Tyranid bugs (pun intended) and ideas.
Posted: Thu 16 Jan, 2020 3:45 pm
Bugs:
1. Tier 3 Lictor Flesh hooks don't activate (sometimes) when the target is at max range and the target moves out of range. The energy is spent and the ability gets put on cooldown, but nothing happens to the target. This also happens with the TMs master crafted bolter ability too.
2. Everyone knows that units can get trapped when they exit RA tunnels. The reason for this is when a unit exits the tunnel, it leaves just below it. This allows the unit to bypass terrain (move through it) if the unit is unable to be placed just beneath the tunnel.
I don't know if this is possible, but if you can remove the the pathing requirements of the tunnel (allow units to move over/through it), this might fix the problem. With this change, units would exit the tunnel right on it, instead of below it.
3. Sound Bugs (pun intended). I feel like when I play Tyranids, I SB 1 out of every 3 games. If I play another faction, I don't run into this problem (as frequent).
Ideas / Questions for the community:
1. It's been a long time since the Lictor was a Tier 2 unit. Thoughts on moving him back to Tier 2? All other demi-heroes are tier 2, except the Lictor + Neurothrope.
Why I want this: Tier 3 doesn't seem to be the place for the Lictor. He would perform much better in tier 2 as a counter to other demi-heroes (Libby, Weirdboy) or as a counter to artillery. Now, his stat line would have to be reduced accordingly. In addition, you could give him Tier 3 upgrades that buff his statline to what it is (now) once you reach T3.
2. Possible RA Tunnel upgrades? 33%-50% increase in hp upgrade and makes tunnels "uncrushable". At one point in this game, tunnels couldn't be destroyed by moving over them (by terrain crushing heroes or vehicles), now it's to easy to kill them. The upgrade would be a Tier 1 upgrade at the HQ. It would come with a negative aswell (increase build time of tunnels by X seconds).
Why I want this: I have wanted this for awhile now and I can't really see a negative to adding this besides, "Do we really need it?" Anything can be balanced with the correct cost.
3. Add Burrow Strike as an ability for the RA that is unlocked through one of his Wargears. I was thinking this ability would come with his Tier 2 utility upgrade that increases his speed by 1.5 (forgot the name). This would increase the # of available melee builds for the RA
Why I want this: Increase in viable melee RA builds.
4. Possible Tier 3 upgrade for Tyrant Guard that turns them into Hive Guard (Ranged Unit)? In tabletop, Hiveguard can be upgraded with a mid range, anti-infantry weapon that ignores cover weapon and is a soft counter to vehicles, or with a pure anti armor (electroshock weapon). Both could be options, but do we have the Hive Guard model for it?
Why I want this: It allows Tyrant Guard to better convert to a viable T3 unit with an anti-armor or anti-infantry weapon.
-RR
1. Tier 3 Lictor Flesh hooks don't activate (sometimes) when the target is at max range and the target moves out of range. The energy is spent and the ability gets put on cooldown, but nothing happens to the target. This also happens with the TMs master crafted bolter ability too.
2. Everyone knows that units can get trapped when they exit RA tunnels. The reason for this is when a unit exits the tunnel, it leaves just below it. This allows the unit to bypass terrain (move through it) if the unit is unable to be placed just beneath the tunnel.
I don't know if this is possible, but if you can remove the the pathing requirements of the tunnel (allow units to move over/through it), this might fix the problem. With this change, units would exit the tunnel right on it, instead of below it.
3. Sound Bugs (pun intended). I feel like when I play Tyranids, I SB 1 out of every 3 games. If I play another faction, I don't run into this problem (as frequent).
Ideas / Questions for the community:
1. It's been a long time since the Lictor was a Tier 2 unit. Thoughts on moving him back to Tier 2? All other demi-heroes are tier 2, except the Lictor + Neurothrope.
Why I want this: Tier 3 doesn't seem to be the place for the Lictor. He would perform much better in tier 2 as a counter to other demi-heroes (Libby, Weirdboy) or as a counter to artillery. Now, his stat line would have to be reduced accordingly. In addition, you could give him Tier 3 upgrades that buff his statline to what it is (now) once you reach T3.
2. Possible RA Tunnel upgrades? 33%-50% increase in hp upgrade and makes tunnels "uncrushable". At one point in this game, tunnels couldn't be destroyed by moving over them (by terrain crushing heroes or vehicles), now it's to easy to kill them. The upgrade would be a Tier 1 upgrade at the HQ. It would come with a negative aswell (increase build time of tunnels by X seconds).
Why I want this: I have wanted this for awhile now and I can't really see a negative to adding this besides, "Do we really need it?" Anything can be balanced with the correct cost.
3. Add Burrow Strike as an ability for the RA that is unlocked through one of his Wargears. I was thinking this ability would come with his Tier 2 utility upgrade that increases his speed by 1.5 (forgot the name). This would increase the # of available melee builds for the RA
Why I want this: Increase in viable melee RA builds.
4. Possible Tier 3 upgrade for Tyrant Guard that turns them into Hive Guard (Ranged Unit)? In tabletop, Hiveguard can be upgraded with a mid range, anti-infantry weapon that ignores cover weapon and is a soft counter to vehicles, or with a pure anti armor (electroshock weapon). Both could be options, but do we have the Hive Guard model for it?
Why I want this: It allows Tyrant Guard to better convert to a viable T3 unit with an anti-armor or anti-infantry weapon.
-RR