Plague Marine snare

Issues dealing with gameplay balance.
hiveminion
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Plague Marine snare

Postby hiveminion » Mon 23 Mar, 2015 12:36 pm

A while back the Zoanthrope snaring ability got an increase in cool down so you couldn't chain the snare with a single Zoanthrope. That seems fair to me. But Plague Marines can do the same thing and it doesn't even cost them energy.

Now I don't really know what would be a fair way to fix this, but considering Chaos already has an excellent snaring AV unit in the lascannon, how about removing the snaring ability from the Plague Marine squad and giving them a DoT ability instead?
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HandSome SoddiNg
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Re: Plague Marine snare

Postby HandSome SoddiNg » Mon 23 Mar, 2015 12:59 pm

hiveminion wrote:A while back the Zoanthrope snaring ability got an increase in cool down so you couldn't chain the snare with a single Zoanthrope. That seems fair to me. But Plague Marines can do the same thing and it doesn't even cost them energy.

Now I don't really know what would be a fair way to fix this, but considering Chaos already has an excellent snaring AV unit in the lascannon, how about removing the snaring ability from the Plague Marine squad and giving them a DoT ability instead?


o.O!? I visualize PM can just move in & tie up GM blob w that DOT effect, PM more likely to deter melee units w that snare. Come to think of it,why not give that moment snare to Chosen PM instead
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saltychipmunk
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Re: Plague Marine snare

Postby saltychipmunk » Mon 23 Mar, 2015 1:30 pm

is this really any more annoying that the veil of time buffed las dev zipping around the field lazer sniping tanks?
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Torpid
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Re: Plague Marine snare

Postby Torpid » Mon 23 Mar, 2015 1:58 pm

What?

Plague marines are a disproportionately req expensive unit in a race which struggles to maintain high levels of req in T2 AND a dedicated AV unit - their utility outside of AV is seriously lacking and nobody in the right mind would buy them if they knew there were going to be no more vehicles to fight.

Zoanthropes on the other hand are an anti-SUT and anti-ranged artillery unit which provides great support to nearby infantry through it's health aura and basic synapse that it emits. It also is a soft av counter and tyranid's only snare but snares are huge vs nids since their AV has FOTM and no set up time.

Plague marines in their one-dimensional utility cost more than the zoanthrope too...

I can't believe you are using the zoanthrope as an example of why plague marines are OP due to their AV snare...
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hiveminion
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Re: Plague Marine snare

Postby hiveminion » Mon 23 Mar, 2015 3:04 pm

As far as I know the logic behind the Zoan snare nerf was to limit the chain potential. I know a Zoan is an inherently different unit from a Plague Marine squad. That doesn't mean the same logic doesn't apply to Plague Marines with regards to the chain snaring potential.
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Re: Plague Marine snare

Postby lolzarz » Mon 23 Mar, 2015 3:22 pm

hiveminion wrote:As far as I know the logic behind the Zoan snare nerf was to limit the chain potential. I know a Zoan is an inherently different unit from a Plague Marine squad. That doesn't mean the same logic doesn't apply to Plague Marines with regards to the chain snaring potential.

>knows plague marines are different from zoanthropes
>says same logic applies to both

What?
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Ven
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Re: Plague Marine snare

Postby Ven » Sun 29 Mar, 2015 4:03 pm

Plague marines are expensive for the dps they do, and they're slow, litterally ANY vehicle in the game can get away from them because they are slow provided you dont get snared or you force melee on them, its not like they have the range of a lascannon and are away from the fight.

if you're loosing vehicles to a single plague marine squad, that chaos player is either really good or you're doing something really, really wrong.

that being said, i usually only rely on plague marines + AC raptor + khorne worship to deal with T2 vehicles, usually its enough unless its an SM dreadnought.a lot of people seem to think "oh its plague marines, they dont do enough damage to my vehicle to bother being threatened" the next thing they know they're being chased by plague marines under khrone worship finishing off their vehicle.

in any case, i diagree with removing the snare, the snare is usually the only reason they're purchased.
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Lichtbringer
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Re: Plague Marine snare

Postby Lichtbringer » Wed 01 Apr, 2015 2:15 pm

I would think Hiveminion is talking about overall design goals, which in this case would be that chainslows in general are bad. (Which is not neccasarily true I would say).
Logically then a buff in another form would be needed for Plaguemarines.

The problem is, I feel (as you guys rightly said) the slow is not only a strong balancing point for them, but also a big part of the identity of the Plaguemarines (atleast for me). Also, it is not like there is absoltuly no counterplay to them, the shorter range alone makes it easyer to stop them.^^

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