Switch Kraken round dps vs. SHI to 1.25 instead of 1.00, and switch Vengeance round dps against SHI to 1.00 instead of 1.25 (NOPE! Indrid corrected my math on this count
Switch Dragonfire round and Vengeance round values against structures and defensive structures (i.e. turrets).
Purpose: To provide additional incentives to switch between the four rounds. (Hellfire and Vengeance have VERY clearly defined roles that remain unchanged by the proposed changes).
[size=85]I'm still not feeling great about 2 of the Sternguard round choices.
The Crowd Favorites:
Hellfire rounds are, far and away, the best round choice on a Sternguard squad. The Sternguard get purchased more for their Hellfire rounds, and the free sergeant, than for any of the other three.
Vengeance rounds are much better now that they have been returned to their full range. They still don't do much damage to vehicles, but they have a purpose which warrants their regular use. When a vehicle shows up, I'm guessing most players switch to vengeance rounds before returning to hellfire.
Room for Growth:
It very rarely feels like there is much of a point to switching to Kraken rounds. They still underperform. I don't think it would take much to give them their own niche. And Dragonfire rounds are practically non-existent. The stars have to align for Dragonfire rounds to come into play.
Why I Keep Coming Back to This:
Here you have this interesting squad, added by the mod, with its own unique mechanic, and it feels like it's practically binary. Hellfire until vehicle, then vengeance. Is there any unit on the battlefield with normal unit armor? Stay Hellfire. Is there an enemy hero on the battlefield? Stay Hellfire.
State of the Unit as it Stands:
Sternguard soak hits like Tacs (maybe better...level loss vs. free sergeant), but their damage is very conservative (except Hellfire...). They're easy to tie up because you only ever need to worry about one of them, and SM armies are not very big. They have that great ATSKNF, and the 50% capping speed.
Please don't get me wrong. I recognize that SG have real strengths.
Meat for a Beta Test:
It would be easy to make Hellfire rounds the go-to for damaging gens/turrets. That would give them a use beyond attacking garrisons, which they sorely need. They have the coolest special effect too...which just makes it worse.
It would be easy to make something happen with Kraken rounds. A range increase, a damage increase, some kind of synergy effect...maybe have Kraken rounds replace Vengeance rounds as the primary damage dealer against super heavy infantry. After all, Vengeance rounds are always going to be useful against vehicles.
This Beta series would be a great time to playtest some interesting Sternguard effects, just to see what they looked like. Mess with the pricing, and with the rounds, and see if there isn't room to build a better unit.[/size]





