Spore mines revisit

Issues dealing with gameplay balance.
CSM Emperor
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Spore mines revisit

Postby CSM Emperor » Sat 17 Oct, 2015 9:31 pm

spore mines can detonate while hit by noise marines they dont get suppressed also and benefit from synapse of capolary towers and other synapse maybe i dont know for sure, that's too much for it. When hit by noise marines they shouldnt be able to detonate as noise marines prevent ability attacks.
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Black Relic
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Re: Spore mines revisit

Postby Black Relic » Sun 18 Oct, 2015 12:42 am

Spore mines and the barb strangler is nids only effective way against garrisons aside from their nuke. Noise marines already shut down the barb strangler having it effect spore mines would make nids completely unable to deal with garrisons until t2 (tyrant guard splash melee damage garrisoned units a bit).

Honestly Noise marines shouldn't effect abilities unless it is granted to a squad by a weapon upgrade (like shotguns) but that's my opinion.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54
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Dark Riku
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Re: Spore mines revisit

Postby Dark Riku » Sun 18 Oct, 2015 3:27 am

NM disable any ranged attacks including ranged abilities. Blowing yourself up is not a ranged ability.
CSM Emperor
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Re: Spore mines revisit

Postby CSM Emperor » Sun 18 Oct, 2015 12:13 pm

Dark Riku wrote:NM disable any ranged attacks including ranged abilities. Blowing yourself up is not a ranged ability.

you are right i didnt think of that.
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Clovermite
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Re: Spore mines revisit

Postby Clovermite » Wed 30 Dec, 2015 6:44 am

Dark Riku wrote:Blowing yourself up is not a ranged ability.


XD

I feel like this should be a meme. I don't know how exactly it would work, but it should be done.

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