Community Choose Your Own Adventure - OM
Posted: Mon 04 Jul, 2016 4:31 pm
Playing GK as they evolved has been one of my favorite parts of ELITE. Unlike the other factions which were pretty well established, GK has been an incredible labor of love and a wild ride of highs and lows. The newly christened OM are unfortunately at one of the low points for me. I find their current iteration unenjoyably weak. Since I hear no rumblings of a patch, and I have no desire to play them, the best way to have fun with them is on this forum. So here's what I'm thinking...
I'm putting together my fantasy change-list for OM, but I need help! Crippling indecisiveness and my limited vision hold me back. So I was thinking I'll write it as a Choose Your Own Adventure, and have the forum make the choices. One curated decisions at a time the change-list will grown here in the OP. Where will this end up? No idea. Will it crash and burn? Who cares. Will I get board and wander off? Most likely. But beginnings are exciting, so here goes.
Rules:
Each post I'll lay out what decision I'm trying to make.
The first person to speak up makes the choice, unless they've done so recently.
The OP will be updated with the current set of changes.
I'll make up and change rules as I damn well please.
Decisions:
1- Should the current T1 roster remain (IST, SS, Ops, Purg) or should it be altered? - Yes/No
Atlas - Yes, it should be altered.
2 - What should the 2nd req only unit be? Strike Squad, Warrior Acolytes or Operatives?
firatwithin - It must be Strike Squad
3 - Should SS get a price tag increase given the context above?
evilmario5 - 475 ss with them changes yes from me for increase
Cyris's fantasy OM change-list:
IST
IST are the beach head of the Ordo Malleas, harassing the enemy positions with ranged fire and preparing the way for GK forces.
Cost reduced from 225 to 200
IST are going the way of the heretic - lower cost in exchange for weaker stats. Investing in them will still get their damage and CC capabilities they had before, but until that investment is made they will be weaker.
Vision range reduced from 50 to 40
Damage reduced from 16 to 14
Warrior Acolyte damage bonus increased from 25% to 40%
Grenade Launcher damage reduced from 40 to 35
Plasma Rifle damage reduced from 30 to 25
To make room for their lower cost, IST are losing their special long range vision perk, and having their up front damage reduced. Net damage with the Warrior Acolyte upgrade remains the same for now. This pushes more of their potency into T1.5 if invested in, while allowing OM to field more cappers and suffer less economic damage from bleed.
Frag Grenade renamed to Concussive Grenade
Concussive Grenade damage reduced from 80 to 50
Concussive Grenade max range reduced from 24 to 20
Concussive Grenade min range removed
Concussive Grenade now suppresses
Sarge pistol fire pattern changed from 1-1 burst to 2-2 burst with a 1/2 reload (same as squads lasguns)
The Frag Grenade traded the potency of other grenades for consistency, but was not pulling it's weight. Adding a suppression tail to the knockback is the first attempt. Perhaps a short stun (like 4 seconds) could replace the suppression? Max range reduced to focus the nade on anti-melee.)
Grenade Barrage cost increased from 0 to 70. Cooldown reduced from 45 to 12
Concussive Grenade cost increased from 50 to 55. Cooldown reduced from 30 to 12
Cost and cooldown adjustments to increase the importance of Purification
SS
Strikes are elite tactical marines who forgo their focus on ranged weaponry to focus on melee prowess and supportive psychic abilities.
Melee Skill reduced from 70 to 60
Melee Damage increased from 30 to 35
Perhaps contradicting my stated goal, but 60 MS with specials is already a solid unit. This will make SS able to be countered by 70 MS squads which falter against them now, and reduce their special chances. At the same time, the damage on those amazing looking halberds is now in line with ASM swords, and might need to go higher. They now want to tie up enemy ranged squads even more, but are a bit more worried about getting specialed by enemy melee. I believe that SS ability to special and wipe a slugga squad in the first engagements (or hormas / shees) is just too much. This should make them remain deadly in melee against these squads, but with a less frequent "oops, I win" situation. Mind Blades and Hammer Hand remain as MS buffs that still should synergize great with these guys, and I strongly am considering making SS have either 65 MS, or Mind-Blades give +15/20 MS, so that SS can get back up to their former highers IF they have buffs on them.
Ranged Damage reduced from 28 to 24
Ranged Damage per level decreased from 1/1.07/1.14/1.2 to 1/1.05/1.1/1.16
If melee and psychic abilities are the focus, the highest marine ranged damage can safely go away. 24 puts them smack between CSM and Tacs. This is a real big nerf! Tacs with kraken will way outshoot them, as will CSM with EW. Though against either, the SS will continue to chop them up real well in melee.
Psy-ammo upgrade removed
Libra-Demonica upgrade added in T1 - 50/15, grants Purification and Lesser Energy Burst
Lesser Energy Burst - Weaker version of Energy Burst - Range reduced from 30 to 25, Energy Burn removed, Slow reduced from 80% to 60%
Justicar now upgrades Lesser Energy Burst into Energy Burst
Justicar ranged weapon replaced with standard SS bolter (no longer plasma damage)
Justicar increase SS melee skill to 70
Justicar increases SS charge range from 0 to 12
Incinerator range reduced from 27 to 24
Incinerator damage reduced from 15 to 13
Incinerator courage damage increased from 20 to 30
Incinerator courage ranged multipliers introduced, same as purgation - 1/1/1.25/1.5
Psilencer damage increased from 23 to 30
Continued reduction of focus on ranged damage in exchange for more reliable support capabilities in T1 and the otpion to imporove melee relevance in T2. Losing psy-ammo means psilencer gets some more base damage, and it was underpreforming already. Incinerator now has a more clear suppression function at the cost of damage.
Rhino
Early changes, very little get checking. Rolling armor upgrade into weapon upgrades to remove the gaming of the health differences, and make it visually clear when the Rhino has HI vs Vehicle armor.
Moved to T1
Cost reduced from 250/45 to 180/30
No longer renforces
Armor type changed from vehicle to heavy infantry
Health increased from 500 to 700
Heavy Bolter and Lascannon upgrade both change armor type to vehicle and reduce health to 500
Heavy Bolter upgrade cost increased from 100 to 100/20
Lascannon upgrade cost increased from 100 to 100/25
Lascannon damage reduced from 165 to 120
Lascannon reload duration reduced from 4 to 2 - Slightly lower dps, shoots more often.
Operatives
Upkeep increased from 5.1 to 7.65
Purgation
Moved to T2
Cost changed from 300/30 to 400
Upkeep reduced from 12.75 to 10.2 (standard upkeep for a 4 pop unit)
Maybe:
Upgrade to add reinforcement?
Speed / seating adjustments?
Adding weapons slows Rhino?
I'm putting together my fantasy change-list for OM, but I need help! Crippling indecisiveness and my limited vision hold me back. So I was thinking I'll write it as a Choose Your Own Adventure, and have the forum make the choices. One curated decisions at a time the change-list will grown here in the OP. Where will this end up? No idea. Will it crash and burn? Who cares. Will I get board and wander off? Most likely. But beginnings are exciting, so here goes.
Rules:
Each post I'll lay out what decision I'm trying to make.
The first person to speak up makes the choice, unless they've done so recently.
The OP will be updated with the current set of changes.
I'll make up and change rules as I damn well please.
Decisions:
1- Should the current T1 roster remain (IST, SS, Ops, Purg) or should it be altered? - Yes/No
Atlas - Yes, it should be altered.
2 - What should the 2nd req only unit be? Strike Squad, Warrior Acolytes or Operatives?
firatwithin - It must be Strike Squad
3 - Should SS get a price tag increase given the context above?
evilmario5 - 475 ss with them changes yes from me for increase
Cyris's fantasy OM change-list:
IST
IST are the beach head of the Ordo Malleas, harassing the enemy positions with ranged fire and preparing the way for GK forces.
Cost reduced from 225 to 200
IST are going the way of the heretic - lower cost in exchange for weaker stats. Investing in them will still get their damage and CC capabilities they had before, but until that investment is made they will be weaker.
Vision range reduced from 50 to 40
Damage reduced from 16 to 14
Warrior Acolyte damage bonus increased from 25% to 40%
Grenade Launcher damage reduced from 40 to 35
Plasma Rifle damage reduced from 30 to 25
To make room for their lower cost, IST are losing their special long range vision perk, and having their up front damage reduced. Net damage with the Warrior Acolyte upgrade remains the same for now. This pushes more of their potency into T1.5 if invested in, while allowing OM to field more cappers and suffer less economic damage from bleed.
Frag Grenade renamed to Concussive Grenade
Concussive Grenade damage reduced from 80 to 50
Concussive Grenade max range reduced from 24 to 20
Concussive Grenade min range removed
Concussive Grenade now suppresses
Sarge pistol fire pattern changed from 1-1 burst to 2-2 burst with a 1/2 reload (same as squads lasguns)
The Frag Grenade traded the potency of other grenades for consistency, but was not pulling it's weight. Adding a suppression tail to the knockback is the first attempt. Perhaps a short stun (like 4 seconds) could replace the suppression? Max range reduced to focus the nade on anti-melee.)
Grenade Barrage cost increased from 0 to 70. Cooldown reduced from 45 to 12
Concussive Grenade cost increased from 50 to 55. Cooldown reduced from 30 to 12
Cost and cooldown adjustments to increase the importance of Purification
SS
Strikes are elite tactical marines who forgo their focus on ranged weaponry to focus on melee prowess and supportive psychic abilities.
Melee Skill reduced from 70 to 60
Melee Damage increased from 30 to 35
Perhaps contradicting my stated goal, but 60 MS with specials is already a solid unit. This will make SS able to be countered by 70 MS squads which falter against them now, and reduce their special chances. At the same time, the damage on those amazing looking halberds is now in line with ASM swords, and might need to go higher. They now want to tie up enemy ranged squads even more, but are a bit more worried about getting specialed by enemy melee. I believe that SS ability to special and wipe a slugga squad in the first engagements (or hormas / shees) is just too much. This should make them remain deadly in melee against these squads, but with a less frequent "oops, I win" situation. Mind Blades and Hammer Hand remain as MS buffs that still should synergize great with these guys, and I strongly am considering making SS have either 65 MS, or Mind-Blades give +15/20 MS, so that SS can get back up to their former highers IF they have buffs on them.
Ranged Damage reduced from 28 to 24
Ranged Damage per level decreased from 1/1.07/1.14/1.2 to 1/1.05/1.1/1.16
If melee and psychic abilities are the focus, the highest marine ranged damage can safely go away. 24 puts them smack between CSM and Tacs. This is a real big nerf! Tacs with kraken will way outshoot them, as will CSM with EW. Though against either, the SS will continue to chop them up real well in melee.
Psy-ammo upgrade removed
Libra-Demonica upgrade added in T1 - 50/15, grants Purification and Lesser Energy Burst
Lesser Energy Burst - Weaker version of Energy Burst - Range reduced from 30 to 25, Energy Burn removed, Slow reduced from 80% to 60%
Justicar now upgrades Lesser Energy Burst into Energy Burst
Justicar ranged weapon replaced with standard SS bolter (no longer plasma damage)
Justicar increase SS melee skill to 70
Justicar increases SS charge range from 0 to 12
Incinerator range reduced from 27 to 24
Incinerator damage reduced from 15 to 13
Incinerator courage damage increased from 20 to 30
Incinerator courage ranged multipliers introduced, same as purgation - 1/1/1.25/1.5
Psilencer damage increased from 23 to 30
Continued reduction of focus on ranged damage in exchange for more reliable support capabilities in T1 and the otpion to imporove melee relevance in T2. Losing psy-ammo means psilencer gets some more base damage, and it was underpreforming already. Incinerator now has a more clear suppression function at the cost of damage.
Rhino
Early changes, very little get checking. Rolling armor upgrade into weapon upgrades to remove the gaming of the health differences, and make it visually clear when the Rhino has HI vs Vehicle armor.
Moved to T1
Cost reduced from 250/45 to 180/30
No longer renforces
Armor type changed from vehicle to heavy infantry
Health increased from 500 to 700
Heavy Bolter and Lascannon upgrade both change armor type to vehicle and reduce health to 500
Heavy Bolter upgrade cost increased from 100 to 100/20
Lascannon upgrade cost increased from 100 to 100/25
Lascannon damage reduced from 165 to 120
Lascannon reload duration reduced from 4 to 2 - Slightly lower dps, shoots more often.
Operatives
Upkeep increased from 5.1 to 7.65
Purgation
Moved to T2
Cost changed from 300/30 to 400
Upkeep reduced from 12.75 to 10.2 (standard upkeep for a 4 pop unit)
Maybe:
Upgrade to add reinforcement?
Speed / seating adjustments?
Adding weapons slows Rhino?
Well, maybe Lİbby and Vindicare may have. But this beatiful wargear is never used even for once I saw after 2.5 patch. I wish we could have a new area effect ability.
I know it is obious but just reminding it. Plese don't forget to change it.
)
