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Re: Important balance stuff

Posted: Fri 27 Dec, 2013 7:21 pm
by Torpid
No, you can trust me on this becuase I've done it many many times, it's a very basic composition vs orks, the cmobined dread + libby + stern + devs t2, very basic and well known. Just think about the scenario in your head, you can't do much regardless of what you are with the ork t2, you need tanks, but that's balanced because I'm spending shit-loads in t2.

Re: Important balance stuff

Posted: Fri 27 Dec, 2013 7:34 pm
by Kvek
This actually makes me kinda laugh, as i see nobs as a crappy unit that gets easily countered (usually only bought for tanking) why nobody complains about kommandos despite kommandos being 5x better ? Because they aren't usually used in the low-level game where nobs shine because people don't know how to counter them..
(not saying you are a low level player, but i doubt you know how to counter nobs :L)

Re: Important balance stuff

Posted: Fri 27 Dec, 2013 7:40 pm
by Sub_Zero
Uh, you don't even know how I am glad when my opponents go for nobz. It is such a pleasure to ruin them combining your units and hero's abilities. I bet you don't know the ways of countering nobz that I am familiar with. But enough of this vast wall of off-topic messages.

Re: Important balance stuff

Posted: Fri 27 Dec, 2013 10:16 pm
by Lulgrim
Dafuq man, you just said Nobs are viable in every possible situation, they can beat armies and counter their counters. And now they're suddenly piss easy to wipe the floor with. Make up your mind?

Re: Important balance stuff

Posted: Sat 28 Dec, 2013 2:09 am
by Nuclear Arbitor
the only thing i know of that easily deals with nobz is a fireprism

Re: Important balance stuff

Posted: Sat 28 Dec, 2013 2:16 am
by Tex
Back on topic please... what the fuck guys

Re: Important balance stuff

Posted: Sat 28 Dec, 2013 8:26 am
by HandSome SoddiNg
Kvek wrote:He suppresses them, you use frenzy, he disrupts them and suppresses them.
but ofc he has his army



So Does the Ork player with 2 Sub-commanders

Re: Important balance stuff

Posted: Sat 28 Dec, 2013 9:06 am
by HandSome SoddiNg
Bahamut wrote:
crazyman64335 wrote:225 red is a shitton in 1v1's, you're playing 3v3's so that isn't exactly what tex is referring to in his OP since he basically only plays 1v1s. And yes that does matter because in 3v3's there are more units to be killed, thus leading to more red. Playing a 1v1 vs noisy the other night as the WB and had to very specifically choose when to use the globals. So those abilities are fine in 1v1's imo


I have no clue of what those 225 are referring to. But UYC is 75 red, lasts for 25 seconds, gives 35% melee damage and 60 melee skill, and it's definitely too good


35%, not 30% like retail ? Last for 25 seconds is Too Long,Meele skill is Ok. Vomit is still 6.5 seconds long with 8 sec debuff + 20% damage received ,its still Ludicrous & Ridiculous . Nidz can control Nobz effectively once their in T3, Orkz generally gain More red Slaughtering HI Races and peeling off models . The Most used Weirdy abilities Warpath/Vomit/Over dere, they don't cost that much energy to Utilize. i Just want to See Vomit/Warpath be Justified , Painboy is in fine condition.

Re: Important balance stuff

Posted: Sun 29 Dec, 2013 12:17 am
by Tex
Over dere is not used... like... at all. I have been of the opinion that it could gain a radius increase of just a few units so that it grabs an entire squad instead of just half of a squad. Also, I think the upgrade costing on the weirdboy is fuckin wack, but I'll get into that when I edit the original post into a master list.

Re: Important balance stuff

Posted: Sun 29 Dec, 2013 9:57 am
by Lag
Over Dere is insanely good ever since Painboy was introduced to ease playing with all-melee builds. I've had it turn around games completely. But - I've also had it completely fuck my shit up with the half-squad throws and dem double-throws it sometimes does.

Re: Important balance stuff

Posted: Sun 29 Dec, 2013 12:50 pm
by Asmon
Although I'm no ork player I do have experience with Over Dere (since, you know, I like throwing stuff) and I find it fine. You just need to be careful to avoid half thrown squads, but the radius is already large enough.

Double-throws can happen if the weirdboy has been knocked down before the animation is complete, hence another try.

Re: Important balance stuff

Posted: Mon 30 Dec, 2013 3:51 am
by Bahamut
HandSome SoddiNg wrote:Vomit is still 6.5 seconds long with 8 sec debuff + 20% damage received ,its still Ludicrous & Ridiculous


I believe warp vomit is full 8 seconds stun and +20% ranged dmg taken, at least that's what i can read on the module file. Which is ridiculous no matter what you say. 8 seconds point and click disable. Even when there's absolutely no blobbing going on is one squad that's forced off the fight

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 9:07 pm
by [TLV]Soul_Drinkers
Hey der fellas. Im suprised that no one had brought up the sm flamer blatantly over performing for its cost. Its pretty much a free reteat everytime early t1 vs orks eldar and ig.also bashes extremely well. So on that thought i think it warrants a price increase to 80 20

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 9:26 pm
by Torpid
Gotta agree with the above.

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 9:38 pm
by Forestradio
[TLV]Soul_Drinkers wrote:Hey der fellas. Im suprised that no one had brought up the sm flamer blatantly over performing for its cost. Its pretty much a free reteat everytime early t1 vs orks eldar and ig.also bashes extremely well. So on that thought i think it warrants a price increase to 80 20


There was already a thread about this, and Caeltos said he's not touching it:

viewtopic.php?f=3&t=368

:|

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 10:30 pm
by [TLV]Soul_Drinkers
Well if enough non garbage is brought up about it im sure we can address this issue.flamer can single handedly push back 2 guardsman and catas when microed well

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 10:58 pm
by Sub_Zero
You mean IG player should micro his forces moving them away and not shooting? Catachans on their own kill tactical marines.

Re: Important balance stuff

Posted: Tue 31 Dec, 2013 11:26 pm
by [TLV]Soul_Drinkers
if u can get into melee and range.theres no kiting an sm with a flamer as ig anymore

Re: Important balance stuff

Posted: Wed 01 Jan, 2014 11:55 am
by Faultron
[TLV]Soul_Drinkers wrote:Hey der fellas. Im suprised that no one had brought up the sm flamer blatantly over performing for its cost. Its pretty much a free reteat everytime early t1 vs orks eldar and ig.also bashes extremely well. So on that thought i think it warrants a price increase to 80 20


tac flamer got build time increase last time for flamer

Re: Important balance stuff

Posted: Thu 02 Jan, 2014 8:12 am
by appiah4
[TLV]Soul_Drinkers wrote:if u can get into melee and range.theres no kiting an sm with a flamer as ig anymore


There's the Sentinel stomp, heavy weapon squad, commander and catachan melee. If you went for triple IG spam, obviously you'll get murdered by double flamer tacs as a counter.

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 5:02 pm
by [TLV]Soul_Drinkers
Flamer has the same cost as stomp. And dont forget whatever the sm player has

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 5:21 pm
by Ace of Swords
[TLV]Soul_Drinkers wrote:Flamer has the same cost as stomp. And dont forget whatever the sm player has


your point? the flamer is way worse vs sentinels than the extra bolter, so defo the sentinel counters it, even more with the stomp.

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 5:54 pm
by [TLV]Soul_Drinkers
They dony need to kill the sent if they force of guardsman wth 2 bursts of the flamer. It just works yo well vs eldar ig orks and tyra but falls off vs gk amd csm and sm mirrors. Needs to be balanced more concerning this

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 6:11 pm
by MaxPower
[TLV]Soul_Drinkers wrote:They dony need to kill the sent if they force of guardsman wth 2 bursts of the flamer. It just works yo well vs eldar ig orks and tyra but falls off vs gk amd csm and sm mirrors. Needs to be balanced more concerning this


And you are doing what? Standing around? how about u kite them, force melee the tacs with your hero, use your sentinel, something.

Flamers are not up nor are they op right now, they are fine.

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 6:31 pm
by Kvek
[TLV]Soul_Drinkers wrote:They dony need to kill the sent if they force of guardsman wth 2 bursts of the flamer. It just works yo well vs eldar ig orks and tyra but falls off vs gk amd csm and sm mirrors. Needs to be balanced more concerning this


[TLV]Soul_Drinkers wrote:Flamer has the same cost as stomp. And dont forget whatever the sm player has


Just going to use this against you.

Don't forget whatever the IG player has.

Re: Important balance stuff

Posted: Fri 03 Jan, 2014 7:40 pm
by [TLV]Soul_Drinkers
Alot of troll here. I am willing to play anyone here using sm vs ur ig to show u what i mean. I dont know who u guys play but i play high lvl players. Well microed flamer tacts in the hand of say tex or torpid over perform over whelmingly. Nough said

i remember a game vs texs apo quite clearly where he even agreed on this point. One sm flamer routing a t1 army is ridiculous

Re: Important balance stuff

Posted: Sat 04 Jan, 2014 8:35 am
by Sub_Zero
One sm flamer routing a t1 army is ridiculous

Even more ridiculous when players blob up their armies, isn't it?

t falls off vs gk amd csm and sm mirrors.

Really? No, in T1 flamer tactical marines gonna have an advantage over all these vanilla squads. In T2 you have a plasma gun. And the purpose of this gun is to damage heavy infantry. Why nobody says that plasma guns should be good against light infantry?

Re: Important balance stuff

Posted: Sat 04 Jan, 2014 2:36 pm
by [TLV]Soul_Drinkers
I dont know how u play but i dobt blob up. No one says flamer shouldnt hurt infantry. But the rate at which it kills guardsman and owns flame resistant catas is troll simple

Re: Important balance stuff

Posted: Sat 04 Jan, 2014 2:48 pm
by Sub_Zero
I would provide you with a replay where catachans OWN tactical marines equipped with flamer but I can't find it. I tested that 3-4 versions ago.

That means it is already impossible to kill 2 guardsmen + catachans for tactical marines on their own.

Re: Important balance stuff

Posted: Sat 04 Jan, 2014 2:52 pm
by [TLV]Soul_Drinkers
Once again look to the quality of playeraur playing this game is nvr a 1v1 between unita. Tacts with support and a flamer are simplu too strong vs certain races its plain as day. Catas with flame resistance melting to a flamer in 3 seconds add in any support and thats an instant retreat