Search found 3510 matches

by Torpid
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.
by Torpid
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...
by Torpid
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.
by Torpid
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...
by Torpid
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. =(
by Torpid
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 ...
by Torpid
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...
by Torpid
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 ...
by Torpid
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...
by Torpid
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.
by Torpid
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...
by Torpid
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...
by Torpid
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.
by Torpid
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 ...
by Torpid
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...
by Torpid
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...
by Torpid
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...
by Torpid
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.
by Torpid
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...
by Torpid
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...
by Torpid
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.
by Torpid
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...
by Torpid
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 ...
by Torpid
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 ...
by Torpid
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...
by Torpid
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 ...
by Torpid
Fri 30 Aug, 2013 5:12 pm
Forum: Releases
Topic: 2.2 beta
Replies: 385
Views: 300551

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.
by Torpid
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.
by Torpid
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 ...
by Torpid
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...

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