HiveSpirit wrote:I suggested to lower the vanilla Fex cost and increase the upgrade costs. Preferably just the first. Vanilla fex should cost less because its not a viable play option unupgraded as it is atm, its simply to high of a cost for what you get: slow, high cost, no ability.
Coral is Karl, from The walking dead, it became a meme thing.
Also, im comparing the endless swam upgrade cost to the imperial guardsmen squad upgrade sergeant.
Sure, we can take some games. Just be gentle ^^
4 ES Endless Swarm
How different are Hormagaunts/Termagants from Guardsman infantry squads really? I think the endless swarm upgrade should revolve more around requisition rather than power (if power at all). It takes quite a while to get that upgrade in aswell. Gaunts upgrades doesnt bring in more options really, "rather just makes them slightly better at what they do". Yes, horma can leap a 50% longer, but what do you really get for AG and ES? Its 110r/30p after all. Hormas get temporarily/ situational "faster", 10% more dmg (2 per hit), 10% hp (8 per model), they dont get any ability or new options gameplay wise. Its a req unit that will bleed, theyre designed to bleed and die, forcing the player to put in to much power to get more req conservative is wrong. AG at 15p to hormas seems somewhat/ almost legit atleast (make it 10p), but the ES 15p? Nah.
Its not like hormagaunts has a detonation or are possibile to be a detector unit, no grenade upgrade, shields, heavy infantry model with higher melee skill/hp, upgrades (oh well the end pair do count..). They are a plain bleeding high model melee unit, that pays 110r/30p to make them slightly better with the limited options they do have. Imo thats just to much precious power spent for what limited extra buff/ "options" you get in return. Endless swarm is about requisition cost effiencey, let it be about req and not revolve around power. Nids already need the power for SM, barbed strangler 50p, devourer ravs 55p, hero upgrades and the usual gaunt upgrades. Endless swarm could very well be a t1 upgrade aswell and be around 80req or so.
So, what you get is two gaunts which shares damage and die last. Probably has their own hp and dmg, thats 25% more hp in the unit, and that pair can tank 160 dmg, wow. Its mainly there to just survive i would assume. This is assuming the endless swarm gaunts works just like the other hormas, with the exception to share damage and die last.
Termagants, TS gives them another option; to slow. Its just 5s though but gives them a few more options, slow to avoid/ dodge or slow to damage. I would say TS's 15p upgrade cost is more legit than hormas 15p upgrade cost, because of the increased options/ possibilities given. Endless Swarm, doesnt bring Termas any more options, its basically just a cost effiencey upgrade, it doesnt bring anything new to the plate for Termas. Therefore it shouldnt cost power, its about req.
Endless swarm is like the Guardsman infantry squads upgrade Sergeant, it makes them better at what they already do, it lowers the bleed costs, it does not give them more options.
moving this here so we dont derail the 2.5 thread any more.
termagaunts and hormagaunts are VERY different from guardsmen. not really a good comparison to make. also i'm not really understanding many of your arguments. gaunts are going to be your primary source of bleed since they're so fragile, investing a one time cost of 60/15 to permanently reduce your bleed on those squads by 50% is amazing. if you aren't able to see that, it could explain a lot of why you think the nid economy isn't as robust as it actually is. if endless swarm only cost requisiton it would be a braindead upgrade, since by only losing 4 models you've already saved 30 req. it would take about a minute for that upgrade to pay for itself. 15 power is really not that much, especially when you consider the long term effects on your economy through gaunt bleed. i absolutely disagree that it should be a req-only upgrade, and i disagree even more that it should be in t1. that would be really unbalanced lol
hormagaunts dont need any extra abilities. they're already faster than most basic squads, and they get huge bonuses from synapse to go along with their extremely high melee damage (160 melee dps base). keep in mind that with warriors around, they get a passive 20% damage reduction, and once warriors get adrenal glands they gain an additional 40% health and 10 melee skill. consider this: in T2 with AG warriors around and with their upgrades, hormagaunts have 220 melee dps, 1120 hp with 20% damage and suppression resistance, and reinforce 2 at a time for 15 req. that's an amazingly cost efficient unit, and synapse scales with levels ofc. now that warriors have reverse synapse its even crazier with their massive heavy melee dps in a nid swarm.
termagaunts may seem weak but with upgrades they also become a pretty awesome unit. with upgrades and venom brood around a full brood can put out 70.8 piercing dps while getting the ranged synapse health buff up to 1031 hp. again they can reinforce for 15 req per 2 models, making your bleed negligable, especially once you start supporting your blob with the health regen synapse from a zoanthrope.
nids as a faction rely heavily on synapse, a fact that you seem to be consistently overlooking in your analysis of their abilities, damage output, and economics. with massive armywide buffs to health regen, health pools, and damage resistance, along with reduced bleed costs for the squishy squads, it gets incredibly difficult to put significant pressure on the nid economy, a fact that is amplified by their ability to field more squads (thus generating more map control) as well as faster speed on most of their basic squads, giving them very good mobility.
all of this means that nids have an easier time saving up resources, which means that while the 600/150 price tag for a carnifex may seem unreasonable, it really is not that tough of a blow on your economy, making its performance for the cost reasonable, especially when you consider that they get access to long range AV, long range anti-all, and the ability to go full tanky through thornback.
if you have any more questions or concerns i can try to address them, but i really think you need to get more games in and try buying these upgrades. they're well worth it, and may let you afford carnifexes much easier.





