The Great Kenny wrote:Fleet is incredibly userfull vs set up teams in general, since your unit is focusing fire on 1 target, the other two will use fleet of foot, the affected unit retreats or goes into heavy cover, while you just had to pack up your Set up team or retreat it.
Kvn wrote:Except for the fact that fleet also reduces the damage of grenades, given that they count as a ranged attack. If you want to counter a setup team, you need to come in from three different angles, or just muscle through with heavy losses. Also, I'd like to see the replay of this Eldar player moving a suppressed DA squad into convenient heavy cover while being shot to bits by a setup team in the middle of a firefight.
"If you want to counter a setup team, you need to come in from three different angles" Thats the point i wanted to get, however, most of the times, the unit gets focused, sadly this part i cant blame the player nor the unit, since the DoW II system, i dont know if it is intended or just bad programming, HW squad usually loves to waste an entire volley on the first unit they see (The bait avengers in this case), those avengers insta retreat while the others had activated fleet of food, most of times i end up hitting the X button or i just have to de- set up unit, however there comes a part where i have to give you the point, when i am playing against a farseer (Whit any race, not just imperial guard), it's incredibly easy to over bleed it's DA unless i fail to realize about the other squads coming whit FoF just in time and ultimately my HW gets nadedd whit a first one and then gets wiped out whit the second one, when it comes to warp spiders exarchs, and warlocks, basically is just a pain in the ass to use HWT, and in that part DA doesnt even need to invest so much in battle equipment since the Warp spider exarch is a natural anti HWT, while the warlock.... Huh that sword whit inmolate is just too bloody strong vs HWT whit infantry armour, at least whit space marine devs and chaos havocs i give the middle finger to this ability. I do give you the point to you in there when you go into the micro intensive, but lets consider that not everyone we have finantial freedom or the time to milk hours from multiplayer. Usually this kind of plays happens from ppl that has most matches, or just milks eldar all the time. So i cant complain so much about FoF or the battle equipment in here, however i do think that it is still a good way to deal whit Set up teams since eldar players doesnt seem to like the new rangers. And thanks for the idea, i really need to save a replay, since i understand that i am not making myself understandable whit words.
The Great Kenny wrote:Who said that the shields forced you to stay static when you can simply leave the possition you just dominated, rape the other player, and bang, make more shields, replace the ones from your lane. Blah Blah Blah.
Kvn wrote:And then you take the shield for yourself, allowing you to make use of them with a faction that is significantly more geared towards entrenching in position. The Eldar units don't get to take it with them after all, and your constant complaining and accusations aren't helping your arguments.
Well if you put shields right in a place where you know that the enemy will stay or camp then, yes, they can totally use the shields. However i am talking about eldar whit decent and good experience that usually uses the shields on your power farms where you will basically end up not using since you secure it, and then you focus, on the vps that will surely, for logical reasons, are going to be deployed close to the eldar spawn, not from where the enemy player troops come from.
The Great Kenny wrote:Yes, i agree, grenades are not a big deal to dodge whit non set up teams, however lets talk about 3 dire avengers focusing fire on the squad while a warlock uses destructor on them, distracts another one of the ranged units while the enemy player is more worried about focusing DA in fear that a squad gets wiped whit pure DPS.
Kvn wrote:So what is the rest of your army doing? Given that your talking about three squads plus a hero focusing your one unit, is there something missing in this equation? Saying "everything shoots at my guys" is a really bad way to structure an argument. If you want to get into theorycrafting, you need to take both sides and everything they bring to the table into consideration.
Depends on the army to be honest,if it's whit space marines or chaos space marines then i usually just end up retreating the scouts, and the heretics just stay back to worship support, but whit blob armies is just a pain to get focused by piercing DPS after you dodged the grenades, also i missed something in the equation, usually the eldar units have FoF activated moments before they start the engagement, meaning that the eldar players has the numbers calculated and it's just prepared to focus after throwing the grenades.
The Great Kenny wrote:I will just leave this here......
-DA natural stats:
*Unit cost: 270 Req - 27 req reinforce cost - upkeep 5.1
*Unit hp: 500 hp (100 per model)
*Speed: 5.5
*Rotation: 1000
*Ranged DPS: 8.75 dps per model - 43.75 Total squad damage per second
*Meele DPS: 6.67
*Battle equipment or aspect of the dire avenger: 65 req 15 power
+20% hp increase (120 each morel now)
Fleet of foot (Yes it takes out basically any chance of them at dealing any damage at ranged, but, it makes easier for them to get close and nade Set up teams, at the moment you see an ASpotter shell, use this and nothing happens, see an assault marine squad, wait for them to make a small twitch, use it and again nothing happened while you gained a defensive possition, got in cover and give the middle finger)
Grenades (Good at being spooky and at killing units in retreat)
Shields (Incredibly good defensive gear that doesnt ACT like FUCKING CHAINS OF TORMENT so that doesnt limit any of eldar mobility unless the player is a full camper)
335 req 15 power squad:
Now whit the DA exarch you get:
*A model whit 250 HP
*costs 85 req and 15 power making the squad cost 420 req and 30 power - upkeep 7.65 req
*Vision just to make rangers unnecesary when countering infiltrators.
*Has good combat capabilities in meele
-Ork Shootas natural stats:
*Unit cost: 270 req -27 req reinforce cost -upkeep 5.1 (At the moment everything goes equal for the DA and shoota squads)
*Unit hp: 600 hp (120 per model, ork shootas outclass DA in terms of durability here)
*Speed: 5 (DA slighly outclasses the ork shoota here)
*Rotation: 1000 (Finally a tie)
*Ranged DPS: 7 DPS - 35 total DPS from the squad (Cough cough, so you said ork shootas dealt more ranged damage.... Cough)
*Meele DPS: 8 DPS (Ork shootas do slightly win there, but who would be so foolish to send his shootas to meele a DA blob? Well unless the DA are foolishly ON the other side of cover against orks, unless of course they had already wiped out or forced a slugga squad to retreat)
*Big shoota upgrade: 75 req 20 power
FROM 7 DPS PER MODEL to 15.27 DPS, good at making short work of infantry.
Increases range from 38 to 41, further supports their DPS potential vs infantry.
And? ASpotters and Jump troops just made this investment unnecessary.
Also they rely on natural cover from the map, they cant constantly make cover like if they where DA or GM squads, wich it means, once it was destroyed, you need to totally depend on your big shootas range.
Squad total : 345 req 20 power
Now whit the nob leader you get:
*A model whit 285 hp
*Costs 75 req and 25 power leaving the squad whit 420 req and 45 power squad worth
*Has good combat capabilities in both meele and ranged
*Increases damage output for 15%
*Can also detect infiltrated units
At least whit the leaders part i completely agree that there is no actual comparison between them than just costs and buffs, however at least i must say that the DA exarch tiers up better than the nob leader (The 20% damage reduction passive and the ability embolden).
Kvn wrote:You seem to be supporting my argument with everything you've written here. With either one of their upgrades, Shootas are head and shoulders above DA in terms of dps. Even vanilla, they still outshoot the DA thanks to 20 extra health, unless of course, the point of this was an attempt to compare fully upgraded DA to basic Shootas, in which case, I don't know what to tell you.
Also, you realize the Exarch leader only has 15 range on his detection aura, right? the same as a Sentinel's. That's not exactly a hard counter to stealth as you're depicting it here.
I agree, but this comparison was made up to see that ork shootas consume more power in upgrades, take much bleeding when they need to back off when they run and also, are easy to just disperse while using artillery and jump troops, in the other hand FoF just saves you from that problem if you are paying attention.
The Great Kenny wrote:Of course, it makes them micro intensive WHEN YOU JUST BOUGHT ESPECIALIST UNITS THAT END UP COSTING MORE POWER.
Kvn wrote: I'm sorry, but I'm not even sure how to interpret this sentence.
I apologize, what i wanted to mean is, why do i have to usually use 60 power to try and counter this units? And yes this time was about IG vs eldar.
The Great Kenny wrote:Thats the point, i never said that they where OP initially at the moment, the problem is the BE or DA aspect upgrade, not the current initial base stats of the dire avengers, i am totally fine whit their initial stats in this version.
Kvn wrote:I'm not surprised that you're fine with their nerfed stats. What I'm saying is that you seem to think that the BE somehow got buffed from what it did in the last patch. Here's a fact for you, DA with BE perform exactly the same this patch as they did last patch, the only difference being their initial stats got nerfed and put into the upgrade which is now a must-buy instead of an optional purchase. If you thought that it was an easy pick option before on a power-hungry race like the Eldar, then that tells me you didn't play them very much.
Well, i use all races, my least played race is tyranid, but i did play whit eldar a lot back in 2.5 but i at least TRY to make diferent builds, i had sometimes just gone for 1 DA and 1 banshee squads (Obviously later supported by 1 shur and 1 ranger) and it sometimes work and sometimes doesnt, the point that i want to get, is that it is starting to get over repetitive, i really dont want this game to become starcraft 2.5 where people is going to end up countering blob spams whit blob spams, i am also not necessarily making this thread to just increase 5 power to the BA, especially since i have a lot of respect to all the work, effort, time and love that the elite team has put into making this work, i post this in this thread becouse i want people to realize that milking this build is getting old, repetitive,and has a lot of adventages on tier 1 in both huge maps (Webway gates, yet it costs red so i wont complain about that) and small maps where double shuriken canons and triple dire avengers work like a miracle to a point that it is no longer fun nor challenging, it is getting frustrating, and boring to play against, yes, i know you are going to tell me that if i had played so much against this build then why havent i planed a way to counter this?, well i have, and it was a pretty cancerous build, double artillery spotters, it costed me a lot of micro since the eldar player i was playing against was using a lot of dispersing tactics whit FoF against my first single Artillery spotter, i got the second one, and i just started shelling either the back and front or the sides, depending on wich second direction the eldar was taking, this did work really good, but at the moment i was starting to tier up, the eldar player had already a falcon, had to obviously mass retreat to not unecesarily bleed, and in the end i got double gen bashed after i got to tier 2, i honestly conceded, even tough i agree that i just conceded to soon instead of getting SM, however, that is a fight that i got from 2.5 so it's not to relevant in here except for the fact that FoF DOES save you from a lot of situations and sometimes forces you to get counters against speed, sadly i have so many bad experiences whit set up teams, to a point where i started to mainly use Artillery spotters and sometimes catachans when i am not facing a farseer. And that was yet another IG vs Eldar in there
The Great Kenny wrote:Yes they are glass cannon, when not mass retreating and fleet of footing basically from every potential danger (Wich makes sense but still makes the BE or DA aspect more questionable on it's cost effectiveness being cheap for what it gives you back)
Kvn wrote:How about this. If we were to take away the guns from Guardsmen and attach them to the Sergeant upgrade, would that make it OP? I mean, you get a massive increase in dps, and you don't have to pay any power for it. The answer is no. It would not be OP. In fact, it would be pretty UP due to being such a massive nerf in the first place. While this is an extreme example, what I'm trying to say is that you're taking this way out of context and accusing the upgrade of being incredible without considering the factors behind it. I strongly suggest that you play Eldar more for yourself, and see how this affects their playstyle as well as how it helps or hinders your eco. The constant exaggerations, caps, and cursing is making it hard to take your arguments seriously.
First, GM dont have the natural speed that the DA have so if they want to back off from a loosing fire fight, that happens becouse you have cover close, or else you have to retreat when you are on the open, however that totally makes up whit the sargeant and the cheap reinforcement upgrade.
Second, initially the GM has initially decent DPS (24.72 for the whole squad) and also they are the worst unit in meele combat, 3rd unlike the DA, making 3 units of this guys ALWAYS ends up bad when facing meele spam blobs, or jump and artillery troops since they dont have FoF and grenades wich are in my opinion, great meele deterrents. GM pretty much rely on getting supported by their commanders, and most likely, by a sentinel ( Another unit that heavily depends on GM if it wants to stay alive at least until tier 2), things that i do agree about GM is that once they get the sargeant upgrade their bleeding becomes very minimal, they now get good at ranged DPS (35.96 dps dealt by the whole squad), but there is one thing, at least triple GM spams gets heavily punished by disruption and meele combined, to a point that it is more uncommon to see Triple GM builds than triple DA builds, also Triple DA are mostly played by Warp Spider Exarchs and warlocks, while the triple GM usually is played by Commissars and Lord generals.
By the way, thanks Kvn for sharing your point of view, i know i made this look like a rant, but i am digging upon stats, numbers and everything i can for my lack of replays, so in one i am giving facts whit numbers, but you seem to ignore that the DA do have mobility and damage adventage over most of the ranged units in the game, going back into the ork shoota and dire avenger comparison, also thanks for pointing out that i was not giving good arguments, this is my second post about balance, and that is mostly becouse as i am struggling to point out, i dont want this game to be starcraft 2.5, i want this game to have more unit intensity and variation than just seeing every game, 1 v 1, 2 v 2, 3 v 3 have builds like triple hormogaunts (I still dont get why some people keeps using this build, it's actually pretty easy to counter), triple sluggas whit the warboss (Even tough that one is fun to fight against until... Tier 2...) and the most classic and used one since guardians in retail.... Triple guardians now evolved to dire avengers, in elite mod i have seen less builds that uses 3 units of the same type but it is getting hilarious how much this build is used, and how in almost every game this unit does well against me, and against other players, and trust me, there was a guy complaining about banshees being bad against IG, actually, banshees where my ace vs IG, i just wait for the guy to send his commissar, shoot him down or force him back whit DA, and then send banshees and whatever hero im playing whit, whit meele and fleet of foot against the guardsmen, i just click away from the sentinel stomp (I do agree that the sentinel does bug out meele units making 1 or 2 models stare at it waiting for the stomp, wich of course sometimes change the course of the battle), but far from that banshees do tank well GM whit any of the aspect upgrades, and they got a pretty nice especial move that it is known to make banshees a great squad wipe unit, so, why are there so many DA builds, why not just play more whit banshees than just constantly use triple dire avengers, seriously 7 out of 10 eldar players keep using this build, not saying that all of them make them look userfull, most of the times this build fails is becouse the DA rush in against units whitout the battle equipment upgrade, but in the end whit it, they are a good mobility unit, defensive unit and also a good ranged DPS unit, even if you win the engagement there will always be a falcon when the eldar doesnt invest power in especialist units, or you just get double or triple shuriken'd wich ends up in numerous gen bashes, also i want to point out that i hate the over use of 1 single unit, even if it's just some cheap GM or Hormogaunts, but i still feel that the triple DA do a lot and now that the battle equipment is a must - buy, the tomb of the rangers was digged even deeper in my point of view.
Thanks again for your reply Kvn.