Grey night flamer suppression is kind of OP

Issues dealing with gameplay balance.
MYNAME
Level 1
Posts: 13
Joined: Wed 01 Jun, 2016 7:02 pm

Grey night flamer suppression is kind of OP

Postby MYNAME » Tue 07 Jun, 2016 11:30 pm

Whats with those bullshit grey knight purgation squads? Havin suppression on a flame weapon is pretty fucky imo
User avatar
Crewfinity
Level 4
Posts: 712
Joined: Tue 03 Dec, 2013 2:06 am

Re: Grey night flamer suppression is kind of OP

Postby Crewfinity » Tue 07 Jun, 2016 11:50 pm

except they cost 60 req more than normal setup teams, which suppress faster from farther away.

they also cant suppress two squads at once very well unless you're REALLY blobbed up.
User avatar
Black Maw
Level 1
Posts: 47
Joined: Sat 02 Apr, 2016 7:09 pm
Location: UK

Re: Grey night flamer suppression is kind of OP

Postby Black Maw » Wed 08 Jun, 2016 11:48 am

Noise Marines disable ranged weaponry, something that pretty much no other unit in the whole game does - at least passively while the weapon is firing.

Are you saying this because you're having problems dealing with them or...?
The dude abides.
Tinibombini
Level 2
Posts: 106
Joined: Thu 25 Feb, 2016 6:47 pm

Re: Grey night flamer suppression is kind of OP

Postby Tinibombini » Wed 08 Jun, 2016 3:17 pm

Maybe you meant to post this in the Strategy section?

Otherwise, guidelines for a balance post can be found here:

https://www.dawnofwar.info/forum/viewtopic.php?f=3&t=2099
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: Grey night flamer suppression is kind of OP

Postby Cyris » Wed 08 Jun, 2016 7:17 pm

Some notes on Purgation, relevant for both fighting against them and knowing how/when to use them:

The have (unnecessarily) high upkeep for their population / cost. A OM player who fields them is taking an economic hit in the req department, so consider this when using / fighting them.
Unlike setup teams / NM, each model in the squad contributes to the suppression effect. This means that if a model is peeled off, the suppression time is reduced by 1/3 (more actually, since courage regeneration has more time to take effect).
While the squad has no setup time, it also has a very low turn time and suppression speed, so flanking it is still effective.
Come patch 2.5.1, their generator damage was reduced by 2/3, meaning they bash slower then it may seem. DPS vs gens is not in the codex unfortunately, but I understand it to be slower then a tac flamer squad in burning down gens.
While their damage to squads in cover is increased, the courage damage is greatly reduced. Ranged squads in heavy cover will do surprisingly well against them.

In practice, this squad can be straight up rushed down any melee commander, even if they can be suppressed, and deals TRIVIAL damage on the way in. It trades setup time for a very short area of influence. Flanking is very effective, and it loses to many ranged squads if microed well. WATH allows it to mitigate these weaknesses, so watch out for that. It's biggest adavantage is the T2 psycannon upgrade. Purged by Fire! is pretty weak now too. In short, as long as you don't rush straight at this unit with high model count melee squads, or fail to give it space while WATH is active, its not that scary.

In super short: play into weaknesses, don't wander into strengths. Knowing is half the battle.
User avatar
Oddnerd
Level 4
Posts: 727
Joined: Mon 27 Oct, 2014 1:50 am

Re: Grey night flamer suppression is kind of OP

Postby Oddnerd » Thu 09 Jun, 2016 12:11 am

There was a time shortly after patch 2.5 was released where it seemed like the standard GK build was to get 2x purgs and wreck your opponent with early aggressive play, but since then I haven't found them to be as much of a problem (most likely due to the 2.5.1 fixes).

If you get caught with your units clumped up or you have no suppression/crowd control to stop them then they are extremely dangerous, but as has been pointed out, they suppress more slowly and have shorter range than the setup teams of other races (I wasn't aware until Cyris pointed this out, but they also don't destroy gens as quickly anymore). Since GK don't have any long range suppression, I have found that rushing them with a melee hero and tying them down is often enough to take them out of the fight. Every race has ways of controlling or tying down units like this, I imagine orks could pin them down with their shoota boy suppression ability long enough to either charge them in melee or drive them off with focused fire. Eldar have rangers and their own T1 suppression team with incredible range... etc
lolzarz
Level 3
Posts: 254
Joined: Thu 06 Mar, 2014 11:17 am
Location: Terra

Re: Grey night flamer suppression is kind of OP

Postby lolzarz » Fri 10 Jun, 2016 11:42 am

And you gave zero justification.
WEE AR DA SPEHSS MAHREENS! WE AR DA EMPRAH'S FUREH!

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 39 guests