Search found 254 matches
- Thu 04 Oct, 2018 2:09 am
- Forum: Balance Discussion
- Topic: Termagants vs. Guardsmen
- Replies: 16
- Views: 11029
Re: Termagants vs. Guardsmen
Guardsmen should be better than termagants in ranged combat because the Imperial Guard is a shooty army. Blasting the enemy off the field in a hail of fire is kind of what the Imperial Guard does. What kind of balance would it be when the Tyranids have the same ranged firepower as the Imperial Guard...
- Sat 16 Sep, 2017 12:42 pm
- Forum: Balance Discussion
- Topic: Drain Life dmg reduction while lifted up
- Replies: 44
- Views: 21059
Re: Drain Life dmg reduction while lifted up
Atlas wrote:
ready to be recorded in the Great Book of Grudges.
Wrong Warhammer bruh
- Tue 03 Jan, 2017 3:04 am
- Forum: Balance Discussion
- Topic: Farseer's weapon Suggestion
- Replies: 24
- Views: 11438
Re: Farseer's weapon Suggestion
1.) Almost every support hero as an AV option, take a look at the orcs meks` beamer and rocket launcher . 2.) The reason for this request was to make fs a bit better in fights vs direct walkers rushes from t2.. and to give the fs the option to have an better av and attacker for this high weapon cos...
- Mon 29 Aug, 2016 2:16 am
- Forum: Balance Discussion
- Topic: Cadian Kasrkin Squad with grenade launchers.
- Replies: 60
- Views: 28364
Re: Cadian Kasrkin Squad with grenade launchers.
I don't think Kasrkin need such a launcher. Honestly reintroducing meltaguns could be a good idea. Kasrkin sarge could also go down in price. Current Kasrkin GL are fine. Could maybe use a minor buff. The plasma gun issue is a bit problematic. Long range plasma damage could be a bit ott for IG that...
- Sun 28 Aug, 2016 1:54 am
- Forum: Balance Discussion
- Topic: Cadian Kasrkin Squad with grenade launchers.
- Replies: 60
- Views: 28364
Re: Cadian Kasrkin Squad with grenade launchers.
@Nurland
So... I see that you agree there is a need to buff the plasma guns on the Kasrkin to normal hellgun range. If you disagree with the frag/krak grenade launcher concept, what's your take on improving it?
So... I see that you agree there is a need to buff the plasma guns on the Kasrkin to normal hellgun range. If you disagree with the frag/krak grenade launcher concept, what's your take on improving it?
- Sat 27 Aug, 2016 5:03 pm
- Forum: Strategy Discussion
- Topic: How do transports work? Are they worth it?
- Replies: 22
- Views: 15868
Re: How do transports work? Are they worth it?
The Chimera is particularly useful. Normally, guardsmen bleed heavily and are somewhat easy to force off outside heavy cover. However, because fully upgraded guardsmen reinforce 3 at a time, it makes driving the guardsmen off the field very difficult without killing the chimera. However, the guardsm...
- Sat 27 Aug, 2016 4:28 pm
- Forum: Balance Discussion
- Topic: Cadian Kasrkin Squad with grenade launchers.
- Replies: 60
- Views: 28364
Re: Cadian Kasrkin Squad with grenade launchers.
I think a way to differentiate them from guardsmen would be to give the grenade launchers the ability to switch to krak grenades like sentinels. It would give the grenade launcher kasrkin squad some versatility to switch between infantry and vehicle targets, which is absent in storm troopers and gua...
- Fri 26 Aug, 2016 9:12 am
- Forum: Balance Discussion
- Topic: Why does Battlecry make the FC immune to Knockback?
- Replies: 13
- Views: 5910
Re: Why does Battlecry make the FC immune to Knockback?
Because all of the other melee heroes are either immune to weapon knockback in the first place (Chaos Lord, Brother-Captain, Hive Tyrant) or can buy a charge (Ork warboss). All of them also have suppression immunity and can walk through cover, which the force commander doesn't have. The catachans do...
- Thu 25 Aug, 2016 11:21 am
- Forum: Balance Discussion
- Topic: Tyrant guard melee resistance
- Replies: 15
- Views: 6793
Re: Tyrant guard melee resistance
Combine it with towers and synapse, not so slow any more. Yes, towers will help it get to battlefield faster. But the bonus is only active outside combat, so there is usually no way for tg to escape unless he uses charge. And that eats precious mana needed for shieldwall. People miss the point that...
- Fri 10 Jun, 2016 11:42 am
- Forum: Balance Discussion
- Topic: Grey night flamer suppression is kind of OP
- Replies: 6
- Views: 3791
Re: Grey night flamer suppression is kind of OP
And you gave zero justification.
- Mon 25 Apr, 2016 3:27 am
- Forum: Balance Discussion
- Topic: Commander Sidearms
- Replies: 53
- Views: 26074
Re: Commander Sidearms
w8 since when did Torpid get banned
- Sat 16 Jan, 2016 2:19 pm
- Forum: Balance Discussion
- Topic: Air lifted units
- Replies: 14
- Views: 6223
Re: Air lifted units
I think the op is explicitly talking about the lift effect from gravity blade , gravity grenade and the chaos lords consume thing and orbital. all of which propel infantry units 10 - 30 feet in the air (way over what any melee unit would realistically be able to hit. at the highest point these unit...
- Sat 09 Jan, 2016 2:28 pm
- Forum: Balance Discussion
- Topic: TCSM, KCSM overall balance, costs and changes
- Replies: 35
- Views: 14089
Re: TCSM, KCSM overall balance, costs and changes
They have splash damage from their axes. We call them special attacks.
PS. Can someone fill me in on why was SubZero banned?
PS. Can someone fill me in on why was SubZero banned?
- Fri 25 Dec, 2015 2:40 am
- Forum: Balance Discussion
- Topic: Proposing: Apothecary Power Axe Upgrade moved to T1
- Replies: 14
- Views: 6109
Re: Proposing: Apothecary Power Axe Upgrade moved to T1
The purification rites proposal sounds like a huge buff to it even out of the gate. Going by Codex, the wargear gives 15 piercing damage as it is. Starting at 22 is already a pretty large buff. Yes, hence 10-20% based on balance requirements. It's 22 only if purification rites damage is at 20% of h...
- Thu 24 Dec, 2015 5:11 am
- Forum: Balance Discussion
- Topic: Proposing: Apothecary Power Axe Upgrade moved to T1
- Replies: 14
- Views: 6109
Re: Proposing: Apothecary Power Axe Upgrade moved to T1
i don't quite understand what you mean by 10-20% of heal. Do you mean the damage scaling by that percentage? Er, let me explain. Heal currently works by giving 110 hp per model for a level 1 apothecary, then increasing by 30 every 2 levels. What I meant to say was to have the damage from purificati...
- Thu 24 Dec, 2015 2:27 am
- Forum: Balance Discussion
- Topic: Proposing: Apothecary Power Axe Upgrade moved to T1
- Replies: 14
- Views: 6109
Re: Proposing: Apothecary Power Axe Upgrade moved to T1
Black Relic wrote:The only thing id like to see is purification rites damage go up as Apothecary levels. Not too sure how you would scale it though.
Make it scale with apothecary heal. Since apothecary heal scales with level, purification rites should as well. Make it somewhere along the lines of 10-20% of heal.
- Mon 26 Oct, 2015 2:36 pm
- Forum: Balance Discussion
- Topic: A minimal cast distance should be applied onto grenade abilities
- Replies: 59
- Views: 24187
Re: A minimal cast distance should be applied onto grenade abilities
But that kind of makes sense though. Why would you jump out of cover for an explosive object that hasn't even been thrown yet? Ideally I would prefer if the grenades blew the cover up 100% of the time since it seems in that case cover denial is the bigger intended result of that example. For the sa...
- Sun 25 Oct, 2015 9:36 am
- Forum: Balance Discussion
- Topic: Patch 2.5 (WIP)
- Replies: 536
- Views: 261812
Re: Patch 2.5 (WIP)
Epostle wrote:Buff Nobz plz... when the whole army shoots at them, they lose a model. Nobz don't need to lose models because dey gotz dakka!!!
Of course they should lose models when the whole army shoots at them. Why the hell aren't you using frenzy?
- Tue 20 Oct, 2015 3:38 pm
- Forum: Balance Discussion
- Topic: Purifiers and comparing them to KCSM / Ogryns
- Replies: 11
- Views: 4612
Re: Purifiers and comparing them to KCSM / Ogryns
Dude crewfinity pass the doritos and pass the Mtn Dew, this is going to be interesting.
- Mon 19 Oct, 2015 3:33 pm
- Forum: Balance Discussion
- Topic: Plague Marines
- Replies: 27
- Views: 10723
Re: Plague Marines
They cost too much for soft av that just snares. If it is just to snare then they should cost 300/40 for example. U foking wot m8 tacs w/ launcher cost 530/40 w/o snare and same damage technically speaking tacs suck as av and are only used in that capacity because once the vehicle is dead they can ...
- Mon 19 Oct, 2015 4:18 am
- Forum: Balance Discussion
- Topic: Plague Marines
- Replies: 27
- Views: 10723
Re: Plague Marines
You're not supposed to use them as your only source of anti-vehicle damage. Use them to snare escaping vehicles and rekt them using bloodcrusher/dreadnought. If you wanted actual anti-vehicle damage you should have gotten Mark of Tzeentch havocs. They cost too much for soft av that just snares. If ...
- Sun 18 Oct, 2015 7:22 am
- Forum: Balance Discussion
- Topic: Plague Marines
- Replies: 27
- Views: 10723
Re: Plague Marines
They are bad av on their own, maybe their rocket damage should be further decreased so they get this upgrade cause in their current state they are a unit where you need 3 of them at least to be efficient. they are a choice when you played bad, have a lot of requisition and need to spam a unit that ...
- Sun 11 Oct, 2015 9:50 am
- Forum: Balance Discussion
- Topic: Patch 2.5 (WIP)
- Replies: 536
- Views: 261812
Re: Patch 2.5 (WIP)
* Infiltrated Stormtrooper (call-in) can be cast in Fog of War What is Fog of War and why we couldn't call them in there before? Assuming you're not being sarcastic here. Fog of War is the area outside sight radius. So now you can do stuff like summon them behind enemy army, get appropriate upgrade...
- Sun 11 Oct, 2015 9:32 am
- Forum: Balance Discussion
- Topic: Regarding armored transportations
- Replies: 7
- Views: 3985
Re: Regarding armored transportations
And fighting a tier 2 army using a tier 1 army should not be viable at all. Forcing you to get anti-vehicle weapons is sort of, like, the point of getting a transport. Please learn when to upgrade your HQ building.
- Sat 10 Oct, 2015 4:57 pm
- Forum: Balance Discussion
- Topic: WIN wild artillary tank
- Replies: 18
- Views: 7372
Re: WIN wild artillary tank
Asuming lolzar and adeptus are SPESS MEWENS players and will never say that sm are easy 2 play and have advantage upon other races. U should read what I wrote again ^^ since who cares on the damage of that Space marines have plasma canons that cost 0 power (wich its stupid) and also the win wild ta...
- Sat 10 Oct, 2015 3:05 am
- Forum: Balance Discussion
- Topic: WIN wild artillary tank
- Replies: 18
- Views: 7372
Re: WIN wild artillary tank
The reason why it has insane splash radius and knockback is because its damage is tiny compared to other artillery pieces. Besides, it dies all the same to stuff like infiltrating meltagun units, heavy melee, etc., what's wrong with that?
- Sat 03 Oct, 2015 3:06 pm
- Forum: Dawn of War Codex
- Topic: The Codex WIP
- Replies: 553
- Views: 458910
Re: The Codex WIP
I can has cooldown for Space Marine hero Drop Pod ability cooldown? Or is it tied to the global drop pod that gives you a squad of tactical space marines with the drop pod?
- Sat 03 Oct, 2015 3:03 pm
- Forum: Strategy Discussion
- Topic: IG vs Zoanthropes
- Replies: 10
- Views: 5164
Re: IG vs Zoanthropes
It isn't die last. It just has 20 more HP. So really curious about this then. He has the same weapons as everyone else. The same stats except for 20 more health (and give 4 less Red, lol). He reinforces for the same price? What's the, um, point of him? Because extra squad member= extra DPS and ever...
- Thu 01 Oct, 2015 12:22 pm
- Forum: Balance Discussion
- Topic: Patch 2.5 (WIP)
- Replies: 536
- Views: 261812
Re: Patch 2.5 (WIP)
Lost Son of Nikhel wrote:Daemonnettes. Chaos need tits.
You are the reason why there will be no forgiveness for us.
In all seriousness, what role would Daemonettes fill in the army? It's not like Chaos lacks in mobile melee with all the Khorne-dedicated units it has.
- Wed 08 Jul, 2015 2:46 am
- Forum: Balance Discussion
- Topic: Are 1v1 games balanced?
- Replies: 47
- Views: 19355
Re: Are 1v1 games balanced?
What is the point in this useless trash of a post? He's posting with a question and asking for help against a certain build and gets this thrown at him? There is no counter play to IG in 3v3? the most easy race in the game to bleed and wipe? throw in an aids grenade into this "blob" and t...