Raptor Upgrade (balance discussion only)
Posted: Wed 19 Jun, 2013 8:39 pm
Please no fanboy comments here (e.g. trololol why don’t they have 2 talons each lololol). A lot of effort and thought has been put into this so extensive replies and thoughtful comments are welcome. Basically I’d love to hear from you if you have something constructive to offer
Warp Talons
Intro.
T3 upgrade for Raptors. Resets levelling. Meltaguns upgrade cannot be purchased after Warp Talons, and vice versa. Champion does not need to be purchased before this upgrade can be bought. Squad is immobile while upgrading (ideally use the upgrade animation for nm/havoc/csm but with a black fx?) and does not reinforce itself when upgraded. No upgrades, except for purchasing the Champion.
Stats/levelling
Any differences between standard models and Champion given in brackets. Only key, individual stats given (nothing for suppression resistance, hp regen, etc). Levelling is identical to raptors.
Hp – 350 (400)
Energy – 100
Melee skill – 70
Population – 20
Cost – 150/45 (reasons below)
Reinforce Cost – 83/7
Upkeep – 12.75
XP value – 260
Death – +22
Weapons
All weapons are default.
CSM Lightning Claw Raptor (40 power_melee dps) – vanilla Warp Talons only
CSM Daemon Maul (50 heavy_melee dps) – Champion only
CSM Plasma Pistol Raptor (7.82 plasma dps) – vanilla Warp Talons only
Abilities
Melee Resistance Aura. Default ability.
Jump (Chaos Raptors) – suppress on landing. Default ability.
Daemonic Fury – as it is now. Champion-only ability.
Misc.
This is an interesting choice that boosts damage and to an extent versatility, but still requires a lot of thought least of all because of the cost. This locks the meltaguns upgrade so there is no threat from the opponent’s point of view of flying meltabomb/meltaguns landing next to their predator or whatever. As a bonus, it finally gives the Daemon Maul a purpose in life.
Whilst it’s impossible to avoid comparisons with Vanguards, there are deliberately some noticeable differences. The most obvious is they come with Heavy Melee right out of the gate (the main reasons the cost is higher) but they are not a free reinforce when upgraded and the Champion is not a permanent member of the squad. Ofc they have differences in their respective jumps, hp and damage but that’s beside the point. Vanguards also do not sacrifice the potential to become hard av when they upgrade, whereas Raptors do.
The very significant 150/45 cost is going to set you back quite a bit late game when you will be considering buying a game-changing unit. You also do not get a free reinforce (which is almost always used to offset the cost of the Vanguard upgrade for asm) and your heavy melee is not permanent. It’s 100/25 if you lose the Champion. On the flipside, you aren’t spending the 100/30 on a power fist. You also now at least soft counter all targets.
I anticipate the biggest sticking points will be over the cost, damage of the squad and the increased versatility they give the Chaos late game. As I have stated above, the sizable cost is both to account for the potential to have heavy melee without paying anything extra besides the Champion, the increased power melee damage AND the fact that it does not reinforce lost members when bought (yes it is necessary to factor this in given the regularity with which the Vanguard upgrade is used to do save some resources by not reinforcing: something which I am not a fan of).
I would also argue that Warp Talons are still categorically different to Bloodletters, and it is a huge simplification to say they are very similar because they both jump and have power melee. Bloodletters can disrupt very well and are daemons with all the benefits of worship that entails, and can warp walk their way out of trouble. If anyone really wants a dissertation on why in my view the two units are different and how Bloodletters would not suffer from Warp Talons being implemented, then I will write you one. Because Bloodletters would still be a very key, useful unit and downright more powerful than Warp Talons in many circumstances despite the differences in cost.
If it needs to be stated openly – Warp Talons are not just Vanguards for Chaos. There are a lot of nuances that differentiate between the two units so unless you have a very good reason for it please do not give me any bullcrap about the two being basically the same thing
Strengths
As a concise summary on these, consider the ways TCSM are superior at range to CSM (better against all targets, but in particular commanders, HI and to a lesser extent vehicles), but are not tougher or faster. That is how Warp Talons are superior to Raptors in melee. It may seem a strange comparison but it’s probably the best way to demonstrate it – both are also great at bullying and bleeding weaker units.
Weaknesses
The cost stands out most – you’re sacrificing something else and going out of your way to have Warp Talons and it’s not necessarily going to be the best investment to make; it almost certainly won’t be unless your Raptors have levelled at least once already.
For those who might get carried away by the dps of Warp Talons, they are not nearly a dedicated melee unit and only have one model that can do a special attack, so against superior melee squads they will not be able to stall with specials and with 350 hp are going to bleed models at 83/7 a pop unless engagements are judged properly. As a consequence of rarely knocking enemies down, Warp Talons are not going to have as many opportunities to gib squads outright by knocking them down and getting those precious extra hits in whilst they get up and retreat. Given how notorious jump troops are for taking a second mini-jump when chasing units down, I have a feeling that if these were implemented, a complaint would likely arise from how they are poor at chasing and how many models make it out of combat with them alive when retreating, despite the Warp Talons’ dps.
All sources of disruption are probably the hardest counter to them. Knockback leaves this large investment very vulnerable. I have a feeling people will overlook the fact that as they will only jump once (unless they are lv 3/4 and don’t use the maul ability), if you can lure them into a bad spot they can’t just press an ESC button. As they suppress on landing, there is nothing to stop melee units that they land on just hitting them with no penalty at all (unlike stormboyz/asm).
Conclusion
Warp Talons have a lot of potential, but will only really be worth the cost if you have levelled your Raptors already otherwise your resources are probably going to be better spent elsewhere. They are actually quite a niche choice late game and you are just handicapping yourself by sinking the resources into them if Raptors could do the same job you want them to. They are best used as a damage and versatility boost to levelled Raptors. If you want to suppress a ranged blob but don’t really need the extra damage then you should have enough common sense not to buy this expensive upgrade. If you think an uncountered vehicle is coming or you need more av, then meltaguns are clearly a better choice as you still have good melee damage with them and are good against all targets at close range. But sometimes you just need to hit stuff that bit harder, and that’s where Warp Talons come in. They will severely punish you, indirectly, if you pick them when you should be picking or saving for something else which could really tip the balance of a game, but if they are situationally the best choice and you take a chance on them then they will be very rewarding.
P.S. This is actually a concise expression of what I have to say on Warp Talons, so if more is needed (eg strengths/existing counters from each race, yes even gk) I have a ton more to say
Warp Talons
Intro.
T3 upgrade for Raptors. Resets levelling. Meltaguns upgrade cannot be purchased after Warp Talons, and vice versa. Champion does not need to be purchased before this upgrade can be bought. Squad is immobile while upgrading (ideally use the upgrade animation for nm/havoc/csm but with a black fx?) and does not reinforce itself when upgraded. No upgrades, except for purchasing the Champion.
Stats/levelling
Any differences between standard models and Champion given in brackets. Only key, individual stats given (nothing for suppression resistance, hp regen, etc). Levelling is identical to raptors.
Hp – 350 (400)
Energy – 100
Melee skill – 70
Population – 20
Cost – 150/45 (reasons below)
Reinforce Cost – 83/7
Upkeep – 12.75
XP value – 260
Death – +22
Weapons
All weapons are default.
CSM Lightning Claw Raptor (40 power_melee dps) – vanilla Warp Talons only
CSM Daemon Maul (50 heavy_melee dps) – Champion only
CSM Plasma Pistol Raptor (7.82 plasma dps) – vanilla Warp Talons only
Abilities
Melee Resistance Aura. Default ability.
Jump (Chaos Raptors) – suppress on landing. Default ability.
Daemonic Fury – as it is now. Champion-only ability.
Misc.
This is an interesting choice that boosts damage and to an extent versatility, but still requires a lot of thought least of all because of the cost. This locks the meltaguns upgrade so there is no threat from the opponent’s point of view of flying meltabomb/meltaguns landing next to their predator or whatever. As a bonus, it finally gives the Daemon Maul a purpose in life.
Whilst it’s impossible to avoid comparisons with Vanguards, there are deliberately some noticeable differences. The most obvious is they come with Heavy Melee right out of the gate (the main reasons the cost is higher) but they are not a free reinforce when upgraded and the Champion is not a permanent member of the squad. Ofc they have differences in their respective jumps, hp and damage but that’s beside the point. Vanguards also do not sacrifice the potential to become hard av when they upgrade, whereas Raptors do.
The very significant 150/45 cost is going to set you back quite a bit late game when you will be considering buying a game-changing unit. You also do not get a free reinforce (which is almost always used to offset the cost of the Vanguard upgrade for asm) and your heavy melee is not permanent. It’s 100/25 if you lose the Champion. On the flipside, you aren’t spending the 100/30 on a power fist. You also now at least soft counter all targets.
I anticipate the biggest sticking points will be over the cost, damage of the squad and the increased versatility they give the Chaos late game. As I have stated above, the sizable cost is both to account for the potential to have heavy melee without paying anything extra besides the Champion, the increased power melee damage AND the fact that it does not reinforce lost members when bought (yes it is necessary to factor this in given the regularity with which the Vanguard upgrade is used to do save some resources by not reinforcing: something which I am not a fan of).
I would also argue that Warp Talons are still categorically different to Bloodletters, and it is a huge simplification to say they are very similar because they both jump and have power melee. Bloodletters can disrupt very well and are daemons with all the benefits of worship that entails, and can warp walk their way out of trouble. If anyone really wants a dissertation on why in my view the two units are different and how Bloodletters would not suffer from Warp Talons being implemented, then I will write you one. Because Bloodletters would still be a very key, useful unit and downright more powerful than Warp Talons in many circumstances despite the differences in cost.
If it needs to be stated openly – Warp Talons are not just Vanguards for Chaos. There are a lot of nuances that differentiate between the two units so unless you have a very good reason for it please do not give me any bullcrap about the two being basically the same thing
Strengths
As a concise summary on these, consider the ways TCSM are superior at range to CSM (better against all targets, but in particular commanders, HI and to a lesser extent vehicles), but are not tougher or faster. That is how Warp Talons are superior to Raptors in melee. It may seem a strange comparison but it’s probably the best way to demonstrate it – both are also great at bullying and bleeding weaker units.
Weaknesses
The cost stands out most – you’re sacrificing something else and going out of your way to have Warp Talons and it’s not necessarily going to be the best investment to make; it almost certainly won’t be unless your Raptors have levelled at least once already.
For those who might get carried away by the dps of Warp Talons, they are not nearly a dedicated melee unit and only have one model that can do a special attack, so against superior melee squads they will not be able to stall with specials and with 350 hp are going to bleed models at 83/7 a pop unless engagements are judged properly. As a consequence of rarely knocking enemies down, Warp Talons are not going to have as many opportunities to gib squads outright by knocking them down and getting those precious extra hits in whilst they get up and retreat. Given how notorious jump troops are for taking a second mini-jump when chasing units down, I have a feeling that if these were implemented, a complaint would likely arise from how they are poor at chasing and how many models make it out of combat with them alive when retreating, despite the Warp Talons’ dps.
All sources of disruption are probably the hardest counter to them. Knockback leaves this large investment very vulnerable. I have a feeling people will overlook the fact that as they will only jump once (unless they are lv 3/4 and don’t use the maul ability), if you can lure them into a bad spot they can’t just press an ESC button. As they suppress on landing, there is nothing to stop melee units that they land on just hitting them with no penalty at all (unlike stormboyz/asm).
Conclusion
Warp Talons have a lot of potential, but will only really be worth the cost if you have levelled your Raptors already otherwise your resources are probably going to be better spent elsewhere. They are actually quite a niche choice late game and you are just handicapping yourself by sinking the resources into them if Raptors could do the same job you want them to. They are best used as a damage and versatility boost to levelled Raptors. If you want to suppress a ranged blob but don’t really need the extra damage then you should have enough common sense not to buy this expensive upgrade. If you think an uncountered vehicle is coming or you need more av, then meltaguns are clearly a better choice as you still have good melee damage with them and are good against all targets at close range. But sometimes you just need to hit stuff that bit harder, and that’s where Warp Talons come in. They will severely punish you, indirectly, if you pick them when you should be picking or saving for something else which could really tip the balance of a game, but if they are situationally the best choice and you take a chance on them then they will be very rewarding.
P.S. This is actually a concise expression of what I have to say on Warp Talons, so if more is needed (eg strengths/existing counters from each race, yes even gk) I have a ton more to say