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Hammernators ability idea
Posted: Thu 03 Apr, 2014 8:53 am
by L0thar
I was recently looking at this thread
viewtopic.php?f=3&t=648and got an idea for assterm (hammers only) ability, in spirit of this quote
Caeltos wrote:For an example of this, the Assault Terminators are more frontline damage-soakers, whereas they will trade their fall off in damage, for a much better overall sustainability in a fight. Meaning that reactionary play is more allowed in return, in all of the changes down below.
Right now, I think hammernators don't have much going for them. One thing they were very good at - countering walkers - is getting nerfed next patch. The improved regeneration will help, no doubt, but it's very passive ability. I was thinking about something more involving, which would fit their role as damage soakers.
Various abilities were mentioned in that thread, ranging for 15% chance to stun vehicle, to taunt-like ability. Here is my try (name's just a placeholder):
Unshakable resolve: Terminators can't be affected by any state-changing ability for the duration.
What does it mean? Mainly immunity to ability knockback and stun. In broader terms, immunity to things like subjugation, time field, etc. Basically look at it as vastly improved ATSKNF.
The point is that for the duration of the ability there would be no easy way to get rid of them. You can still kite them, damage them or tie them in combat.
Implementation depends, could be energy based, cooldown based, whatever fits best. As for duration, I was thinking something along 15s, but that's up to testing as well...
Your thoughts?
Re: Hammernators ability idea
Posted: Thu 03 Apr, 2014 11:32 am
by lolzarz
So you want to give Thunder Hammer Assault Terminators immunity to enemy abilities. While I'd prefer my own idea of giving them toggled splash damage on their hammers or something like a personal Defend, I can't see why this is a bad idea. Would require some explanation as to how they can resist sorcerous mind control though.
Re: Hammernators ability idea
Posted: Thu 03 Apr, 2014 1:40 pm
by L0thar
At the beginning, I though just about immunity to ability knockback and stun, two things which could quite effortlessly disable your termies and are not exactly uncommon. But then I though that it could be even more interesting this way.
As for reasoning how to resist spells - there is always a chance that a (suitable heroic) individual resists warp sorcery (deny the witch in TT, lots of examples in novels). Imagine something like Retribution trailer, where the SM sergeant goes through the farseer lighting to deliver the killing blow.
Re: Hammernators ability idea
Posted: Thu 03 Apr, 2014 1:53 pm
by Barrogh
lolzarz wrote:While I'd prefer my own idea of giving them toggled splash damage on their hammers or something like a personal Defend...
I guess that since they are suppression-immune already, you are suggesting temporary (ranged) damage resistance boost?
lolzarz wrote:Would require some explanation as to how they can resist sorcerous mind control though.
Probably the same way they would navigate temporal anomalies like time field, walk through event horizon of singularity and stay in place when reality doesn't matter anymore due to warp rifts. In 40k, the only way to survive is to tell casuality to screw off

Re: Hammernators ability idea
Posted: Thu 03 Apr, 2014 2:24 pm
by Forestradio
Hammernators are fine, and they are only getting better with more health regen
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 10:16 am
by L0thar
I don't think they are perfectly fine. I don't remember much games where the FC player didn't go for claws as soon as he could afford. Only against Nids, because fex and sl both have vehicle armor.
Their damage output is nothing amazing - the whole squad does only 21 DPS more than the ranged termies in melee stance. Which transfers to only 10,5 DPS more against vehicles. For everything except vehicles the clawminators are much better.
The new patch will also make them substantially worse against walkers, which are one of the few units the hammernators can actually catch up to and put their heavy melee damage to good use.
That being said, I don't think they need damage increase. That's why I suggested something to improve their tanking role. Variation on Defend ability seems also interesting.
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 10:45 am
by Sub_Zero
They are not fine, for sure. And Lothar is very wisely looking towards the upcoming patch where walkers become WALKERS. So I like his idea. Or at least I feel like terminators wih hammers need some buff of any kind. Let's see how they will perform with the improved health regeneration though.
On a side note I want to say that the experiment with walkers I believe is an experiment. If something goes wrong then they should be reverted to the condition we all got used to.
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 1:22 pm
by Cheah18
I like it
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 2:30 pm
by David-CZ
Just a random thought. What about giving them knockback on attack?
Now I don't know if it wouldn't be OP but since the plan is to make them tanky having disruption like this would lower the overall damage output of the opposing army.
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 2:53 pm
by Forestradio
Apparently the fact that they have a tracking special attack was forgotten.
They already have 5400 hp, and with the new improved health regen they are going to be basically immune to piercing damage.
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 3:16 pm
by Torpid
Which is the whole point since, like the GUO, they aren't meant to be damage dealers. They aren't meant to be chasing and killing tanks. blah blah blah
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 3:49 pm
by Barrogh
That Torpid Gamer wrote:Which is the whole point since, like the GUO, they aren't meant to be damage dealers. They aren't meant to be chasing and killing tanks. blah blah blah
GUO's abilities wreck s*** though, quite unlike Hammernators. Inb4 "150/100 difference and deep strike"...
That said, I should probably reserve my judgement until after 2.3, I may very well underestimate upcoming regen buff, especially coupled with existence of regen-multiplying abilities (given they stack).
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 4:19 pm
by Torpid
That's why I put the blah blah blah.
But ass terms no build time, SM eco = moar t3s. Libby support for terms! But chaos greater versatility, GUO, termies with autocannon and LRP. Chaos has magick worship.
We've heard it all before.
Re: Hammernators ability idea
Posted: Wed 09 Apr, 2014 4:22 pm
by Toilailee
xHolyHammernatorx