Postby Black Relic » Thu 10 May, 2018 6:39 am
Flamer doing Melta damage is a no no. Too much overlap, no even the niche AC has no use and the cyclone missile launcher has no use. Just no no.
While I do think its ok to have niches vs curtain compositions/ builds is not good to have niches vs specific races. To me that sounds like a shit way to do balance. Because then people will pick race vs a specific race, and thats BS. while it is most likely not possible completely eliminate certain races overpowering others, it should be a goal to eliminate that as much as possible while trying to keep each race unique. Its not easy. Never easy. But you can only get closer to that goal but working towards it. But i digress.
The Bionic eye (was mentioned so a bit on that) is pretty OP. Just hard to use in a 3v3 scenerio which is were alot of people get it. Get it and a chimera in 1v1 and watch your enemy cry when their set up gets raped by one guardsmen squad with plasma. People are too aggressive with the buff it gives leading to poor decision making. Your set up team getting suppressed? Bionic eye. It getting focused? Bionic eye. You have a pesky tank that needs to die and is out of position. Storm troopers with melta, shoot one and then infiltrate them. Try and not be so aggressive and you will see rewards. Plus if you pop loyal to the ends and then shoot a model, instant ~120% (the buffs are not addictive) damage buff.
Powerblades is crap and doesn't really offer anything to the Warp Spider. His other wargears are better and safer options. You get it for artillery hunting, that about it. You want it to be slightly less niche, add a HP increase of 50 or so. But it will still be crap since it doesn't pronounce what the warp spider is good at. Shooting, control and being hard to catch. The war gear changes the hero in to teleportation melee hero. Its decent for harassing capping squads. But his range dps does it better and is more reliable imo. Remove the heavy melee and change it to power melee. The wargear will see ALOT more uses and perform the role that the wargear is intended for and still will put pressure on artillery vehicles like the manticore.
Icon of tzeentch, under utilized due to the energy cost. Fucking amazing wargear though. Chains and wait. Once they break free pick a low hp unit going in and blow it up. Use it for the KB it does to nearby infantry not for the damage. Thats were the war gear shines. People try to get that big damage and explosion from the wargear. Not practical. It just requires the Sorc to use Consume alot.
Bioplasma, yea pretty much. But it is good to dislodge setup teams. Thats the intended use imo if you don't want to commit raveners for that. Use it to dislodge, munch on front line with raveners in tow, and then when set up gets buck up and its almost ready to fire. Jump it. If it was slightly more accurate it would be worlds better. Possibly OP.
But on the fact of terminators. I have hardly had an issue vs terminators with a Heavy flamer or an AC unless i was behind. Ac is good vs Eldar when they are behind. Bashees will wail to each other then. So will guardians. But that one squad the melt. If i was warp spider i would use phase shift Just to stop that unit from shooting and kill the rest of the army. Farseer? Fortune maybe?? Might be ok will lower the Piercing damage by 40% (or any damage period) i think. Warlock? I think the cloak of shadows would be good with the shield global. OO yes bleed great off a t1 squad. Brutal when the enemy lacks a single req point.
But i am not giving the AC enough credit. Is it good? yea its ok i guess. Is it really worth it? No. I never get it. Cyclone or the flamer. Assault Cannon has never been an option. Because the storm bolters already rape low HP high model squads. The assault cannon just helps do that slightly faster but its limited by the cool down, reload time and frequency. When a models dies the model doing the killing, stops and that fires again. Despite their being no wind up time, due to that short pause, the damage drop is noticeable, and not to mention the 3 second cool down is ginormous. There is little reason to get the AC. You have the HI problem? Plasma tac. Annoying infantry blob? Plasma cannon or whirlwind. Tank? Take your pick on what to use. Melee blob? get a scout squad with shotguns, maybe even 2 (dont only rely on devastators for suppression in t3) trust me they will help tons with that late game, just dont use them as a front line units, counter initiation, dont rush them up to get shotguns off, and they provide more map control some people completely forget about, pop infiltration and decap natural ALL the time dont even bother with capping it. Just focus on damaging you enemies economy, capping it is a bonus, decapping it already completes the task you intended. Worth it 100%.
SM thrive in control and being a tough\adaptable race. They dont do damage very very fast (unless your FC) and imo the require more compatibility in a build the other races with Eldar topping it. The only Hero that can make any build work imo is FC, and maybe Apo. Although the techmarine's mine do offer some unique play. But Ac doesn't offer anything but damage and suppression after 5 years of shooting. There are better options since the killing low HP high model squads is what they do well at already.
As for the Heavy Flamer, I am fine with saying its good in specific maps, but in a 3v3 map. F no thats no reason to justify a weapon. F 3v3 as a balance reason, we have always said that, (with a few exceptions). While i dont agree with Noskill and melta damage (its absurd), it being good only because its ability is shit design. If the ability didn't exist even a cost of 75/20 for the heavy flamer wouldn't convince me to buy it on my terminators. The weapon high cost is only due to the ability and not the weapon. The only time that would happen is on a Hero, but not a squad. I want the ability toned down in favor of the heavy flamer basic attack doing a tad bit better. The ability could do less damage but have a debuff that lowers affects squads resistances to flame damage, to make even Tac flamer and dreadnought flamers be worth using in t3. That sounds fucking cool, interesting and adds more variety to the game. There are still risks involved with flamers though(due to the poor range) but that is what makes a game enjoyable.
My vote is AC is boring and needs work and Heavy Flamer is boring and needs work. Cyclone missile launcher= yea for control and versatility. But whatever that is my opinion.
"...With every strike of his sword, with every word of his speech, does he reaffirm the ideals of our honored master..." -From the Teachings of Roboute Guilliman as laid down in the Apocrypha of Skaros. Space Marines Codex pg. 54