Dark Riku wrote: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 antivehicle weapons are effective the same way against nonshielded tyrant guard. Devastator lascannon deals the SAME dps wheter its SHI or vehicle. So not only tyrant guard is vulnerable to antivehicle weapon, unless its shieldwalled it is also supervulnerable to plasma/power melee
Black Relic wrote: Also the Tyrant guard can tank more lascannon shots than a dreadnought. You know why? Because the Tyrant guard has a larger health pool.
The point is not in damaging it, the snare is the most dangerous effect of lascannon.
Dark Riku wrote:A lone rocket launcher can't even hurt it while in shieldmode and you think that is fine? A lascannon deals 13DPS to it. Calculate how long it takes to die
Much, Much shorter than for to fully regenerate. And a rocket launcher cant outdamage chimera that is being repaired as well.
Black Relic wrote: they should not have melee resistance because then carnifexes would be overshadowed and no one would get them since they cost too much compared to tyrant guard and are in t3.
Noone uses melee carnifex anymore, way too costly for a such a walker that doesnt even have splash damage in melee gets kited by any tank and, most importantly, has to slowly stomp back to base to get repaired. Only option (and a good one) is plasmabarbed. Because venom cannon is underperforming for its huge price since the fire on the move got removed.
And the semi-retardness of rippers is already discussed in another thread. Yes, they are extremely effective in assaulting set ups (unless opponent has aoe weapons) but tying stuff in melee is their only use now. Their snare effect is uneffective (unless opponents forget to look at their vehicle for like 10 seconds or so)
Aguxyz wrote:idk if it's just me but i think its retarted that haywire nade's from warp spiders can affect it makes no sense to me
And techmarine nade also affects tg. So one nade and a banshee squad nearby = dead tyrant guard.
Because, as Dark Riku said, melee walkers supposed to dedicated melee units, they should not die to banshees. Except tyrant guard.
Dark Riku wrote:It's only vulnerable to power melee squads an only if it's unsupported. You can still go into shieldwall and those power melee units can't do shit against it any longer.
And, khm, heavy melee.. so no, not only power melee squads are effective.
If a tyrant guard goes shieldwall, It is pretty much out of the game untill:
1. It regens all its HP (with a speed of 2 scouts repair it will take quite a long time, like fixing a land raider. However land raider woud still be in combat)
2. It has enough energy and the situation is favourable for him to get to safety.
Dark Riku wrote:Batman wrote:Heavy melee already deals half the damage to vehicle armour and full damage to super heavy infantry armour that tyrant guard has. Furthermore, it takes by far more damage from power melee/regular melee that vehicles.
And your point with this is?
Is that with heavy melee tyrant guard will die much faster than dreadnaut. When dreadnaut receives 0.6*0.5 = 30% damage from heavy melee (40% melee resistanse + 50% damage of heavy melee to vehicles), tg will receive full 100%.