Dark Riku wrote:Why would the predator excel at AV?
Are you serious Riku? After all years with SM?
Dark Riku wrote:Why would the predator excel at AV?
Dark Riku wrote:Why should they do 125% damage vs HI? °_O
Compared to all the other tanks, I'm dead serious. This was also discussing the vanilla state tanks btw.firatwithin wrote:Are you serious Riku? After all years with SM?Dark Riku wrote:Why would the predator excel at AV?
Give a good reason then why spore mines should be awesome versus everything? They do their intended job just fine in the state that they are.HiveSpirit wrote:Why Riku, WhyDark Riku wrote:Why should they do 125% damage vs HI? °_O
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!!!
Epostle wrote:Buff frenzy to plz k thx!
HiveSpirit wrote:@Riku
Sporemines cant really hurt heavy infantry though. And its not like its viable dmg vs vehicals, super heavy infantry either. ITS A "GRENADE".
Spore mine detonation doesnt do "up to 260" grenade damage", thats why grenades doesnt do 1.0 dmg vs vehicals.
Spore mines doesnt do weapon knockback but SpMi has suppression, the suppression isnt a given if the opponent is in cover or under buff, but the knock back most times are in t1. Well, grenades has a longer cooldown..
Spore mines has a cost to it per usage/ isnt given that they will hit at all because they get killed before the detonation.
Both are "grenades", both should be effective vs infantry and heavy infantry. Spore mines are from another faction, some minor differention is ok between the factions. Grenades doesnt cost req/power continiously, doesnt have hp or require constant micro because it comes with a unit. At the same time, SpMi can choose to be somewhere else than their "grenade throwers", but is possibly slower. Spore mines speed 5 , scouts 6,5 , dire avengers 5,5 with possiblility to FoF. DA's and scouts grenades deals all the damage directly, spore mines would have to survive and wait 20-25 seconds until it does full potential dmg. Thats 20 seconds wait time After youve reached/ chased up your opponent/ target. Spore mines full potential dmg is 225dmg vs like anything. Grenades does 65dmg vs vehicals. If SpMi does more than 1-2 detonations vs vehicals which normaly are faster, they darn earn that extra dmg because the other player is ignorant or plays bad.
Its not uncommon that 2-3 spores dies before getting of their detonations, thats 40-60req/2-3pwr waste each time, to get of 2-3 detonations.
HiveSpirit wrote:LRR has a bunch of everything, the cost, due to all options it has it could very well cost as much as a baneblade...
Vanilla fexes "arnt used" so they "will" be upgraded, so fexes costs 50 less req than the swarmlord.. Its not like carnifexes can switch between their upgraded weapons... Can they atleast get that?
-Coral, Why cant Fexes switch between weapons?
-Because that would be imba?
-No, because they are Special Muhreens Coral!
Ugh... I just get so tired of this..
saltychipmunk wrote:the nid economy is far from robust after t1, they have notorious req issues after in t2+ since they have almost no power heavy t2 options and a TON of req heavy ones. They can also have pretty heavy upkeep, especially in armies that are warrior / synapse creature heavy . I am glad gaunts got that upgrade that makes them reinforce 2 at a time otherwise poor nids would req starved all the time.
Crewfinity wrote:you can buy spore mines out the gate for 100/5 and use them to win early engagements or pressure all through T1. grenades require an investment and hit the field much later, giving spore mines equal damage to grenades would be nuts. they're already amazing as is, especially since they can be built from capillary towers.
Crewfinity wrote:...you're kidding, right? are you seriously suggesting letting carnifexes switch from thornback to venom cannon to barbed strangler at will? no other tank can do that in the game. that would be off the walls crazy powerful, especially considering the nid economy, which is arguably the most robust in the game, especially now that without number lets you get 2 additional squads on the field for no req at all.
saltychipmunk wrote:But seriously hive. spore mines are fine. in fact you only actually want them against swarmy races and wankers who camp buildings anyway. vs races like gk or space marines it is much more effective to go for a second horma and swarm the tac/strike / ist etc. They cant hurt heavy infantry much because heavy infantry have around half the models and double the base hp but that is an inherent advantage to low model squads. We can argue that being able to selectively ignore that advantage is bad for game balance.
related to this: why are DA exarchs so cheap? only 2 population and 4.15 upkeep? thats less than a regular DA model... i feel like this should go up if they're staying in T1 for so cheap, and if DA costs are already going down.
saltychipmunk wrote:aren't those *typical race builds* some what subjective?
from what i can tell the only reason why nids are winning in your numbers argument is because you purposefully omitted filling their full pop where as you easily do so with the other races , but even without adding in a final squad their total upkeep before factoring in acting upkeep is the highest at only 76 pop.
this implies that if you ever don't take advantage of the pop saving attributes of gaunts, say you lost one or something and buy a ravener or another t2 unit instead .. the upkeep would be right in the middle of the pack or even at the top end.
HiveSpirit wrote:It sounds like your saying spore mines doesnt die and arnt an investment, i think your very wrong there. If you are to preassure all through t1 with spore mines, that will be quite an investment. Its also an investment you just keep purchasing without "owning". DA's and scouts grenade, you do "own" those grenades once theyre purchased. What about after those early engagements out of the gate, how do they scale at then (when the opponent got greater ranged or melee)?
HiveSpirit wrote:At will after theyre purchased, yea why not? Its not really like i can buy two carnifexes just for fun when the FRACKING VANILLA FEX COSTS 600/150?!
Just like any commander upgrade, you have to buy but can switch..
During the circumcision i think that could be something to consider, if vanilla fex were cheaper i probably wouldnt think or suggest this.
HiveSpirit wrote:Do you really think its awesome to pod in two gaunt broods in t3? I assume the space marines are laughing their asses off, "dude... and he wasted 250red for gaunts Coral!", well accualy its pretty good and alot of free units and reinforcements... But its gaunts.. In T3?
HiveSpirit wrote:The T2 nid globals are kinda a joke: Warrior Vanguard, Mycetic Spores and Spore Mines. What do space marine get?:
Drop Pod | T1 350 100
Call in a Drop Pod that spawns a Tactical Marine Squad and instantly reinforces nearby Space Marine squads, then remains on the field as a reinforcement point. Cannot reinforce Terminators or non-Space-Marine squads. Cooldown 300 seconds.
-Coral: aHAH HA ha ha
This Drop also does weapon knockback and damage, and gives you a reinforcement point, also reinforces models for free if i understand this correct. And what does nids get?
Mycetic Spores | T2 300 150
Calls down mycetic spores which do 50 explosive damage and weapon knockback in radius 9, then spawn a Ravener Brood and allow allied infantry in radius 30 to reinforce. 300 second cooldown.
Nids get to spawn a T1 unit in t2, that might be useful one tier later? I love getting T1 units one tier later. Idk how many seconds i got to micro the reinforcementm but ofcourse it probably has something to do with me microing wrong and planning it wrong? Because thats what we use to say in these cases.
What is this bull about nid globals and getting T1 units one or two tiers later? And why push more micro on nids and force nid players to manage the overwatch from Warrior Vanguard, Mycetic Spores reinforcement? Why cant Warrior Vanguard, Mycetic Spores have auto reinforce? LA's SM drop, no knockback and a rather high cost, and its a T2 global, what do you accualy get, spores just cost 100/5, and you pay 125 red for that..
HiveSpirit wrote:3.1 Carnifex - Costs
Are "outrageous", what does 600r 150p really give you? A slow piece of shit with no abilities that "cant do much". Its way overprices for what you get, lowering the base cost for a Fex and possibly modify (lower or higher) the upgrade costs would be much more sound imo. Carnifexes are equal to other factions t3 tanks, they just cost alot more.. Is that a balance thing? I dont see that balance. Preds, Looted tank, FP, LR, they got less hp and cost less.. Because they are faster! Because Fexes are slower they got more hp, theres no reason though to increase their cost by 20-90% compared to other similar units. Another reason why the basic Carnifex should be cheaper is because it cant spawn spore mines or rippers for free.
A dark age dread would beat a vanilla fex, but still cost 75 less req. Thornback vs GUO, GUO would have ~40%hp (if calcs are in order) when the Thornback goes down, guo costs 50 less req. An upgraded fex costs 700r/185p - 750r/200p, 750r/200p? Thats a super unit? Is carnifex considered a super unit? Is carnifex balanced to be a super unit? 750r/200p is equal to a GUO, LRP, Avatar, LRR, Battlewagon, SL. Most of these units are one or more of the following: costs: slightly less 50r 20-40p or 50r more, faster or slower, more hp, more power for the money (i should back that up..).
HiveSpirit wrote:3.2 Carnifex - Health Regen
Would be nice to have more health regen in some way on the Carnifex (and Swarmlord) as nids arnt able to "repair" their vehicals on the field. Insteed nids are forced to walk back with their slow monster creatures (TG excluded) to base in order to heal, and thats means alot of time out of the field for healing. Nids doesnt have the posibility to dubble or tripple repair stuff either, so Fex and SL really ought to get a hp regen increase. I would suggest a hp regen of 3hp/s, as that would give them 10,5hp/s within a zoanthropes regeneration synapse. Remember that regeneration synapse doesnt stack, when the zoan hits lvl 4, the regeneration heal could become op, at the same time you would kinda earn it. Maybe its possible to hard cap the maximum health regen on Fex and SL from zoan aura?
Its no certainty or given that youll have a lvl3-4 Zoa to heal your Fex or SL, lvl1-2 will be the more common case im sure of. Therefore the hp regen should be 3 rather than 2. At level 1/2/3/4 zoas regen will multiplay with 3.5/5.25/7.875/11.8125, which translates this Fex regen 3hp/s pruposal to
10,5/15,75/23,625/35,4375.. Hmm. If Fex had 2hp/s it would be 7/10,5/15,75/23,265. Maybe something in between? Or would one claim nids should have a lower "repair" as it would be automatic and not manually applied/ microed (nids got a ton of micro already, dont fall for that crap..).
at that point you should own half the map already due to nid mobility and the pressure that spore mines apply. they cost 5 power, that's nothing, and they can be built in time for early engagements. not to mention they can be spawned at any point after for the same small cost from capillary towers, so they can be built in preparation for engagements or to turn the tide. they don't need any sort of buffs.
massively durable platform with great basic stats that can upgrade to awesome weapons, gets benefits from armywide buffs, and doesnt require repair?
Asmon wrote:Well I wouldn't call Carnifexes nails in the coffin. In 1v1 and especially when your opponent hasn't invested in any anti-armor, a thornback charging his ranks with well managed rippers can definitively make a turn over.
HiveSpirit wrote:Sluggas and banshees melee spore mines down before the 2nd detonation, + eventuall help from the rest of their army.
HiveSpirit wrote:And warriors/venomB are susceptible vs every weapon in the game, size medium ftw.
HiveSpirit wrote:Those two T1 squads you get with Without Number in T3 have an upkeep to it aswell.
HiveSpirit wrote:Carnifex doesnt require repair.. What? How is it fair to reject Nids vehicle repair?
Lets give Preds and LootaT speed 4,5 and 1350hp, and carnifex's 7.25 speed and 700hp..
Whats the hp worth when its just a delayed death due to kiting.
Well just agree to disagree.
So you already did half of their hp's worth of damage, suppressed them so you can focus fire with termagaunts, and tied them up for as long as it takes to kill the spore mines?
Yeah this is like one of the primary downsides of nids, and integral to playing with/against them by focusing on synapse. whats your point?
sure, but that amount is insignificant in the first place, and you're getting them FOR FREE. how many times have you lost starting squads and wished you had them to cap with, but dont want to spend the resources getting them on the field? they also come with upgrades so its not like they're useless or require much additional investment to be a threat.
Combine it with a zoan and you basically have constant repairs going on for free, which quickly gets absurd with levels on either the zoan or the carnifex.
HiveSpirit wrote:So what about next engagement? Or if that ork has a WB, or 2 sluggas, those force offs with spore mines will add up to a cost per engagement. If the opponent takes down the SpMi and retreats before any bleed, then nid pays 100r/5p and the ork nothing.. Strong win for your opponent in those cases. How long will one SpMi work before it gets useless? Should you get two new spore mine units then insteed?
61,2 upkeep doesnt count? Ok.
One shouldnt loose those starting squads from the begining.. And what if you dont lose the starting squad, bam your sitting on 7-9 units + 2 extra gaunts. A total of 4-6 gaunt squads.
Vanilla Fex isnt something viable to play with for 600r/150p.. Dread is t2, Fex is t3. Theyre equal in speed and hp, yeat Fex costs 150r/30p more..
Dread comes with a natural Imperials fist ability, also has the Inspire aura, has good melee and short AI, all this for 450/120.. Can upgrade to long range AI and med range AV, at that point dread costs 550/150, still cheaper than a vanilla fex, and btw its just t2.
Yea, vanilla Fex would probably take a dread in all cases in t3 i guess, but the Dread comes with more options so that squares it out. Fex still costs more and is t3..
Well now adays preds can kite rippers all day long, rippers also has a cost to it. Sure it gives you advantage but its also "bleed" and costs out. They kinda will be used up in the instant most of the times, and its an extra unit to micro.
HiveSpirit wrote:I would say SM economy is more stable/ robust thanks to low model, high hp and the posibility to easier make use of cover and get a wooping 37,5-70% more effective hp. Less bleed. Also advantage in garrison to have higher dmg output due to less models with higher dmg. And the less vulnerability to aoe dmg.
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