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Re: T3 Termas

Posted: Mon 30 Sep, 2013 9:45 pm
by Bahamut
Orkfaeller wrote:My biggest "problem" with the whole situation is propably that it just goes so much against the basic Tyranid design: ---> No Squadleaders and/or Special Weapons Members.


Might be a minor thing, but it takes away a bit from the uniqueness.


I totally agree, that's why i rather see something like a endless swarm lvl2 rather than warrior sarges.

Re: T3 Termas

Posted: Wed 02 Oct, 2013 4:59 am
by ThongSong
I'm just curious, I've only faced T3 nid squadleaders in one game. do the squad leaders share damage with their little minions or can they get killed?

Re: T3 Termas

Posted: Wed 02 Oct, 2013 10:36 am
by Indrid
They can die regularly and don't share damage, but have so much more HP than the other models that they usually die last.

Re: T3 Termas

Posted: Wed 02 Oct, 2013 10:38 am
by Dark Riku
And are positioned in the back of the squad...

Re: T3 Termas

Posted: Wed 02 Oct, 2013 5:04 pm
by Batpimp
Dark Riku wrote:And are positioned in the back of the squad...


when i tried using them they seem to be always up front.

Re: T3 Termas

Posted: Fri 04 Oct, 2013 2:23 pm
by saltychipmunk
by design they will hang in the back of the group by quite a ways until actual combat, then they will move with the rest of the group.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 6:43 pm
by Dark Riku
Ok, so now in beta 5 they are still bonkers OP for the same reason already stated.
Gives the squads way too much increase in everything without any drawbacks.
I killed a full health chaos dreadnought with 2 upgraded termas and a warrior brood.
This should not be possible :/

The leaders providing basic synapse is fine. They should not however give so much more utility. As in the AV for both and the melee kb leap for the hormas leader.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 6:45 pm
by Orkfaeller
Melee or Ranged Dread?

Re: T3 Termas

Posted: Sat 12 Oct, 2013 6:52 pm
by Torpid
Irrelevant really, just giving their basic infantry squads such durability and AV capabilities is too good. Typically units in this game either do good damage to vehicles or no damage, with the exception of melee units. With these leader upgrades the entire tyranid army does AV, how are you meant to tie that up? Add in the DOM (who is still OP due to his crazy life drain)and now SHI is useless alongside artillery/suppression platforms.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 7:45 pm
by Orkfaeller
I almost lost an AC Dread to two Terma Squads today, did not suprise it would get that close. Its just so many bloody models^^

But I'm really not good enough to name something OP.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 7:50 pm
by Vapor
Orkfaeller wrote:I almost lost an AC Dread to two Terma Squads today, did not suprise it would get that close. Its just so many bloody models^^

But I'm really not good enough to name something OP.


It's not the number of models it's almost purely the leaders, the normal guys do negligible dmg to vehicles.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 8:04 pm
by Orkfaeller
yeah no, I understand that. Its just that you cant really hope on picking out
those warrior leaders out of that sea of targets. Also all those Termas add suprisingly up the damage, I'm convinced they would have chewed through my last 70 or so HP in no time on their own if my reinforcements didnt came just in time.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 9:27 pm
by Lulgrim
How are the bugeyes so killy with only 1 AV model per squad? I wouldn't be super scared of a 2/3 Venom Brood if I had a full health Dread.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 9:35 pm
by Torpid
Because you can't tie them up. They can kite you and in combination with some melee AV or a venom brood it's just impossible to stop all the AV. Furthermore it's very hard to actually kill the warrior members because all the other gaunts soak up so much damage for them, but that isn't even a trade-off due to endless swarm making them practically free.

Re: T3 Termas

Posted: Sat 12 Oct, 2013 9:36 pm
by Ace of Swords
Lulgrim wrote:How are the bugeyes so killy with only 1 AV model per squad? I wouldn't be super scared of a 2/3 Venom Brood if I had a full health Dread.


Then you shouldn't be worried about 2 missile launchers either, instead of changing the wep on tacts can the purchased weapons add models with the relative weapon :D :D :D

Re: T3 Termas

Posted: Sun 13 Oct, 2013 5:51 am
by Bahamut
just tried terma warrior upgrades. I think they're fine now, i actually rather go for a venon brood squad than those guys again, as it should be

I still think those t3 warriors upgrades should be replaced with something else tho

Re: T3 Termas

Posted: Mon 14 Oct, 2013 2:21 pm
by saltychipmunk
I agree, the current upgrade seem rather pointless now, regular synapse is kinda meh late game.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 4:00 pm
by Torpid
It isn't regular synapse that it provides, it provides ranged/melee synapse to the entire squad while simultaneously making the squad MEGA durable and preventing bleed (due to the leader having so much hp on top of the rest of the squad + endless swarm) and grants every single unit in your entire army with some AV capabilities.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 4:24 pm
by Caeltos
What no.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 4:29 pm
by Dark Riku
That Torpid Gamer wrote:It isn't regular synapse that it provides, it provides ranged/melee synapse to the entire squad while ....
It provides basic synapse since beta5. But yeah. The rest of the post stands.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 5:12 pm
by Bahamut
That Torpid Gamer wrote:It isn't regular synapse that it provides, it provides ranged/melee synapse to the entire squad while simultaneously making the squad MEGA durable and preventing bleed (due to the leader having so much hp on top of the rest of the squad + endless swarm) and grants every single unit in your entire army with some AV capabilities.



Err, i do agree the t3 warrior upgrade is completely out of concept for nids and it really does more harm than good. But "OMGWTF nids don't bleed no more and they are MEGA DURABLE DUUURRRR" is exaggeration. basic + specialized synapse were already in the game before just not built in each squad. It just adds that one warrior with ~500 hp

Re: T3 Termas

Posted: Mon 14 Oct, 2013 6:03 pm
by Torpid
Hormagaunts at lv 4 with their leader has 3k hp -_-

That's a squad that costs like 13 pop, like what, 3k hp???

And every squad is that durable and hardly loses any models and when they do the models cost 8req, and every single squad they have does AV. Does it sound broken yet, trust me, I've used it, it's very broken, and in Tex's balance thread I post replays to support this, but honestly, you can take my word for it, I play nids very often, I'm not being biased AGAINST nids, it's genuinely OP.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 6:04 pm
by Lulgrim
Bahamut wrote:one warrior with ~500 hp

350 hp

Re: T3 Termas

Posted: Mon 14 Oct, 2013 6:08 pm
by Ace of Swords
That Torpid Gamer wrote:Hormagaunts at lv 4 with their leader has 3k hp -_-

That's a squad that costs like 13 pop, like what, 3k hp???

And every squad is that durable and hardly loses any models and when they do the models cost 8req, and every single squad they have does AV. Does it sound broken yet, trust me, I've used it, it's very broken, and in Tex's balance thread I post replays to support this, but honestly, you can take my word for it, I play nids very often, I'm not being biased AGAINST nids, it's genuinely OP.


Never forget to mentition 2:1 reinforce aswell as usually bugging out and having the squad on 200 hp with 8/11 models.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 7:14 pm
by Bahamut
It was 2.4k hp for hormas with warriors and only cause the warrior was giving melee sypanse, now is like 1.7k hp at lvl 4 which yes it was freaking OP and still is conceptually bad i've said it many times already

But hopefully the same argument can also be applied to sluggas, which can get to almost 2.5k hp at lvl 4 as well

Re: T3 Termas

Posted: Mon 14 Oct, 2013 7:17 pm
by Dark Riku
They don't get synapse bonuses or 2 to 1 reinforce or leader in the back of the squad or AV damage and/or having a passive knockback at the start of the melee fight.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 7:54 pm
by Nuclear Arbitor
how do sluggas get 2.5k health? their health curve is very similar to banshees and should cap out about 1.5k at lvl 4 with nob.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 8:07 pm
by Bahamut
is 1.95k at lvl 4 on their own, ~2.3k with boss banner

Re: T3 Termas

Posted: Mon 14 Oct, 2013 9:05 pm
by Torpid
yeah, well horms get 3k with hp synapse from HT and fully upgraded lv 4 + everything riku said.

Re: T3 Termas

Posted: Mon 14 Oct, 2013 9:11 pm
by Ace of Swords
That Torpid Gamer wrote:yeah, well horms get 3k with hp synapse from HT and fully upgraded lv 4 + everything riku said.

Or just warrior's melee synapse