AV and can be submitted as proof af Vengeance Rounds' AV effectiveness then I rest my case and have no more to say.

Re: Supression teams (Devastators)

Posted: Fri 03 Jan, 2014 1:43 pm
by Kvek
appiah4 wrote:http://youtu.be/mPKuexSEawI?t=21m11s

Joke post? What I see is 4 Devastator squads (4!) with vengeance rounds failing to take a chimera down. The chimera forces them (and 2 fully upgraded scout squads) off in about 4 minutes of a sustained ranged firefight, actually.

Then a dreadnought comes, takes it out, and proceeds to take out a banewolf in the same minute.

Is this the fabled great Vengeance Rounds AV capability? If it is, screw it. Either give it a vehicle snare (possibly make it 75/10 instead of 75/nil) or make it upgradable to a Lascannon, otherwise I'll never take it. I'd rather melee vehicles with tacticals than pay a tactical marine's worth of req for it..


Did you just ignore what i said above that link?