Melee vs Ranged Strikes
Posted: Sun 05 Nov, 2017 9:37 pm
This post comes with the caveat that I know that the patch hasn't been around for a long time, nor am I a GK/OM expert yet.
Melee strikes seem much more survivable, versatile and better overall than their ranged counterparts. They allow you to engage dedicated melee units, have a useful melee charge and special and have a fantastic snare and drain energy with the leader. Given the option of your strikes having the health of CSM's or upgraded ASM's in T2, which would you rather choose? All for the low, low reinforce cost of a base CSM model. This only gets exarcebated as they level up, having a whopping 2400 health at level 4.
These arguments apply even if the enemy is spamming ranged, even vs IG. A difference of 400 health in T2 makes such a huge difference it terms of bleeding less and allowing the strikes to tank and support ahead of the GK damage components (storms & purgs). Though the accuracy modifier and ranged dps increase is nice, it still pales in comparison to the sheer versatility of melee strikes, since you're only going to debuff a single squad anyway.
All in all, I think the T2 squad health increase for melee strikes should be toned down to 5-10% (down from 15%). I'm not sure why ranged strikes don't get the snare since they neither have the utility of tacs or the godlike damage TCSM.
Melee strikes seem much more survivable, versatile and better overall than their ranged counterparts. They allow you to engage dedicated melee units, have a useful melee charge and special and have a fantastic snare and drain energy with the leader. Given the option of your strikes having the health of CSM's or upgraded ASM's in T2, which would you rather choose? All for the low, low reinforce cost of a base CSM model. This only gets exarcebated as they level up, having a whopping 2400 health at level 4.
These arguments apply even if the enemy is spamming ranged, even vs IG. A difference of 400 health in T2 makes such a huge difference it terms of bleeding less and allowing the strikes to tank and support ahead of the GK damage components (storms & purgs). Though the accuracy modifier and ranged dps increase is nice, it still pales in comparison to the sheer versatility of melee strikes, since you're only going to debuff a single squad anyway.
All in all, I think the T2 squad health increase for melee strikes should be toned down to 5-10% (down from 15%). I'm not sure why ranged strikes don't get the snare since they neither have the utility of tacs or the godlike damage TCSM.