A few Tyranid Ideas I've been kicking around...
Posted: Thu 06 Jun, 2013 7:52 pm
Hi, I'm not exactly new to the Elite community, as I've been playing the Mod ever since it came out. I am, however, new to the whole 'join a forum community on steam' thing, so I don't exactly know whether or not I'm plying dangerous waters by spouting off my nonsense. As it stands, I feel I'd like to just come out and shoot off some suggestions and improvements for a few game play mechanics and particularly the one race I feel has been most neglected in this monumental effort; the Tyranid Race.
My first suggestion isn't really a suggestion so much as it is a complaint, and it involves one of my favorite units: the Ripper Swarm.
I would like to think that I am not the only one who is rather frustrated by the fact that the Ripper Swarm is no longer an orbital drop unit, which was a fantastic tactic for forcing suppression squads to disengage their weapons. They were also a fantastic anti-armor unit, capable of slowing such units as the Baneblade and the Land Raider enough to allow my Carnifexes to close with them. This wonderful dynamic is now gone, and though it comes off rather prudish, I was extremely saddened by this change. Please tell me that I am not the only person to mourn the loss of the instant Ripper drop!
My second point to make, and this time it is an actual suggestion (though I am inclined to think that this one is a rather poor suggestion, as the mechanics of it proved disastrous in Dawn of War: Soulstorm), is an idea I've had since Retribution first came out; and that is the idea of incorporating Gargoyles as a playable unit. I know - this is a terribly idea, but it won't leave me alone, and I just want to put it forward; what if we were to incorporate a Termagant model (minus the legs) around the mechanics of an Assault Marine's jump-pack mechanic, and combine it with the same model displacement that makes the Eldar Grav-tanks look like they are hovering. Add a set of wings with a set animation track and you have the workings of a Gargoyle. As to how a Gargoyle Pack could enhance the game play of the overall mod, I have very little to give (another reason as to why this is a poorly rendered suggestion), but I can give what little I have. While Hormagaunts and Termagants have always been used as scouts and for capturing objectives ahead of the main force, they are still slaved to the contours of the battlefield; they cannot go over, under, or even through obstacles that many other units can, and this costs time. However, with a pack of Gargoyles, you would be able to pass over these obstacles with ease, and reach the objective a great deal more quickly than by said conventional means! Another aspect that I have always considered to be a positive aspect of using a Gargoyle unit would require a little more difficulty via the mechanics required for it to work correctly. What if the Gargoyles acted as a screening unit, one that, when activating an ability akin to an Assault Marine's assault jump, would be capable of landing right in the midst of an enemy unit, and automatically forcing it to engage the pack? This would make the Gargoyle pack very much like the Ripper Swarm, but incredibly more mobile, and with ability to shoot back.
My third suggestion involves that most overlooked unit in the Tyranid repertoire - the Spore Mine. It is a simple suggestion, and one that would increase their effectiveness. I would put forth that the Spore Mines ought to be triggered by proximity to an enemy, rather than by the tedious task of activating the detonation. Perhaps interspersing a detonation by increments of 5 or so seconds. This would keep it slightly more in lieu of the actual Spore Mine rules in the Tyranid Codex.
These are the Three least outlandish ideas I've had, and I'd love to hear anyone else's ideas for the Tyranids, or any other race!
My first suggestion isn't really a suggestion so much as it is a complaint, and it involves one of my favorite units: the Ripper Swarm.
I would like to think that I am not the only one who is rather frustrated by the fact that the Ripper Swarm is no longer an orbital drop unit, which was a fantastic tactic for forcing suppression squads to disengage their weapons. They were also a fantastic anti-armor unit, capable of slowing such units as the Baneblade and the Land Raider enough to allow my Carnifexes to close with them. This wonderful dynamic is now gone, and though it comes off rather prudish, I was extremely saddened by this change. Please tell me that I am not the only person to mourn the loss of the instant Ripper drop!
My second point to make, and this time it is an actual suggestion (though I am inclined to think that this one is a rather poor suggestion, as the mechanics of it proved disastrous in Dawn of War: Soulstorm), is an idea I've had since Retribution first came out; and that is the idea of incorporating Gargoyles as a playable unit. I know - this is a terribly idea, but it won't leave me alone, and I just want to put it forward; what if we were to incorporate a Termagant model (minus the legs) around the mechanics of an Assault Marine's jump-pack mechanic, and combine it with the same model displacement that makes the Eldar Grav-tanks look like they are hovering. Add a set of wings with a set animation track and you have the workings of a Gargoyle. As to how a Gargoyle Pack could enhance the game play of the overall mod, I have very little to give (another reason as to why this is a poorly rendered suggestion), but I can give what little I have. While Hormagaunts and Termagants have always been used as scouts and for capturing objectives ahead of the main force, they are still slaved to the contours of the battlefield; they cannot go over, under, or even through obstacles that many other units can, and this costs time. However, with a pack of Gargoyles, you would be able to pass over these obstacles with ease, and reach the objective a great deal more quickly than by said conventional means! Another aspect that I have always considered to be a positive aspect of using a Gargoyle unit would require a little more difficulty via the mechanics required for it to work correctly. What if the Gargoyles acted as a screening unit, one that, when activating an ability akin to an Assault Marine's assault jump, would be capable of landing right in the midst of an enemy unit, and automatically forcing it to engage the pack? This would make the Gargoyle pack very much like the Ripper Swarm, but incredibly more mobile, and with ability to shoot back.
My third suggestion involves that most overlooked unit in the Tyranid repertoire - the Spore Mine. It is a simple suggestion, and one that would increase their effectiveness. I would put forth that the Spore Mines ought to be triggered by proximity to an enemy, rather than by the tedious task of activating the detonation. Perhaps interspersing a detonation by increments of 5 or so seconds. This would keep it slightly more in lieu of the actual Spore Mine rules in the Tyranid Codex.
These are the Three least outlandish ideas I've had, and I'd love to hear anyone else's ideas for the Tyranids, or any other race!