
And Magus: If people don't remember to use abilities of the unit, well that is their mistake.

Magus Magi wrote:More often than not, they use hellfire or vengeance rounds continuously throughout large stretches of the game no matter what target is being engaged.

Lulgrim wrote:Magus Magi wrote:More often than not, they use hellfire or vengeance rounds continuously throughout large stretches of the game no matter what target is being engaged.
That is just poor micro (or poor understanding of mechanics if they do it on purpose). The game is supposed to reward careful management of units and punish neglecting it. Besides, it's already a low APM game... if we made it even more passive there wouldn't be much left for players to do.

Ace of Swords wrote:you might want to swap the ammo later if you forced off the infantry and you want to force off/kill the vehicle or viceversa
Magus Magi wrote: it seems to me that even the best players have difficulty managing their tactical marine and sternguard weapon choices
Magus Magi wrote:I see a tier 3 damage upgrade as one way of alleviating some of the pressure on players using those squads in hectic end-game battles.




FiSH wrote:Can the whirlwind health be decreased?
It's a support/artillery vehicle, much similar to manticore, and sits way in the back. In certain maps (such as top vp on argus), it is already very difficult to kill this thing already. (yes, I made an argument based on maps, but that is still a fair point since whirlwind is a situational unit anyways).
The effectiveness of this vehicle has nothing to do with its health, and since its ability and damage are getting buffed, it'd be fair to nerf its health. (although I'd have to play 2.2 to have a good feel for those buffs)
Kvek wrote:rofl it has 100 more HP than manti, and is very easily taken down

FiSH wrote:Kvek wrote:rofl it has 100 more HP than manti, and is very easily taken down
actually, 125.
also, unless the opponent has melta storms/tele fc/tanks or something like that, if you lose your whirlwind, you just messed up.
Kvek wrote:
It has 400 hp.
and the whirlwind is almost useless the only thing it does is disrupt and for that cost=useless. and honestly if you can't take down a whirlwind you are just a noob

slight damage at the moment

Ace of Swords wrote:The WLW is useless, you cannot rely on it AT ALL, it has a shorther range than the manti overall hence the very very sightly more HP, and the hunter killed missile has an even shorter range than it's standard attack making it a very risky thing to use, especially considering that the WLW is almost if not as slow as the manti when moving, perhaps it's sightly faster im not entirely sure.


 There's a reason why it's capped to 1/player...
 There's a reason why it's capped to 1/player...





Lost Son of Nikhel wrote:Would be the Whirlwind more usefull if their rockets go more concentrated instead of the current dispersion, but reducing a bit the damage?
dance commander wrote:It's fine as it is.

Dark Riku wrote:dance commander wrote:It's fine as it is.
If by fine you mean useless, sure.
And how would that make it infinity better than spotter? °_O

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