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Re: drop pods

Posted: Fri 22 Jun, 2018 11:52 pm
by Toilailee
I do use the other pod too, I was probably the one arguing hardest to keep it too. :(
I'm actually quite satisfied with how it turned out with keeping the both pods in.

Also I don't remember the game you're referring to piano. :?

Re: drop pods

Posted: Wed 27 Jun, 2018 3:13 pm
by Cheekie Monkie
100 req discount is indeed nice, but is it really that much more powerful than other call ins to warrant a nerf? A reinforce point isn't even that great as SM anyway as I'd often rather retreat than bleed models and reinforce in the field.

One of the few things I enjoyed about Dow 3 was that it made drop pods a key faction mechanic for SM.

Re: drop pods

Posted: Wed 27 Jun, 2018 3:58 pm
by Phoenix
That is kinda the thing; there is no other T1 call in in the game (that the drop pod could be compared to).

Re: drop pods

Posted: Wed 27 Jun, 2018 6:19 pm
by Devon
Increase the drop pod to 350/100 would be more fair to keep in line with other units.
But I also think that initial cost of Tacs should be 425 in comparison to current cost effectiveness and upkeep of all tier 1 units.

Although it's fairly balanced for tier 1 cost effectiveness, when you compare the extreme ends, things stand out a lot. Such as Eldar vs Nids and IG vs Nids. And for Tier 2, it's whole another story.

Re: drop pods

Posted: Sun 15 Jul, 2018 8:38 pm
by Black Relic
Tacs are fine. They used to be 500 req and it was lowered to 450. Drop pod is fine. Although, we could consider moving the tac drop pod to the heroes and the vanilla drop pod to the global bar. While that's not a nerf to the ability that is and indirect nerf to ease of use of the drop pod making keeping your hero there for the engagement necessary to get the reward of the drop pod in the middle of the fight.

Re: drop pods

Posted: Sun 15 Jul, 2018 8:56 pm
by Paranoid Kamikaze
There is nothing wrong with drop pods :| Tacs are only useful unupgraded in T1. Past that you need to spend resources to make them useful. They're not like other drop-ins where you save tons of power plus req. The reinforce doesn't even really matter unless Apo. It goes down easily and it's not spammable.

Re: drop pods

Posted: Sun 15 Jul, 2018 9:01 pm
by TE | NoSkill
I still dream about dreadclaws for chaos....

Re: drop pods

Posted: Thu 19 Jul, 2018 2:32 pm
by boss
TE | NoSkill wrote:I still dream about dreadclaws for chaos....

:twisted:

Re: drop pods

Posted: Fri 20 Jul, 2018 6:15 pm
by lomors
SM T1 is really power heavy anywayz. It gives them a chance to spend less power and get easier to t2. I don't think it needs a nerf. Maybe a bit of req increase.

Aside from it being op or not op, I think that the fact it's being used a lot by SM players is simply cool gameplay wise compared to retail. Me says leave it alone.

Re: drop pods

Posted: Sat 21 Jul, 2018 1:59 pm
by LOCALgHOST
lomors wrote:SM T1 is really power heavy anywayz. It gives them a chance to spend less power and get easier to t2. I don't think it needs a nerf. Maybe a bit of req increase.

Aside from it being op or not op, I think that the fact it's being used a lot by SM players is simply cool gameplay wise compared to retail. Me says leave it alone.


more drops for the drop god!

Re: drop pods

Posted: Mon 23 Jul, 2018 8:25 pm
by TE | NoSkill
btw, how often do ppl use the commander specific pod???

Re: drop pods

Posted: Tue 24 Jul, 2018 6:17 pm
by LOCALgHOST
TE | NoSkill wrote:btw, how often do ppl use the commander specific pod???


commander's pod is awesome when you have to reinforce army - 1 model tac+asm (4 models 300+ req) and others. It saves requsition and make reinforce point on the map for you

Re: drop pods

Posted: Tue 24 Jul, 2018 8:32 pm
by Paranoid Kamikaze
TE | NoSkill wrote:btw, how often do ppl use the commander specific pod???


I use it after a bad engagement when I lose a lot of models. Doesn't happen a lot but it's incredibly useful when I do.

Re: drop pods

Posted: Tue 11 Sep, 2018 10:24 am
by boss
Still find it funny people want to nerf drop pods.