Why is SM so strong in 3v3? - Analysis
Posted: Sun 15 Jul, 2018 2:19 am
Factors that you cannot change
1. A lot of new to mid level players prefer 3v3 and SM, Chaos are very popular.
- Thus most of the players who play 3v3 use SM, Chaos.
- Laney maps are better for SM, Chaos.
- Since the majority of the players plays SM, Chaos for 3v3, the most popular 3v3 maps get fixated as laney maps.
- Less players play non SM, Chaos factions since they are harder to learn and not good at laney maps which is the most popular. This makes those factions even less popular. Negative cycle turns and turns and they get even less players then before.
- Small player base means those non SM, Chaos factions cannot turn public opinion in favor of less laney 3v3 maps.
2. They are easier to use in team games
- Less units to control so less likely to make mistakes
- Almost no need for map control which means all the units can gather around and fight as a ball which is playing to their strength
- More durable which means it allows rooms for more mistakes and less wipes. This plus the fact that there are 3 players together means there is more chance to recover even if one player screws up a bit
- Most of the time can get into T3 which is their strongest point in game
- Can fight shoulder to shoulder as a team and prevent flanks easier
- Anyone can play them in 3v3 to a certain effectiveness while other factions require dedication to be good at
Factors that can be changed but shouldn't because of 1v1 balance reasons
1. Terminator Size Change
- Terminators are best ranged infantry in the entire game. They were hard to counter by ranged infantry means only before the change but now it is almost impossible to counter them using ranged infantry at all.
- This is why Terminator size change has such a huge impact on its durability and survival . AV weapons are not the only ones that have accuracy reduced.
Below are the most common type of weapon families used against SHI that Terminator has.
autocannon_tank_pvp - Accuracy vs Large 1, Medium 0.9 - 10% increased Miss Chance
https://dawnofwar.info/elite/weaponfami ... n_tank_pvp
inferno_pvp - Accuracy vs Large 1, Medium 0.8 - 20% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... ferno_pvp4
melta - Accuracy vs Large 1, Medium 0.9 - 10% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... ?fam=melta
plasma_pvp vs Large 1, Medium 0.8 - 20% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... plasma_pvp
Since Termies variants are very high health low squad model type of unit, any weapon has to fire a ton of rounds in order to bring down Termies which makes sure there is more chance for that miss chance RNG to kick in. Now that there is a chance to miss fire against such a huge hp pool unit, Terminators are far more tougher to bring down using ranged fire of any type and it is even tougher if buffs and debuffs factors from other units are involved in. This means melee options against Termies are indirectly buffed for they won't miss by any chance. This change had negative impact in Team Games where Terminators are far easier to bring out and protected by more units in a tight space which hugely negates melee factors + vehicles and forces ranged counter.
- These factors combined with WhirlWind which is the biggest problem in team games make a good 2SM based teams very overpowered as long as they play it safe in the early stages.
- In later stages, SM team with 1 or 2 Termies which counters all ranged infantry + Whirlwind which counters all non vehicle infantry including melee + some anti melee measures, some anti vehicle measures is almost impossible to win against.
Factors you can change for sure
1. Whirlwind
- I don't know how this unit is used in 1v1 but for 3v3 it is a unit that requires the nerf immediately.
1.1 Was it added to cover some SM weakness in 1v1?
- All new units in Elite has a purpose of making retail faction weakness lesser and allowing for more variable builds for 1v1.
Orks
Painboy - Build order variation
Flash Gitz - Build order variation
Nidz
Neurothrope - T3 Elite melee counter
IG
Artillery Spotter - Covering up T1 weakness to set up teams
Kasrkin - T3 Elite Infantry, Elite Melee counter with Plasma Guns
Chaos
Raptors - Covering up no jump troops in T1 weakness, Further T3 AV option with meltas
Land Raider Phobos - Strengthening up T3 AV
Eldar
Fire Dragons - Mobile T2 AV option
Dark Reapers - Ranged counter option against Heavy Infantry and Super Heavy Infantry
SM
Sternguard - Better AI option on their tacs than retail
Vanguard - T3 Elite Melee which SM lacked
- I don't get why was WhirlWind added at all. SM has no problem of countering melee and ranged blobs in 1v1.
1.2 Comparison to Manticore
- In team games it is a no brainer choice and obnoxious. It can shut down entire armies with no need for good control and is so freaking hard to kill if well managed.
Health
- It has better health. You can even counter manticores with power melee since its health pool is so small.
(275 vs 400)
Speed/Turning Speed
- Way faster speed. This is even more important than health difference since it allows for quick escape.
(4.5 vs 6) / (125 vs 150)
Cost
- Far less on power cost(-25) and not so expensive on req(+60) as well
Self Defend Chance
- Has hunter killer missile that has huge range and decent damage
- If you use ground attack, you can micro it to counter anti vehicle infantry trying to chase it for at least once
- Manticore has zero chance of survival from those two types of attacks
- Has huge range and wide disruption and excellent fire time. Considering the time that is required for units to get up from the knockback, it can be said that the next round of barrage comes only 1 or 2 sec after the complete recovery from knockback.
- No friendly fires.
- Manticore can be dodged, not so huge on disruption and more importantly cannot constantly disrupt and firendly fires.
Conclusion
- In conclusion, it is a 1. long range, 2.Wide and Constant disruption, 3.with no friendly fire that 4.can counter both melee and ranged blobs and 5. with a good speed and chance of micro to save itself 6. has a chance to damage vehicles on very long range 7. cost less than manticore 8. It is a vehicle
- Literally if you have one WW, you cannot lose to an enemy infantry group both in range and with help of some melee counters to fill in the gap, can easily counter melee as well.
- It seriously need to be more vulnerable by making it way slower or have less health like manticore. Perhaps we can make it fire far less frequently. Anyhow, it need some serious nerf.
1. A lot of new to mid level players prefer 3v3 and SM, Chaos are very popular.
- Thus most of the players who play 3v3 use SM, Chaos.
- Laney maps are better for SM, Chaos.
- Since the majority of the players plays SM, Chaos for 3v3, the most popular 3v3 maps get fixated as laney maps.
- Less players play non SM, Chaos factions since they are harder to learn and not good at laney maps which is the most popular. This makes those factions even less popular. Negative cycle turns and turns and they get even less players then before.
- Small player base means those non SM, Chaos factions cannot turn public opinion in favor of less laney 3v3 maps.
2. They are easier to use in team games
- Less units to control so less likely to make mistakes
- Almost no need for map control which means all the units can gather around and fight as a ball which is playing to their strength
- More durable which means it allows rooms for more mistakes and less wipes. This plus the fact that there are 3 players together means there is more chance to recover even if one player screws up a bit
- Most of the time can get into T3 which is their strongest point in game
- Can fight shoulder to shoulder as a team and prevent flanks easier
- Anyone can play them in 3v3 to a certain effectiveness while other factions require dedication to be good at
Factors that can be changed but shouldn't because of 1v1 balance reasons
1. Terminator Size Change
- Terminators are best ranged infantry in the entire game. They were hard to counter by ranged infantry means only before the change but now it is almost impossible to counter them using ranged infantry at all.
- This is why Terminator size change has such a huge impact on its durability and survival . AV weapons are not the only ones that have accuracy reduced.
Below are the most common type of weapon families used against SHI that Terminator has.
autocannon_tank_pvp - Accuracy vs Large 1, Medium 0.9 - 10% increased Miss Chance
https://dawnofwar.info/elite/weaponfami ... n_tank_pvp
inferno_pvp - Accuracy vs Large 1, Medium 0.8 - 20% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... ferno_pvp4
melta - Accuracy vs Large 1, Medium 0.9 - 10% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... ?fam=melta
plasma_pvp vs Large 1, Medium 0.8 - 20% increased Miss Chance
https://www.dawnofwar.info/elite/weapon ... plasma_pvp
Since Termies variants are very high health low squad model type of unit, any weapon has to fire a ton of rounds in order to bring down Termies which makes sure there is more chance for that miss chance RNG to kick in. Now that there is a chance to miss fire against such a huge hp pool unit, Terminators are far more tougher to bring down using ranged fire of any type and it is even tougher if buffs and debuffs factors from other units are involved in. This means melee options against Termies are indirectly buffed for they won't miss by any chance. This change had negative impact in Team Games where Terminators are far easier to bring out and protected by more units in a tight space which hugely negates melee factors + vehicles and forces ranged counter.
- These factors combined with WhirlWind which is the biggest problem in team games make a good 2SM based teams very overpowered as long as they play it safe in the early stages.
- In later stages, SM team with 1 or 2 Termies which counters all ranged infantry + Whirlwind which counters all non vehicle infantry including melee + some anti melee measures, some anti vehicle measures is almost impossible to win against.
Factors you can change for sure
1. Whirlwind
- I don't know how this unit is used in 1v1 but for 3v3 it is a unit that requires the nerf immediately.
1.1 Was it added to cover some SM weakness in 1v1?
- All new units in Elite has a purpose of making retail faction weakness lesser and allowing for more variable builds for 1v1.
Orks
Painboy - Build order variation
Flash Gitz - Build order variation
Nidz
Neurothrope - T3 Elite melee counter
IG
Artillery Spotter - Covering up T1 weakness to set up teams
Kasrkin - T3 Elite Infantry, Elite Melee counter with Plasma Guns
Chaos
Raptors - Covering up no jump troops in T1 weakness, Further T3 AV option with meltas
Land Raider Phobos - Strengthening up T3 AV
Eldar
Fire Dragons - Mobile T2 AV option
Dark Reapers - Ranged counter option against Heavy Infantry and Super Heavy Infantry
SM
Sternguard - Better AI option on their tacs than retail
Vanguard - T3 Elite Melee which SM lacked
- I don't get why was WhirlWind added at all. SM has no problem of countering melee and ranged blobs in 1v1.
1.2 Comparison to Manticore
- In team games it is a no brainer choice and obnoxious. It can shut down entire armies with no need for good control and is so freaking hard to kill if well managed.
Health
- It has better health. You can even counter manticores with power melee since its health pool is so small.
(275 vs 400)
Speed/Turning Speed
- Way faster speed. This is even more important than health difference since it allows for quick escape.
(4.5 vs 6) / (125 vs 150)
Cost
- Far less on power cost(-25) and not so expensive on req(+60) as well
Self Defend Chance
- Has hunter killer missile that has huge range and decent damage
- If you use ground attack, you can micro it to counter anti vehicle infantry trying to chase it for at least once
- Manticore has zero chance of survival from those two types of attacks
- Has huge range and wide disruption and excellent fire time. Considering the time that is required for units to get up from the knockback, it can be said that the next round of barrage comes only 1 or 2 sec after the complete recovery from knockback.
- No friendly fires.
- Manticore can be dodged, not so huge on disruption and more importantly cannot constantly disrupt and firendly fires.
Conclusion
- In conclusion, it is a 1. long range, 2.Wide and Constant disruption, 3.with no friendly fire that 4.can counter both melee and ranged blobs and 5. with a good speed and chance of micro to save itself 6. has a chance to damage vehicles on very long range 7. cost less than manticore 8. It is a vehicle
- Literally if you have one WW, you cannot lose to an enemy infantry group both in range and with help of some melee counters to fill in the gap, can easily counter melee as well.
- It seriously need to be more vulnerable by making it way slower or have less health like manticore. Perhaps we can make it fire far less frequently. Anyhow, it need some serious nerf.