T3 Termas

Issues dealing with gameplay balance.
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Nuclear Arbitor
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Re: T3 Termas

Postby Nuclear Arbitor » Tue 15 Oct, 2013 1:06 am

Bahamut wrote:is 1.95k at lvl 4 on their own, ~2.3k with boss banner

1345 at lvl 4 with nob by my math...
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Re: T3 Termas

Postby Bahamut » Tue 15 Oct, 2013 2:14 am

did u take into account the 20% more hp from burnas and the 20% from nob?. I'm telling you 1.95k hp cause i've seen it ingame. Not because i went to raw stats on the website
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Asmon
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Re: T3 Termas

Postby Asmon » Tue 15 Oct, 2013 5:30 am

Indeed fully upgraded Slugga boyz reach almost 2k hp at level 4.
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Lost Son of Nikhel
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Re: T3 Termas

Postby Lost Son of Nikhel » Tue 15 Oct, 2013 9:26 am

Lulgrim wrote:What about nerfing the synapse effect from melee/ranged synapse to basic synapse?

With this change (already implement in beta 5), and making Endless Swarm increase the pop cost of the squad by 2, Horma/Termagaunts squad will be a lot more balanced.

Nowadays any focus fire except AOE damage it's useless against fully upgraded Termagaunts.

Edit: some mistakes/corrections. Thanks, Riku.
Last edited by Lost Son of Nikhel on Tue 15 Oct, 2013 9:42 am, edited 1 time in total.
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Re: T3 Termas

Postby Dark Riku » Tue 15 Oct, 2013 9:40 am

Lost Son of Nikhel wrote:
Lulgrim wrote:What about nerfing the synapse effect from melee/ranged synapse to basic synapse?

With this, and making Endless Swarm increase the pop cost of the squad by 2, Horma/Termagaunts squad will be a lot more balanced.

Nowadays any focus fire except hard AOE damage it's useless against fully upgraded Termagaunts.
It's already basic synapse since beta 5!! People read please!
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Re: T3 Termas

Postby Ace of Swords » Tue 15 Oct, 2013 4:21 pm

Nowadays any focus fire except AOE damage it's useless against fully upgraded Termagaunts.


I can assure you AoE is also useless, I had noisy throwing, dark flames,doombolts and the sorc's staff ability all 3 together on my blob and I just stood still tanking the damage without a single problem.
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Re: T3 Termas

Postby Bahamut » Tue 15 Oct, 2013 7:52 pm

Ok, did some lab test and found some issues

Both fully upgraded hormas and terma squads got 1 gaunt that's always outside the formation for some weird reason, you'll see the gaunt squad with their normal formation in on an area, and 1 lonely gaunt far away from the rest of the squad

Hormagaunt squad seems buggy, in beta 4 they had 2.7k hp on their own thanks to the t3 sarge warrior giving basic and melee synapse. Now they got 2k on their own and no synapse support from the sarge warrior at all (intended) but once they get under melee synapse from a separate warrior brood their hp bumps to 3.3k so i'm guessing now the t3 sarge warrior is also getting the benefit from basic and melee synapse which i'm hoping is totally not intended

EDIT: for people that can't read:

1 there's always 1 gaunt outside the formation for both hormas and termas

2 seems like t3 hormagaunt warrior is benefiting -RECEIVING- from synapse, giving him the 60% hp boost and range dmg reduction
Last edited by Bahamut on Tue 15 Oct, 2013 8:53 pm, edited 2 times in total.
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Re: T3 Termas

Postby Dark Riku » Tue 15 Oct, 2013 8:09 pm

Fucking really?
Dark Riku wrote:It's already basic synapse since beta 5!! People read please!
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Re: T3 Termas

Postby Forestradio » Tue 15 Oct, 2013 8:23 pm

Dark Riku wrote:Fucking really?
Dark Riku wrote:It's already basic synapse since beta 5!! People read please!


That's not what he said Riku.
He said that if you have a melee synapse aura from a warrior squad on a gaunt squad with the squad leader warrior, the squad leader warrior also gains melee synapse. On top of the basic synapse it gives to the rest of the gaunts.
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Re: T3 Termas

Postby Dark Riku » Tue 15 Oct, 2013 8:40 pm

Radio the Forest wrote:
Dark Riku wrote:Fucking really?
Dark Riku wrote:It's already basic synapse since beta 5!! People read please!
That's not what he said Riku.
Bahamut wrote:.... and no synapse support from the sarge warrior at all....
That is EXACTLY what he said.
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Re: T3 Termas

Postby Bahamut » Tue 15 Oct, 2013 8:52 pm

u forgot the (intended) right after and also u forgot to read where i said "in beta 4", then i say "Now" implying that i'm talking about beta 5
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Re: T3 Termas

Postby Dark Riku » Tue 15 Oct, 2013 11:46 pm

I didn't forget anything and neither of those things make your statement any less faulty.
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Re: T3 Termas

Postby Forestradio » Wed 16 Oct, 2013 12:55 am

Now that we all understand what Bahamut is trying to say....................

Warriors should not be giving synapse to other warriors, even squad leader ones. Melee synapse should only apply to the little guys.

Yo dawg I heard you like synapse so I put synapse in your synapse......................
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Nuclear Arbitor
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Re: T3 Termas

Postby Nuclear Arbitor » Wed 16 Oct, 2013 1:56 am

Bahamut wrote:did u take into account the 20% more hp from burnas and the 20% from nob?. I'm telling you 1.95k hp cause i've seen it ingame. Not because i went to raw stats on the website

i did indeed miss those.
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Re: T3 Termas

Postby ThongSong » Wed 16 Oct, 2013 5:01 am

after getting nomed by Tyger's 3 squads of hormas with endless swarm + squad leaders, I am convinced these guys are freaking unkillable. Cleansing flame, plasma cannon, AoE attacks in every way shape or form were unable to stop them.

I dunnow wut to do :(
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Re: T3 Termas

Postby sk4zi » Wed 16 Oct, 2013 9:15 am

just give my bloodletters an automatically whorshipping Aspriring champion as upgrade and im fine with it :P

no to be honest:

in TT it was like warriors are attached to the terma/horma squads. even with the possibility to give them several wheapons BUT in TT they are snipeable and then the gaunts dont do anything anymore (u roll a dice and they might cant move anymore)

what i want to say is, i actually like the leaders, but thy MUST be killable in some way and then the squad needs to have some punish in a way ... (like Wraithguard is stunned if the leader dies)

it can be like they dont share damage and the warrior allways stands in the front or so.
(dont know if this is possible)
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Re: T3 Termas

Postby Dark Riku » Wed 16 Oct, 2013 9:21 am

sk4zi wrote:it can be like they dont share damage and the warrior allways stands in the front or so.
(dont know if this is possible)
They already don't share damage.
But yeah they should be up front not in the back of the squad.
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Re: T3 Termas

Postby Vapor » Wed 16 Oct, 2013 9:44 am

ThongSong wrote:after getting nomed by Tyger's 3 squads of hormas with endless swarm + squad leaders, I am convinced these guys are freaking unkillable. Cleansing flame, plasma cannon, AoE attacks in every way shape or form were unable to stop them.

I dunnow wut to do :(


Did he have a swarm lord? That would be a fucking unbreakable combination.
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Re: T3 Termas

Postby sk4zi » Wed 16 Oct, 2013 10:04 am

??

if you throw in a swarm lord you of course need to do the same with the Land Raider ... :roll:
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Re: T3 Termas

Postby Dark Riku » Wed 16 Oct, 2013 10:16 am

What are you trying to say Sk4zi? Because I can't make up anything from that sentence.
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Re: T3 Termas

Postby ThongSong » Wed 16 Oct, 2013 10:32 am

fv100 wrote:
ThongSong wrote:after getting nomed by Tyger's 3 squads of hormas with endless swarm + squad leaders, I am convinced these guys are freaking unkillable. Cleansing flame, plasma cannon, AoE attacks in every way shape or form were unable to stop them.

I dunnow wut to do :(


Did he have a swarm lord? That would be a fucking unbreakable combination.


yes

yes he did

now I know how the Ultramarines 1st company felt at Maccrage
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Re: T3 Termas

Postby Raffa » Wed 16 Oct, 2013 11:09 am

ThongSong wrote:after getting nomed by Tyger's 3 squads of hormas with endless swarm + squad leaders, I am convinced these guys are freaking unkillable. Cleansing flame, plasma cannon, AoE attacks in every way shape or form were unable to stop them.

I dunnow wut to do

you getting beaten by Tyger is an example of a discrepancy in skill level, not an indication of balance.
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Re: T3 Termas

Postby Lost Son of Nikhel » Wed 16 Oct, 2013 1:23 pm

Swarmlord deserves a thread by himself. With the changes made to Tyrannids, Swarmlord couldn't stay as before.
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Re: T3 Termas

Postby Orkfaeller » Wed 16 Oct, 2013 8:09 pm

I never understood how the SwarmLord was given a reinforce aura.

No, seriously, how? Where do they come from? Its not even like its some hunched back Carnifex who might carry a sack of eggs under his shell. where do they come from?

Or is it just supposed to be a portrayal of the endlessness of an unleashed tyranid swarm?

Because otherwhise, the Swarmlord doesnt exactly strike me as a spawny support bug.
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Re: T3 Termas

Postby Codex » Wed 16 Oct, 2013 8:18 pm

I never understood how Razorbacks can reinforce endlessly (dem clown cars) and their allies as well. It's like the Guinness World Record for how many people can you fit in a Mini. And seriously, spawning Orks? Maybe the Emprah has legitimised growing Ork spores in Chapter chambers for their auxiliary forces. Roman style.

----------------

C'mon guys, this is the balance discussion subforum, can we stick to balance talk? If you think that Swarmlord reinforce aura is OP, state reasons and make an argument for it, preferably in a new thread. Thanks.
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Re: T3 Termas

Postby saltychipmunk » Wed 16 Oct, 2013 8:25 pm

game logic > logic ...
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Re: T3 Termas

Postby Ace of Swords » Wed 16 Oct, 2013 8:33 pm

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Re: T3 Termas

Postby ThongSong » Thu 17 Oct, 2013 4:00 am

Raffa wrote:
ThongSong wrote:after getting nomed by Tyger's 3 squads of hormas with endless swarm + squad leaders, I am convinced these guys are freaking unkillable. Cleansing flame, plasma cannon, AoE attacks in every way shape or form were unable to stop them.

I dunnow wut to do

you getting beaten by Tyger is an example of a discrepancy in skill level, not an indication of balance.


hey now :(

I usually don't jump on the bandwagon for crying 'omg op nerf pls' but it really does feel a little too over the top. granted this was a 3v3 where lulz and hilarity are common place, but with the swarmlord and 3 fully upgraded hormas the snowball effect was really unstoppable. At times Tyger was going up against me and a teammate of mine on his own and forcing us back time and time again. Granted, Tyger is a very good player and I really enjoyed that game, but still.

I mean, we were combining the dread's assault cannon barrage, terminator heavy flamer cleansing flame, plasma cannon shots, in the effort to wipe them out, but there was no doing it as they were continuously reinforcing off the swarmlord that was meanwhile noming us to no end. and I didn't see the warrior squad leaders die once. and they ate my terminators literally in 10 seconds as I tried to walk them back from the natural VP at argus gate back to base.
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Re: T3 Termas

Postby Lulgrim » Thu 17 Oct, 2013 5:24 am

Codex wrote:I never understood how Razorbacks can reinforce endlessly (dem clown cars) and their allies as well. It's like the Guinness World Record for how many people can you fit in a Mini. And seriously, spawning Orks? Maybe the Emprah has legitimised growing Ork spores in Chapter chambers for their auxiliary forces. Roman style.

I've just assumed there's a teleport relay beacon in the back or something (the reinforcing models have a tellyport animation anyway). Idk about the Swarmlord, it probably has tiny Spess eggs or something... The thing having a reinf. aura always felt a bit off to me as it's a super melee machine not a mobile HQ thing
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Re: T3 Termas

Postby ThongSong » Thu 17 Oct, 2013 8:07 am

feels kinda silly to have a linebreaker that can reinforce everything around it as well. every other non-base reinforcer is a transport or building that needs red in one way shape or form.

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