Hey all!
I just though I'd throw out some ideas for some Tyranids units and see if anything sticks:
Broodlord: T3 upgrade for the genestealer squad. Deals heavy melee damage and has The Horror ability, which suppresses enemy units around it.
https://www.games-workshop.com/en-US/Tyranid-Broodlord
Hive Guard: T2 unit that upgrades from the Tyrant Guard. Has an impaler cannon, which is good against vehicles.
https://www.games-workshop.com/en-US/Hive-Guard
Venomthrope: T2 unit that uses spore clouds to protect the swarm. Deals toxic damage in melee.
https://www.games-workshop.com/en-US/Venomthropes
Anybody else got any cool ideas? What else could be done for the Tyranids?
Possible Tyranid Additions
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SquidThingy

- Posts: 11
- Joined: Fri 17 Jun, 2016 11:36 am
Re: Possible Tyranid Additions
SquidThingy wrote:Hey all!
I just though I'd throw out some ideas for some Tyranids units and see if anything sticks:
Broodlord: T3 upgrade for the genestealer squad. Deals heavy melee damage and has The Horror ability, which suppresses enemy units around it.
https://www.games-workshop.com/en-US/Tyranid-Broodlord
Hive Guard: T2 unit that upgrades from the Tyrant Guard. Has an impaler cannon, which is good against vehicles.
https://www.games-workshop.com/en-US/Hive-Guard
Venomthrope: T2 unit that uses spore clouds to protect the swarm. Deals toxic damage in melee.
https://www.games-workshop.com/en-US/Venomthropes
Anybody else got any cool ideas? What else could be done for the Tyranids?
I always want to see a Brood lord for Jeanstealers but there is no reason for that. Elite is based on balance and bugfixes. Not only eye candy.
Andrest of those things are unnecessery and maybe impossible to model. We have no alternative animations for Hive Guard.
- The_Convertant

- Posts: 34
- Joined: Sat 27 Feb, 2016 9:38 am
Re: Possible Tyranid Additions
Hive guard addition in this way will be most unrealistic (if it is ever necessary to add another AV unit for nids). Tyrant guard and hive guard shares similar appearance, but they are completely different units. Just like you won't think upgrading hormaguant to termagant will be a thing.
I am the Convertant, one of the five remaining active members in Taiwan BAHA DOW2 community
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SquidThingy

- Posts: 11
- Joined: Fri 17 Jun, 2016 11:36 am
Re: Possible Tyranid Additions
firatwithin wrote:SquidThingy wrote:Hey all!
I just though I'd throw out some ideas for some Tyranids units and see if anything sticks:
Broodlord: T3 upgrade for the genestealer squad. Deals heavy melee damage and has The Horror ability, which suppresses enemy units around it.
https://www.games-workshop.com/en-US/Tyranid-Broodlord
Hive Guard: T2 unit that upgrades from the Tyrant Guard. Has an impaler cannon, which is good against vehicles.
https://www.games-workshop.com/en-US/Hive-Guard
Venomthrope: T2 unit that uses spore clouds to protect the swarm. Deals toxic damage in melee.
https://www.games-workshop.com/en-US/Venomthropes
Anybody else got any cool ideas? What else could be done for the Tyranids?
Elite is based on balance and bugfixes. Not only eye candy.
Elite has added eye candy and thematic changes, just as long as the things added fit into the DoW2 experience. Grey Knights, Dire Avengers, Raptors, Doom of Malantia, and Dark Reapers were added with the intent of having new and cool things to play around with.
Re: Possible Tyranid Additions
SquidThingy wrote:Elite has added eye candy and thematic changes, just as long as the things added fit into the DoW2 experience. Grey Knights, Dire Avengers, Raptors, Doom of Malantia, and Dark Reapers were added with the intent of having new and cool things to play around with.
Raptors/DOM/DR were not added with the intent to be playthings for shits and giggles but for apparent balance issues - whether this was the correct course of action for each is a different debate entirely.
Dire Avengers are no different from Guardians, the chance is merely to be more lore appropriate and there is no real gameplay change.
GK are different. That is, I imagine (although really only Caeltos can say here why he added them) because Caeltos had ambition and greatly enjoyed the idea of being part of a team and a community that would develop and play with this unique race that he himself could craft from scratch. See what he could do if he went away from the bread and butter works that Relic had provided so far.
Given how late we are into DOW2's life and the current state of GK though, I'm sure that most of us here on this forum and even the elite mod community are quite sick of ambition and would rather be a bit more conservative in our mod changes!
Lets make Ordo Malleus great again!
Re: Possible Tyranid Additions
SquidThingy wrote:Elite has added eye candy and thematic changes, just as long as the things added fit into the DoW2 experience. Grey Knights, Dire Avengers, Raptors, Doom of Malantia, and Dark Reapers were added with the intent of having new and cool things to play around with.
Actually, not all of those are eye candy.
Raptors were a need for Chaos because they had no real solution for set up teams in T1. Grenade Barrages are not a real solution and chaos can't act like Eldar because of their lack of speed.
Dark Reapres were a need for Eldar because Eldar didn't have any long range anti-armour units. Actualy didn't have anything at all exept Banshees.
And same for Chaos Terminators, Fire Dragons, Flash Gitz, Artilerry Spotters.
- Black Relic

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Re: Possible Tyranid Additions
Personally i wouldn't make the broodlord a genestealer's upgrade. If he would ever be implemented in the game he would have to be a 4th tyranid hero tbh and its something i would really enoy working on if i had the resources and a model plus animations which both are not present EVEN THOUGH there is the broodlord mentioned in the data/race_tyranids/troops folder.
But the others...nah the Nids have enough AV imo. The swarmlord already does what the venomthrope but with 4 large swords for arms. Which he also provides speed synapse (which is absolutely necessary to kill a tank, if you have no swarmlord you cannot kill a tank that simple) and he reinforces nids. I dont think venomthrobe is needed. And if you say he won't be a super unit i would say look on the Nerothrobe and then the venomthrobe isn't necessary.
If I wanted to add something to nid it would be able to purchase rippers from the HQ at t2. They take a fair amount of time and cost somewhere around 150/5 or something.
Fire Dragons aren't needed tbh. You should have to get only one unit and be able to deal with almost every vehicle threat. Have you seen warp spiders
nade combined with fire dragons with swift movement being used?? It is absurd. If they say in their current state i need a price increase.
Raptor implementation has been explained although it's not a good option anymore due to the buff banshees got a while back (due to their base HP going up not longer any need in getting an aspect) and shotgun scouts being bad ass. The only time i usually get raptors is vs IG. Raptors still need some changes if they want to be seen more imo but idk what the change.
Dark Reapers is something i didn't really understand all that much. But I think its a unit that is an option if you are stuck in t2 and see terminators. Dark Reapers are your choice as eldar. So they are niche but they are a unit that helps balance.
OM are a race that still has a lot of issues. And i have done my own share of theory crafting with OM in my mod. Like moving INterceptors back to t1 removing their active teleport for a range 25 passive teleport. which the passive teleport having a cooldown of 6 seconds so they can switch targets faster. That's a little bit of my theorycrafting though.
In caeltos defense though i think if he had the resources (mainly an animator) OM would be a completely different race than it is now.
But the others...nah the Nids have enough AV imo. The swarmlord already does what the venomthrope but with 4 large swords for arms. Which he also provides speed synapse (which is absolutely necessary to kill a tank, if you have no swarmlord you cannot kill a tank that simple) and he reinforces nids. I dont think venomthrobe is needed. And if you say he won't be a super unit i would say look on the Nerothrobe and then the venomthrobe isn't necessary.
If I wanted to add something to nid it would be able to purchase rippers from the HQ at t2. They take a fair amount of time and cost somewhere around 150/5 or something.
Fire Dragons aren't needed tbh. You should have to get only one unit and be able to deal with almost every vehicle threat. Have you seen warp spiders
nade combined with fire dragons with swift movement being used?? It is absurd. If they say in their current state i need a price increase.
Raptor implementation has been explained although it's not a good option anymore due to the buff banshees got a while back (due to their base HP going up not longer any need in getting an aspect) and shotgun scouts being bad ass. The only time i usually get raptors is vs IG. Raptors still need some changes if they want to be seen more imo but idk what the change.
Dark Reapers is something i didn't really understand all that much. But I think its a unit that is an option if you are stuck in t2 and see terminators. Dark Reapers are your choice as eldar. So they are niche but they are a unit that helps balance.
OM are a race that still has a lot of issues. And i have done my own share of theory crafting with OM in my mod. Like moving INterceptors back to t1 removing their active teleport for a range 25 passive teleport. which the passive teleport having a cooldown of 6 seconds so they can switch targets faster. That's a little bit of my theorycrafting though.
In caeltos defense though i think if he had the resources (mainly an animator) OM would be a completely different race than it is now.
Last edited by Black Relic on Wed 13 Jul, 2016 6:13 am, edited 1 time in total.
"...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
Re: Possible Tyranid Additions
Black Relic wrote:If I wanted to add something to nid it would be able to purchase rippers from the HQ at t2. They take a fair amount of time and cost somewhere around 150/5 or something.
can't you do that from those tyranid towers now?
- The_Convertant

- Posts: 34
- Joined: Sat 27 Feb, 2016 9:38 am
Re: Possible Tyranid Additions
firatwithin wrote:Black Relic wrote:If I wanted to add something to nid it would be able to purchase rippers from the HQ at t2. They take a fair amount of time and cost somewhere around 150/5 or something.
can't you do that from those tyranid towers now?
He means to purchase them from HQ directly. That saves time and red.
I am the Convertant, one of the five remaining active members in Taiwan BAHA DOW2 community
Re: Possible Tyranid Additions
I dont understand why you would want to buy them from HQ.
For a measly 100/0/35 you can get them almost instantly on the field + buffed speed for your army. A price I would pay anytime of the day for that benefit.
For a measly 100/0/35 you can get them almost instantly on the field + buffed speed for your army. A price I would pay anytime of the day for that benefit.
- Black Relic

- Posts: 846
- Joined: Mon 29 Jul, 2013 3:05 am
- Location: United States
- Contact:
Re: Possible Tyranid Additions
Since I play against Nids sometimes (and as nids) whenever I see a Infestation tower I shoot it down IMMEDIATELY! I don't wait for rippers to spawn of for it to consistently buff the army. And the only time I have experienced an infestation towers actually be a visible disadvantage to me is when someone was smart enough to spawn rippers before an engagement happened and used those rippers to flank and snare my tank. But I have never been caught unaware from an infection tower that has just spawned. It's usually is my primary priority (unless power is under siege or im low on VP) to send something simple like shootas of scouts to shoot the damn thing down before it can do anymore good. Because those towers give you vision. They super buff your army (including speed buff making map control a tad easier)for 35 red and as you mentioned they can spawn rippers and spore mines.
I understand why you don't understand why rippers should be purchased from the HQ. But as a player who also attempts to think about what I would do if i was in my opponent's shoes and the fact that rippers are Nids ONLY source of snare for a tank (which is on a low HP unit who are also melee only and a affected by synapse backlash) I would destroy that tower so my vehicles cannot be controlled or i don't find a sudden ripper squad tieing up my set up team. Atm Nids depend too heavily on infestation towers come t2 imo due to the lack of snare vs a walker or a transport. This would help against that a dependence for a cost and save you red at the cost for some power. Hell maybe decrease the cost to 100/5 but the time spent to produce would have to go up a tad. The only thing i would be a bit on edge about is pop, since a nid player would HAVE to make sure he has an excess of 10 pop atm so he can get some rippers on the field.
IDK if my post made any sense tbh. Might come back to it later.
Edit: Just realized you could just put an infestation tower in your base. Fuck it I still want rippers to be built at the HQ and fuck reasoning lol.
I understand why you don't understand why rippers should be purchased from the HQ. But as a player who also attempts to think about what I would do if i was in my opponent's shoes and the fact that rippers are Nids ONLY source of snare for a tank (which is on a low HP unit who are also melee only and a affected by synapse backlash) I would destroy that tower so my vehicles cannot be controlled or i don't find a sudden ripper squad tieing up my set up team. Atm Nids depend too heavily on infestation towers come t2 imo due to the lack of snare vs a walker or a transport. This would help against that a dependence for a cost and save you red at the cost for some power. Hell maybe decrease the cost to 100/5 but the time spent to produce would have to go up a tad. The only thing i would be a bit on edge about is pop, since a nid player would HAVE to make sure he has an excess of 10 pop atm so he can get some rippers on the field.
IDK if my post made any sense tbh. Might come back to it later.
Edit: Just realized you could just put an infestation tower in your base. Fuck it I still want rippers to be built at the HQ and fuck reasoning lol.
"...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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