A throw out of ideas for GK
Posted: Sat 19 Jul, 2014 4:14 am
Threads Purpose:
- See if any of the things listed are appealing with both sides (The side that believes Gk are fine, and the side that doesn't).. I'm not expecting them all to pass... They won't, but I do think 1 or maybe even 2 can pass with a bit of nitpicking.
Thread Rules:
I know that obviously there are many among us that find GK to be fine right now and others that don't. Obviously since I made this thread it's apparent which side I'm on, however that does not mean I will be trolling or become rude towards someone I disagree with, Therefore if you are going to participate in this thread you must
-Be respectable of everyone's opinions and post
- Read everything that has been posted beforehand so you don't throw off the direction in which the conversation of the thread is taking.
-Quote what post or topic you are referring to, so that we know what your talking about, and are not saying stuff and we have no idea specifically as to what.
Without further ado here it is
Major Goals in Mind when I was making this
-because these are the 2 major problems I find with GK atm.
1.) Increase the Scaling potential of lower tier units into higher tiers
2.) Increase the options of choice and remove the linearity of GK into/in T3. In other words, make some units more prevailant as a choose option, and making it so that even units in T1 in T2 are worth getting in T3 over Terminators and Paladins in lines with point 1
Purgation
-Start of with psilencers and make their incinerators an option to take for 75 req.
T2
unlock psycannons
and
conversion beamer
(They can choose 1 even if they had bought the incinerators in t1)
(The goal is to make them more presentable as a choice option over the vindicare assassin in T2 which overshadows them alongside the las-rhino, and make them a possible choice unit pick in T1 as well as later down the line in T3, because as of now I feel that a flamer on a strikes is better worth taking than this squad in t1and that by T3 there are far better options, putting them all in line of one another will make them more worth taking)
Rhino
in t3 automatically unlocks the ability to reinforce units on the field if extra armor has been bought
(The Goal here is to keep the rhino relevant as a t3 purchase (as predators and dedicated t3 AV units will over power this unit once T3 is reached as expected however that doesn't mean this unit should lose all of its relevance as a choice unit seeing that it offers long ranged Anti-Vehicle. The crusader tank enables reinforcing making this unit not as
appealing to get or keep) (However, the crusader also takes a lot of resources to get on the field- the idea is to solve that problem by enabling it to reinforce in t3, its now worth getting even in T3 to both upkeep your units and give some AV though certainly not as good as dedicated T3 AV, (Cannot reinforce Terminator varients however)
Interceptors
450 req and 50 power
t1, automatically begin with disruption on teleport but has .5-1s wind up before teleport
t2 give the justicar the warpquake ability, which when activated stuns targets in a nearby vicinity for a short duration maybe 2-3 secs,
Justicar also enables the squad to jump instantly.
Grenade purchase as normal
(The goal here is to make them worth taking in T1, as of right now they cost too much to field and reinforce, dont come out at the right time in T1, and have no disruption in T1 which makes them
easy to counter, to make up for that disruption there should be a wind up on the teleport packs before they teleport around .5-1 seconds
Purifiers
remove psychic pulse, and replace with flamestorm (This is pretty cringy for some people, but personally I just don't care for this ability, it is just too easily kited at times and requires that the unit be stationary to use it for a short duration which is fine but,feels seemingly inappropriate. I'd suggest removing that and giving them a new ability called Flame storm which makes the purifiers weapons burn with fire causing flame damage and burning enemy units they come in contact for a duration of time around 10-15s
perks- not kiteable like psychic pulse, enables a larger AOE in a respect keeping in that of their designed purpose to AOE of that of psychic pulse.
Dreadnought
remove the grenade launcher- replace with melta gun
buff the twin-linked heavy bolter default just slightly
Inquisitorial Stormtroopers
20 power for sergeant instead of 25, making them a little more appeasable to buy (25 power for a small knockback grenade and just a small amount of extra damage alongside a speed buff is just not
worth justifying unless you need detectors) the problem I find is that this unit is respectable in t1 when they have sergeants on them, and completely nullifying that with a 25 power purchase when making them truly respectable at T1 seems a bit wrong to me, especially if one decides to get 2 of them, Which should be an option rather than paying 50 power to upgrade both squads
Strikes
bring their ranged damage in line with tacticals/ Csm upon Justicar Purchase, while decreasing their melee making them traditional marine units that are good at ranged and supporting with purification and energy burst while scaling better into t3. Remove psybolts
-Incinerator t1
-psycannon t2
-Digital Weapon (Gives 1 member of the squad a digital weapon that grants psychic damage to that model)
-Justicar t2
Purpose is to make them less costly in t2 when buying upgrades, less general, and more respectable in that of the role they should be doing... supporting from ranged in T2 and T3 while Purifiers, Interceptors, Termis, Paladins, Bro-Captain tank for them. Right now, I just personally feel their damage is just not respectable enough. It is true they're well rounded but they spend most of their time once reaching/after T2 In Ranged. So the melee becomes more redundant than anything. In t1 it's fine in T2, they aren't going to be doing much melee, purifiers, or interceptors, bro-captain will be. I'm just in line for just making them truly good in line with the other marine equivalents at what they find themselves doing most often... shooting.
- See if any of the things listed are appealing with both sides (The side that believes Gk are fine, and the side that doesn't).. I'm not expecting them all to pass... They won't, but I do think 1 or maybe even 2 can pass with a bit of nitpicking.
Thread Rules:
I know that obviously there are many among us that find GK to be fine right now and others that don't. Obviously since I made this thread it's apparent which side I'm on, however that does not mean I will be trolling or become rude towards someone I disagree with, Therefore if you are going to participate in this thread you must
-Be respectable of everyone's opinions and post
- Read everything that has been posted beforehand so you don't throw off the direction in which the conversation of the thread is taking.
-Quote what post or topic you are referring to, so that we know what your talking about, and are not saying stuff and we have no idea specifically as to what.
Without further ado here it is
Major Goals in Mind when I was making this
-because these are the 2 major problems I find with GK atm.
1.) Increase the Scaling potential of lower tier units into higher tiers
2.) Increase the options of choice and remove the linearity of GK into/in T3. In other words, make some units more prevailant as a choose option, and making it so that even units in T1 in T2 are worth getting in T3 over Terminators and Paladins in lines with point 1
Purgation
-Start of with psilencers and make their incinerators an option to take for 75 req.
T2
unlock psycannons
and
conversion beamer
(They can choose 1 even if they had bought the incinerators in t1)
(The goal is to make them more presentable as a choice option over the vindicare assassin in T2 which overshadows them alongside the las-rhino, and make them a possible choice unit pick in T1 as well as later down the line in T3, because as of now I feel that a flamer on a strikes is better worth taking than this squad in t1and that by T3 there are far better options, putting them all in line of one another will make them more worth taking)
Rhino
in t3 automatically unlocks the ability to reinforce units on the field if extra armor has been bought
(The Goal here is to keep the rhino relevant as a t3 purchase (as predators and dedicated t3 AV units will over power this unit once T3 is reached as expected however that doesn't mean this unit should lose all of its relevance as a choice unit seeing that it offers long ranged Anti-Vehicle. The crusader tank enables reinforcing making this unit not as
appealing to get or keep) (However, the crusader also takes a lot of resources to get on the field- the idea is to solve that problem by enabling it to reinforce in t3, its now worth getting even in T3 to both upkeep your units and give some AV though certainly not as good as dedicated T3 AV, (Cannot reinforce Terminator varients however)
Interceptors
450 req and 50 power
t1, automatically begin with disruption on teleport but has .5-1s wind up before teleport
t2 give the justicar the warpquake ability, which when activated stuns targets in a nearby vicinity for a short duration maybe 2-3 secs,
Justicar also enables the squad to jump instantly.
Grenade purchase as normal
(The goal here is to make them worth taking in T1, as of right now they cost too much to field and reinforce, dont come out at the right time in T1, and have no disruption in T1 which makes them
easy to counter, to make up for that disruption there should be a wind up on the teleport packs before they teleport around .5-1 seconds
Purifiers
remove psychic pulse, and replace with flamestorm (This is pretty cringy for some people, but personally I just don't care for this ability, it is just too easily kited at times and requires that the unit be stationary to use it for a short duration which is fine but,feels seemingly inappropriate. I'd suggest removing that and giving them a new ability called Flame storm which makes the purifiers weapons burn with fire causing flame damage and burning enemy units they come in contact for a duration of time around 10-15s
perks- not kiteable like psychic pulse, enables a larger AOE in a respect keeping in that of their designed purpose to AOE of that of psychic pulse.
Dreadnought
remove the grenade launcher- replace with melta gun
buff the twin-linked heavy bolter default just slightly
Inquisitorial Stormtroopers
20 power for sergeant instead of 25, making them a little more appeasable to buy (25 power for a small knockback grenade and just a small amount of extra damage alongside a speed buff is just not
worth justifying unless you need detectors) the problem I find is that this unit is respectable in t1 when they have sergeants on them, and completely nullifying that with a 25 power purchase when making them truly respectable at T1 seems a bit wrong to me, especially if one decides to get 2 of them, Which should be an option rather than paying 50 power to upgrade both squads
Strikes
bring their ranged damage in line with tacticals/ Csm upon Justicar Purchase, while decreasing their melee making them traditional marine units that are good at ranged and supporting with purification and energy burst while scaling better into t3. Remove psybolts
-Incinerator t1
-psycannon t2
-Digital Weapon (Gives 1 member of the squad a digital weapon that grants psychic damage to that model)
-Justicar t2
Purpose is to make them less costly in t2 when buying upgrades, less general, and more respectable in that of the role they should be doing... supporting from ranged in T2 and T3 while Purifiers, Interceptors, Termis, Paladins, Bro-Captain tank for them. Right now, I just personally feel their damage is just not respectable enough. It is true they're well rounded but they spend most of their time once reaching/after T2 In Ranged. So the melee becomes more redundant than anything. In t1 it's fine in T2, they aren't going to be doing much melee, purifiers, or interceptors, bro-captain will be. I'm just in line for just making them truly good in line with the other marine equivalents at what they find themselves doing most often... shooting.
However I think that right now they cost a bit too much to reach full potential in T2. 75 power in all, for a support unit without upgrading the bro-cap, buying a unit or 2 and upgrading them... It's a huge investment... especially with 2. And then you find yourself not even wanting to get rid of them in T3 if you get there, because of how much you have invested in to them. 
