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Random Small Balance Issues

Posted: Wed 12 Feb, 2014 1:23 am
by FiSH
I didn't want to create multiple threads because these balance issues are (in my opinion) minor.

1. Zoanthrope's Focused Warp Blast cooldown
Snare wears off? No problem, have another snare.
Honestly, I don't understand such a low cooldown on such a long-range ability on an excellent anti-infantry unit.
Suggestion: increase cooldown from 15 seconds to 20 (or even 25)

2. Melta+las cannon shot immobilizes vehicles
The snares should honestly not stack IMO.
EDIT: as Tex pointed out, 2x melta bombs also.
Moreover, I've seen Focused warp blast + haywire grenade immobilizing vehicles.

3. Base healing aura stacking
This just gives power armor races unfair advantages on certain team game maps where allied bases are close together (because they are less likely to lose models and just heal 2x fast).

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 2:13 am
by Tex
2x melta bombs also immobilizes vehicles. Double snaring is complete bullshit.

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 3:43 am
by Nuclear Arbitor
assuming something survives, i wonder what double eldritch does... i have a suspicion it makes them super speed

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 7:25 am
by ThongSong
I'm okay with the zoan's snare, as that's their only snare pretty much and their t2 av options are pretty much restricted to the tyrant guard, warriors, and their commanders. a cooldown increase might be in order though

I have more beef with warpsider haywire grenades completely disabling a vehicle's weapons, when no other anti-tank grenades do that. does eldar already have a so many AV options, fire dragons, brightlances, wraithlord, to some extent banshees, a heavy melee teleporting commander, etc etc. that I think disabling a vehicle's weapons AND snaring it is a bit overkill

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 7:30 am
by appiah4
The Tyranid T2 has Venom Cannon Broods which IMO are the best AV infantry in the game (good accuracy and damage against infantry, ranged synapes (HUGE!), fire on the move with no setup, heavy armor and great damage? Hell yeah, I'll have some) and make a joke out of transport play. Tyranids DON't need constant vehicle snare. The cooldown should be 25 secs minimum, or the snare should be much shorter.

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 9:23 am
by David-CZ
ThongSong wrote:I have more beef with warpsider haywire grenades completely disabling a vehicle's weapons, when no other anti-tank grenades do that. does eldar already have a so many AV options, fire dragons, brightlances, wraithlord, to some extent banshees, a heavy melee teleporting commander, etc etc. that I think disabling a vehicle's weapons AND snaring it is a bit overkill

I think the reason why it disables weapons is because of how squishy Eldar models are and because they had way less AV options back in vanilla. Although it hurts my poor Eldar I think reworking the haywire into a melta bomb may be approtriate.

Also I agree with appiah4's statemet about Venom Brood.

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 9:35 am
by Sub_Zero
Iterceptor's AV-bomb does disable a vehicle's weaponry either. And you know why it is like that? Because both eldar and grey knights have power melee units with leaders that do heavy melee. And they pretty much need that disabling to be able to deal their damage to dangerous walkers. At least that is how I see it.

Zoan could use a nerf. I agree with it.

The base aura healing issue might be fixed as well =)

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 10:26 am
by sk4zi
the Eldars whapon diasble on the Haywire is just a relic of old days when eldar had not so good AV (actually they had the Haywire and the Brightlance to seal the deal - nothing else)
due to the issue Eldar had only setup av whereas all other races had non-setup AV it was fair that their grenades were better.

at this days Space marines had no snare with the Rocket launcher and the only snare were the ASM“s melta bomb

now that eldars AV is buffed to the heaven there is no more reason for that.

Grey knights dont have this history and so its ridiculous at all why they have a completley disabling grenade which is also AE ...

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 12:41 pm
by Bahamut
Tex wrote:2x melta bombs also immobilizes vehicles. Double snaring is complete bullshit.


double snaring is no longer possible for thropes. Also snare lats 10 seconds, with 15 seconds cooldown. I really dont see why is that OP, it's up 2/3s of the time, not always as people say

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 12:43 pm
by Vapor
Bahamut wrote:
Tex wrote:2x melta bombs also immobilizes vehicles. Double snaring is complete bullshit.


double snaring is no longer possible.


Yes it is?

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 12:49 pm
by appiah4
fv100 wrote:
Bahamut wrote:
Tex wrote:2x melta bombs also immobilizes vehicles. Double snaring is complete bullshit.


double snaring is no longer possible.


Yes it is?


I believe that works for different weapon types now, i.e. haywire + meltabomb, zoanthrope + Lascannon etc.

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 12:53 pm
by Bahamut
appiah4 wrote:
I believe that works for different weapon types now, i.e. haywire + meltabomb, zoanthrope + Lascannon etc.


That works yes, but other weapons snare stack with each other, like melta bombs, and zoanthrope snare used to stack with itself in retail, but that was changed in elite so you can't no longer double thrope's snare for 100% movement impairment

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 2:31 pm
by Flash
Edit: deleted
Ignore the dumb comment.

Re: Random Small Balance Issues

Posted: Wed 12 Feb, 2014 4:12 pm
by Tex
I can say without a doubt that 2x melta bombs will stop any vehicle right in its tracks

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 12:52 am
by Nuclear Arbitor
i'd rather the damage was removed from haywire before the snares were changed.

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 2:34 am
by ThongSong
^ agree. imo if it disables a vehicle's weapons completely, it should pack less of a punch than a grenade that just snares a vehicle. right now 2 haywire grenades will pretty much spell the death sentence for any transport/tank. even if it survives the greandes, it's dead meat because of the double snare immobilizing it. I doubt even if its weapons could fire it would make a huge difference

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 3:29 am
by Dark Riku
Nuclear Arbitor wrote:i'd rather the damage was removed from haywire before the snares were changed.
The haywire just seems to do too much. Something I suggested a long time ago:
Keep the disable weapons, keep the snare, reduce (/remove?) the damage.

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 6:03 am
by ThongSong
I just realized that the entirety of eldar's t2 consists of either hard or soft AV. reminds me of vanilla chaos

Dark reapers inferno damage, (very) soft av

fire dragons, melta hard av

wraithlord, (very) hard av with its ungodly brightlance and fhuge wraithsword

falcon soft av with its pewpew laser

brightlance weapons platform

warpspiders and their haywire grenades.

wraithguard, hard av if they can actually hit what they are aiming at.

banshee exarch with her huge spear

and then in t3, they have:

the mother of all super-tank killing nukes

dcannons which instantly hit their targets

fire prisms

avatar

autarch with fusion gun

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 6:50 am
by Atlas
...you know when you put it like that I dunno, maybe. But it's not like you can get all of that in a game.

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 12:17 pm
by Nuclear Arbitor
thinking about it a bit, making haywire grenade do no damage might actually be a good thing. it's a huge fluff transgression but we already have plenty of those and it would prevent WS spam from being able to counter all vehicles with the damage from multiple grenades. if memory serves three of them are capable of taking out a walker with their grenades and they do a shit ton of damage to infantry.

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 6:14 pm
by Asmon
How could 3 haywires take down a walker? Or you mean by throwing them one by one, right as the effect wears off? With 120 damage per nade it would take a while though.

Re: Random Small Balance Issues

Posted: Thu 13 Feb, 2014 7:01 pm
by Nuclear Arbitor
thought it did more than that but i'm probably misremembering either way. it's still very it does work against transports though; especially with another source to tip it over the edge.

Re: Random Small Balance Issues

Posted: Mon 17 Feb, 2014 2:50 am
by ThongSong
because of the instant teleport it's pretty much impossible to avoid rear armour grenades against warspiders. double warpspider grenades on a transport's rear and if it's not dead, banshees will make sure of it

Re: Random Small Balance Issues

Posted: Mon 17 Feb, 2014 2:19 pm
by David-CZ
Rear armor hit with haywire and melta? I thought only frag and plasma (is it?) granades can hit rear armor since they're not targetable. Exceptions being Orbs of the Omnissiah.

Re: Random Small Balance Issues

Posted: Mon 17 Feb, 2014 3:45 pm
by Dark Riku
David-CZ wrote:Rear armor hit with haywire and melta?
Yes. Depending on where the units stand when it is thrown.

Re: Random Small Balance Issues

Posted: Tue 18 Feb, 2014 5:06 am
by Nuclear Arbitor
yeah, it's certainly possible. sometimes the grenade will fly over the front and do rear armour damage. seems a bit random when it happens.

Re: Random Small Balance Issues

Posted: Tue 18 Feb, 2014 7:00 am
by ThongSong
also possible for frontal anything to do rear armour hits. it makes my heart skip a beat everytime a beamy loota gets a frontal rear-armour hit on one of my tanks.