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Re: Discussing countering melee with GK
Posted: Thu 01 May, 2014 1:09 am
by Forestradio
Ace of Swords wrote:you focus the melee with your stuff, then you finish it off in melee with the Strike squad(s)
Radio the Forest wrote:Spam stormtroopers and hope for strike squad special attacks (mind blades global helps you with this).
Re: Discussing countering melee with GK
Posted: Thu 08 May, 2014 2:35 pm
by Tex
This thread is hilarious. GK are in a really good spot right now I find. Riku is right about the purg ability, its very effective. I also agree with torpid and forest though, its either 2 purgs or no purgs.
And yes, big mean tanky heroes supported by blobby shooty stuff *cough warboss cough* is an absolute menace for GK to deal with.
Re: Discussing countering melee with GK
Posted: Thu 08 May, 2014 2:55 pm
by Forestradio
The purg ability would be much more awesome if it cancelled movement and previous orders on the other two members who are not channeling it. As of now, if purgs are bashing gens and you tell them to snare some stuff, only one model will channel it while the other two continue attacking gens. And then when you tell them attack the unit, they stop doing the ability
When was the last time you told your scouts to use shotgun blast and the two models not doing the animation continued running toward the enemy?
Oh and trippa shot. Flesh hook. Angry bitz. HT Charge. Teleport. Warrior leap. Every jump and sniper and suppression unit in the game.
Re: Discussing countering melee with GK
Posted: Thu 08 May, 2014 9:25 pm
by Raffa
In Tier 1 you get Nazi troopers with grenades and kite with WATH (preferably upgraded). You counter-initiate against jump infantry with your BC and buffed SS in melee, and pray for special attacks. Unfortunately your SS have no purpose in life after T1 (thank god this is getting changed) but I still get them in all MUs because they offer stability and because they will actually be good when this next update finally hits. Get out of T1 ASAP against melee armies, especially led by a real melee hero. Don't be overly afraid to shoot grenades into melee with your SS, and actively do it vs units tied up by your BC.
In Tier 2 you get the Vindicare. He is a glasscannon and you have to devote an ungodly amount of attention to controlling him and making sure he doesn't die, even so he probably will at some point. However he slows your opponent down a lot because of the attrition he inflicts and will frustrate players not used to playing him, occasionally into rash mistakes as they try to hunt him down when it's not on. As far as melee counters go - you shoot, you run, you shoot again. It's a delicate balance between keeping him in play and not risking him.
If you're feeling Indie go for Purifiers. I love them, especially after a 3-unit Tier 1, they have a great charge range, the leader has a thunder hammer special and power/heavy melee throughout the squad. Plus really good HP. Plus they level really well. BUT the AOE ability takes about 2 seconds too long to get to ~24 plasma dps per second, and it lasts about a second too short at that level. The leader is also prone to dying and you really need him.
I really want their ability to get a change RE duration of each of the damages (3 seconds each for 8/16/24 dps IIRC), ideally reduce the duration of 8/16 dps to 2 seconds, and increase 24 dps to 4 seconds. This is the only real change I think is necessary and haven't yet suggested. They cost like 550/100 altogether and are countered by setup teams, plasma damage, etc.. all of which can be brought up from T1, and their ability just takes too long to get to the level you need. They can win melee fights with proper support, and are especially effective in combination with a Vindicare.
Come T3 get the Land Raider. It is just awesome. It costs your mum's virginity but in combination with Grenade Stormtroopers constantly repairing it, the suppression it deals and the dakka dakka dakka miniguns, it pretty much rapes every melee infantry squad. On-demand disruption from the Stormtroopers (who are getting frag grenade next update, yay!) is the hidden gem. If your Nazis are coming under threat pop into your big metal bawkes. Then get out and back to fixing it.
Your Hero is not a direct melee counter. He supports your melee counters and weighs in with dps. Hero + Purifiers (preferably with Warding Staff) is a real melee counter to infantry. Sit in your own plasma bubble (soon to be buffed ofc....plx?) from the Purifiers, shield up, and brawl. If necessary, add Mind Blades and see what infantry beat your super purifiers.
Re: Discussing countering melee with GK
Posted: Thu 08 May, 2014 11:58 pm
by Forestradio
I had leveled puries with mind blades beat the shit out of crazyman's seer council (by which I mean that the seer council had literally not chance vs them, it wasn't even close because the justicar got off an awesome special with his hammer).
And yeah. What Raffa said.
Re: Discussing countering melee with GK
Posted: Wed 14 May, 2014 9:53 pm
by Helios
Caeltos wrote:Anyone have any suggestions? If it turns out that people agree that it is in fact a big problem then I propose a new unit is in order
Please no.
HAHAHAHAHAHAHAHA.
"Hey guys! They made a bunch of new units for this mod!"
"REALLY? Hey please put (obscure and unreasonably impractical unit ) in, it would be sooooo cool!"
Re: Discussing countering melee with GK
Posted: Wed 14 May, 2014 10:04 pm
by Aertes
Helios wrote:"Hey guys! They made a bunch of new units for this mod!"
"REALLY? Hey please put (obscure and unreasonably impractical unit ) in, it would be sooooo cool!"
In fact I was going to suggest...
Re: Discussing countering melee with GK
Posted: Wed 14 May, 2014 10:05 pm
by Torpid
Helios wrote:Caeltos wrote:Anyone have any suggestions? If it turns out that people agree that it is in fact a big problem then I propose a new unit is in order
Please no.
HAHAHAHAHAHAHAHA.
"Hey guys! They made a bunch of new units for this mod!"
"REALLY? Hey please put (obscure and unreasonably impractical unit ) in, it would be sooooo cool!"
I have a feeling you're not getting it.
Re: Discussing countering melee with GK
Posted: Wed 14 May, 2014 11:15 pm
by MaxPower
@Torpid:
Correct me if I am wrong, but Chetos something wanted a new unit if countering melee stuff as gk doesn't work. Caeltos responded and said "Please no.", I assume he thinks the idea of adding another unit just for the sake of it is a bit bonkers.
Now Helios says his stuff, and I get the feeling that he is mocking the OP and not Caeltos.

Re: Discussing countering melee with GK
Posted: Wed 14 May, 2014 11:35 pm
by Torpid
Yeah, I also think Helios is mocking the OP, however I don't think (not speaking for Caeltos here, I'm not him, but this is how I read it) Caeltos said no because the prospect of more new units was so utterly terrifying. Rather I think he said please no because about a year ago everyone was complaining about GK being fundamentally different to the other races. We all wanted predators in their T3! We wanted purgation to be able to upgrade to a lascannon and ideally for there to be some suppression set-up team too. We lamented their lack of artillery, blah blah blah.
So basically because they were different we all ranted and wanted them to be the same, yet that completely goes against the way Caeltos designed them to be different and so the constant rants about make them homogeneous, give them preds, give them set-up teams, become really tiring and he's like"please no, don't go back there again, yes they lack suppression, but they have other ways of dealing with melee".
Re: Discussing countering melee with GK
Posted: Mon 16 Jun, 2014 7:18 pm
by Cheah18
"Hey guys! They made a bunch of new units for this mod!"
"REALLY? Hey please put (obscure and unreasonably impractical unit ) in, it would be sooooo cool!"
I just read this lol. Cheap shot man

clearly didn't mean it like that. It was conditional on there not being sufficient answers.