

Considering the inferno cannon dred costs about 100 more power than the banewolf and is way slower and without abilities, shouldn't it atleast do the same damage if not sightly more?






Radio the Forest wrote:-Increase Inferno Cannon damage by 20 percent
-Remove "Maelstorm" from the GK melee dread and give it to the Inferno Cannon one
-Increase cost of Inferno Cannon from 80/20 to 90/25
There, GK melee dread nerfed. GK flamer dread buffed. Problum fix'd.
Dunno about giving the melta back, it was kinda rofl vs enemy walkers and it inflicted a shitton of bleed. With the buffs GK got to t2 it might be a bit over the top.
Oh, and give the plasma cannon a purpose in life.
Radio the Forest wrote:-Increase Inferno Cannon damage by 20 percent
-Remove "Maelstorm" from the GK melee dread and give it to the Inferno Cannon one
-Increase cost of Inferno Cannon from 80/20 to 90/25
There, GK melee dread nerfed. GK flamer dread buffed. Problum fix'd.
Dunno about giving the melta back, it was kinda rofl vs enemy walkers and it inflicted a shitton of bleed. With the buffs GK got to t2 it might be a bit over the top.
Oh, and give the plasma cannon a purpose in life.

HandSome SoddiNg wrote:Maelstrom suppose to be its Escape mechanism

Maelstorm doing knockback is quite overpowered. Everything else is fine though.
HandSome SoddiNg wrote:Maelstrom suppose to be its Escape mechanism
It's a retreat or die ability to everything within radius 15 of the dread that isn't a nobz squad/terminator squad.

Code: Select all
What about making the Inferno Cannon upgrade more of a suppression platform and less about the damage and AoE?
We can debate whether or not a 500/120/0 (GK Dread) unit should have a flame weapon with more dps than a 350/60/150 unit (Banewolf) all day, but I think the real competition for the Inferno Cannon is the other upgrades on the GK Dread.
As people have already mentioned, the Claws upgrade is in a really good place right now and the Plasma Cannon might also need some slight adjustment. I think the Inferno Cannon can find it's place in the army being closer to a dedicated suppression platform that also happens to have flamer AoE damage instead of simply being a damage upgrade. With a more powerful on the move suppression, perhaps it can be combined with other units in the army like Stormtrooper overcharges, Purifiers for a heavy T2 , and Terminator variants during late game for a more potent attack. basically, it would be a larger Purgation squad.

Only claw dread has the melee resistance aura...
Radio the Forest wrote:The claw dread overperforming isn't just an external balance issue, it's an internal one as well. As long as maelstorm is wtfpwning everything near the dread and opening it up to inspiration kills, who is going to buy the flamer variant?
To make the flamer variant desirable, there should some sort of adjustment to how the flamer dread works. Right now it's inefficient and unreliable. Moving maelstorm to it opens up its role as a dedicated AoE killer: knock shit down, flame it (hopefully suppressing it), combo with hellfury, etc




The claw dread overperforming isn't just an external balance issue, it's an internal one as well. As long as maelstorm is wtfpwning everything near the dread and opening it up to inspiration kills, who is going to buy the flamer variant?
To make the flamer variant desirable, there should some sort of adjustment to how the flamer dread works. Right now it's inefficient and unreliable. Moving maelstorm to it opens up its role as a dedicated AoE killer: knock shit down, flame it (hopefully suppressing it), combo with hellfury, etcWith the flamer melee units shouldn't attack him in the first place. Maelstorm is useless for the flamer variant and its perfect for the claw dread. No change needed here.
The problem with the flamer dread is that he only delivers suppression. Expensive suppression with limited range. Replace it with the Multimelta and everything is fine

I disagree. Heavy melee commanders or elite t3 squads can easily engage a flamer dread. Whereas a melee dread can kback them twice, stun them, slow them, it's just too much. The melee dread does too much in destroying and debuffing everything around it. It also does inspiration on melee kill (unlike other variants) and an inspired Brother Captain is pretty darn scary with a t2 weapon.Ar-Aamon wrote:With the flamer melee units shouldn't attack him in the first place.
Dunno about instant suppression, perhaps something like the farseer's psychic storm that can be avoided more easily with suppression resistance such as boss pole and synapse.Ace of Swords wrote:perhaps a medium-sized AoE ability that does the flamer's standard damage + instant supression, that way it would actually control blobs as it should.
Sanctuary, Holocaust, Demolishing Strike, Maelstorm, IST nade barrage........Swiftsabre wrote:they do have aoe but no sources of aoe control.



The main problem of the inferno cannon is that it doesn't 1 shot units nor threathens vehicles like the melta, while having similar if not lower range, considering it doesn't have melee resistence and it's supposed to be a blob counter it should be able to pay off for the risk of getting that close, it also shouldn't last too long, just enough for support to arrive and for it's flamer damage to roll in.
appiah4 wrote:The Inferno Cannon is indeed terrible; if Multi-Melta is not an option I will offer an Autocannon upgrade for the GK dread, with Psybolt ammunition. I think it's fluffy enough.
Ace of Swords wrote:It needs higher damage without a doubt, but I would like to see an ability on it, since like other dreds, the ability would be a big incentive to purchase it, perhaps a medium-sized AoE ability that does the flamer's standard damage + instant supression, that way it would actually control blobs as it should.

Return to “Balance Discussion”
Users browsing this forum: No registered users and 1 guest