Search found 3510 matches
- Mon 09 Sep, 2013 8:04 pm
- Forum: Community General Discussion
- Topic: Commander Wargear Ideas
- Replies: 48
- Views: 22372
Re: Commander Wargear Ideas
He doesn't get tied up with it up, asm can though because they get immunity to knockback when they jump, or at least that's the only reason I can think of such a unit tying him up. Force commanders just go flying away.
- Mon 09 Sep, 2013 2:13 pm
- Forum: Balance Discussion
- Topic: Smoke Shells
- Replies: 48
- Views: 17687
Re: Smoke Shells
No, both suggestions are ridiculous. What's the point of smoking the suppression only to make them immune to damage? Remember IGs only melee in t1 is their heroes, so what would the point be??? Spotters are meant to be a hard suppression counter, that's what they do and they don't scale particularly...
- Sat 07 Sep, 2013 11:25 pm
- Forum: Community General Discussion
- Topic: Bugs/Issues Thread
- Replies: 854
- Views: 299864
Re: Bugs/Issues Thread
Dark Riku wrote:In no-case that I've encountered did it just took the resources.
It's actually happened to me many times.
- Sat 07 Sep, 2013 1:29 pm
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 114066
Re: Ork Topic
You have two Shootas, and always one Cata, so yes, it is easier to force off Catas than Shootas, especially with double Shootas :P. You often see double Warriors, yes, but again - BOTH WILL BLEED YOU POWER AND DELAY T1 AND T2 WHEN SHOT DOWN! How everyone keeps missing this is beyond me. Orks OPness...
- Sat 07 Sep, 2013 1:28 pm
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48430
Re: Eldar detection and Destructor
Yup, you're right, I learnt that the hard way. The annoying thing is that GL tics really annihilate the fs/wse. =(
- Sat 07 Sep, 2013 12:43 pm
- Forum: Balance Discussion
- Topic: Brightlance upgrade for Shuriken Platform
- Replies: 42
- Views: 16463
Re: Brightlance upgrade for Shuriken Platform
I brought it up some time ago, I made an argument on the fact that both the price increase and build time were there just to avoid the rush and were never changed since then, people instead only focused on the fact that I menioned lowering the price (While I also said lowering the build time would ...
- Sat 07 Sep, 2013 12:37 pm
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48430
Re: Eldar detection and Destructor
One thing that really scares me atm henever I go chaos vs a WL is destructor + immolate. I mean there's no way to dodge both and it insta wipes any tic squad without a champion so that means that the destructor when the warlock has immolate instantly forces off gl tics even it doesn't kill a model...
- Sat 07 Sep, 2013 1:21 am
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 114066
Re: Ork Topic
Don't be ridiculous, shootas with shoota nob are way way easier to force off than either warriors or catachans, especially catachans. Look, all the units who get detection serve their own roles, just because they aren't as up front about their combat capabilities doesn't mean they suck. I often get ...
- Fri 06 Sep, 2013 4:52 pm
- Forum: Balance Discussion
- Topic: Brightlance upgrade for Shuriken Platform
- Replies: 42
- Views: 16463
Re: Brightlance upgrade for Shuriken Platform
The extra upkeep or lack thereof manifests itself in them losing a squad. Namely a suppression team...
- Fri 06 Sep, 2013 12:04 pm
- Forum: Balance Discussion
- Topic: Eldar detection and Destructor
- Replies: 139
- Views: 48430
Re: Eldar detection and Destructor
Raptors are perfectly fine, you just can't use them as asm and they are far far more niche than asm.
- Thu 05 Sep, 2013 5:29 pm
- Forum: Balance Discussion
- Topic: Acid Splatter
- Replies: 75
- Views: 28800
Re: Acid Splatter
I never said those commanders weren't useful, but don't you think the mere presence of tyranid tunnels can turn around the entire game, because it can. The mobility they offer is amazing and when you add burrow traps and all the damage synapse to the ravener alpha I see him as a support hero. The th...
- Thu 05 Sep, 2013 4:33 pm
- Forum: Balance Discussion
- Topic: Acid Splatter
- Replies: 75
- Views: 28800
Re: Acid Splatter
This guy is counter-initiation, therefore his damage synapse is still mighty useful on a melee build. The point is however that he is an extremely mobile hero compared to the other offensive heroes while also aiding in his own force's mobility via tunnels and so he shouldn't have as much or even nea...
- Thu 05 Sep, 2013 1:23 pm
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 114066
Re: Ork Topic
5 speed also isn't mobile as hell, bearing in mind again, termagants are speed 6.
- Thu 05 Sep, 2013 11:49 am
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 114066
Re: Ork Topic
Shootas bleed ample, I don't think the ork t1 is that op. Shoota nobs cost 25 power you know, it's quite a lot. They certainly don't need their FOTM took away as like Riku said that's part of the race. They can't get blastmasters, p devs and assault cannon dreads so when they push they have to push ...
- Wed 04 Sep, 2013 1:44 am
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
Because that isn't the role of the unit! The phobos is not a buffbot, nor is it a tanky super unit, nor is an uber nigh-impossible-to-kill baneblade, it's a long ranged heavy weapon platform useful at holding down certain positions of the map and providing great fire support to your main army, effec...
- Wed 04 Sep, 2013 1:01 am
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
It doesn't need to reinforce...
- Wed 04 Sep, 2013 12:54 am
- Forum: Balance Discussion
- Topic: Ork Topic
- Replies: 328
- Views: 114066
Re: Ork Topic
the meta is usually a fantastic indicator of what gets the job done and what doesn't. Tbh this should be taken to heart in every balance discussion. Raffa you do realise nobody takes your comments seriously right? You're such a hypocrite. Here you acknowledge that the meta is a great indicator of b...
- Sun 01 Sep, 2013 9:49 pm
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
Eh, we've already explained why the other transports LRs are better at support. They are shorter ranged, do less damage and are countered by tanks.
The phobos doesn't even have that low HP, 2k hp is the same as a swarmlord, the redeemer only has 2.5k. It's totally fine how it is, the thing hurts.
The phobos doesn't even have that low HP, 2k hp is the same as a swarmlord, the redeemer only has 2.5k. It's totally fine how it is, the thing hurts.
- Sun 01 Sep, 2013 7:31 pm
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
After 5 or so years in the game as consistently one of its best players, known for experimenting with every unit and evolving the metagame, I'm sure Tex finds your tactical advice invaluable. That being said, there are a few slight flaws: Honestly, my phobos' don't need that much repairing, it's mo...
- Sun 01 Sep, 2013 1:16 pm
- Forum: Community General Discussion
- Topic: Bugs/Issues Thread
- Replies: 854
- Views: 299864
Re: Bugs/Issues Thread
Have also seen this happen at the natural south-west power. Could go in and try to tighten up the terrain so that there are no areas for units to disembark into beyond the walls, but that could be a lot of trial and error. An easier fix would be to replace those walls with another heavy cover objec...
- Sun 01 Sep, 2013 12:28 pm
- Forum: Community General Discussion
- Topic: Bugs/Issues Thread
- Replies: 854
- Views: 299864
Re: Bugs/Issues Thread
I think this is a map related issue rather one specific to coding, however is it possible to fix the way that units sometimes depart from transports on calderis refinery at the eastern contested power point, which then leaves then standing on a leveled ledge, unable to retreat or move.
- Sun 01 Sep, 2013 12:24 pm
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
I am reading your last post Torpid, I can't help but feel like you haven't tried to use the phobos very often. The thing is a t4 unit. After it's stun goes off, it can barely even defend itself from melee units. No aura on a 800-200 unit that is meant to sit in the middle of your army is ok? Just b...
- Sun 01 Sep, 2013 12:10 pm
- Forum: Community General Discussion
- Topic: Playing Retail?
- Replies: 23
- Views: 11385
Re: Playing Retail?
It teaches rather bad tactics like 2x TCSM, 2x BL + PMs, which was just a silly generalist tactic used in 3v3 by each player on a team of chaos players that pretty much annihilated everything and doesn't work at all on elite. It encourages way more cheese, for example spamming shurikens vs IG since ...
- Sat 31 Aug, 2013 3:15 pm
- Forum: Balance Discussion
- Topic: Land Raider Phobos
- Replies: 93
- Views: 32383
Re: Land Raider Phobos
It's ranged dps is comparable to the baneblade's in my experience, and it kills vehicles even quicker, but it has less health, but it's cheaper and on a race which generally is much more likely to get a super unit out. The phobos is fine, it's a heavy weapons platform that should be behind the rest ...
- Sat 31 Aug, 2013 4:33 am
- Forum: Community General Discussion
- Topic: Bugs/Issues Thread
- Replies: 854
- Views: 299864
Re: Bugs/Issues Thread
The snare isn't nowhere near as long as the mekboy mine snare duration, however the mines themselves do far more damage and come with an armour which grants a solid hp boost and additional hp regeneration, whereas mekboy mines just grants the mines, which themselves cost energy on a very energy inte...
- Fri 30 Aug, 2013 6:07 pm
- Forum: Strategy Discussion
- Topic: The "Lets Help this @!$%'ing Noob get Better" Thread.
- Replies: 52
- Views: 20296
Re: The "Lets Help this @!$%'ing Noob get Better" Thread.
Generally a deff dread/weirdboy are great t2 purchases in all match ups. If they have a lot of melee the weirdboy is invaluable since your sluggas with their nob will destroy anything in t2 in melee with vomit support. Stikks are a bit too req intensive for their use IMO, whenever I get them I mess ...
Re: 2.2 beta
You can't micro around it. The problem is that the second you stop moving backwards in order to re-target a specific foe is time in which you can lose your tank, especially when the tank just re-targets the power node anyway.
- Fri 30 Aug, 2013 1:54 pm
- Forum: Technical Issues
- Topic: a big sugestion/Answer
- Replies: 22
- Views: 11656
Re: a big sugestion/Answer
I simply dusted my ventilation areas on the side of my laptop yesterday and suddenly I'm running DOW 10C cooler.
- Fri 30 Aug, 2013 1:39 pm
- Forum: Community General Discussion
- Topic: Bugs/Issues Thread
- Replies: 854
- Views: 299864
Re: Bugs/Issues Thread
That's not a bug, that's intentional. You're forgoing some very powerful wargears to get them, and you're prolonging the ork t1 which results in the ork having to duke it out in t2 which is never anything he wants. Besides the mines do negligible damage to infantry as it is, they're purpose is just ...
- Fri 30 Aug, 2013 1:14 pm
- Forum: Balance Discussion
- Topic: Acid Splatter
- Replies: 75
- Views: 28800
Re: Acid Splatter
It's a very effective wargear when used defensively. Get your BSWB, venoms + 2x terms + 2x zoans and then have your AG horms+RA around with the acid splatter and not even ASM will want to jump into your blob. It shreds everything, then get his speed buff from towers+melee charge and unless you're al...