Terminator FC health regen a bit too high?
Terminator FC health regen a bit too high?
Don't you think so?
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Re: Terminator FC health regen a bit too high?
why 3.5 hp/sec for terminator is too high?
Re: Terminator FC health regen a bit too high?
LOCALgHOST wrote:why 3.5 hp/sec for terminator is too high?
Because it's a very strong unit?
Re: Terminator FC health regen a bit too high?
because it can retreat and be repurchased for 250 req. Since it doesn't level, it doesn't take long to get to 250
you know, in addition to all the other things he does
you know, in addition to all the other things he does
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Re: Terminator FC health regen a bit too high?
I've always been part of the remove-termi-FC fellowship so I can't really weigh in right here with no bias. However I'd say that the health regen, although meaningful, is quite not the main issue here. I'd rather see an increase in cost for both the upgrade and the repurchase cost, if we insist on keeping the unit in the game.
Re: Terminator FC health regen a bit too high?
He should have to pay extra for the teleporter.
Re: Terminator FC health regen a bit too high?
Termi FC is already more or less the most niche upgrade for him as he is better in most scenarios with other loadouts... Though 3,5hp/s is probably a bit much for his hp regen.
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- Cheekie Monkie
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Re: Terminator FC health regen a bit too high?
Make it so that he turns into a vanilla chaos Lord unless until he buys extra upgrades
It is and always has been a bit of a troll upgrade, incredibly hard to balance. What if it needs red to purchase so that you can't T3 rush it?
It is and always has been a bit of a troll upgrade, incredibly hard to balance. What if it needs red to purchase so that you can't T3 rush it?
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Re: Terminator FC health regen a bit too high?
I mean the only thing SM are good at is late game so I don't really get why is it necessary to nerf them
Re: Terminator FC health regen a bit too high?
Cheekie Monkie wrote:What if it needs red to purchase so that you can't T3 rush it?
I like this idea, if possible. 100-200 red or wouldn't seem over the top to me, considering his impact once he gets on the field
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Re: Terminator FC health regen a bit too high?
Asmon wrote:I've always been part of the remove-termi-FC fellowship so I can't really weigh in right here with no bias. However I'd say that the health regen, although meaningful, is quite not the main issue here. I'd rather see an increase in cost for both the upgrade and the repurchase cost, if we insist on keeping the unit in the game.
Unit is good and should be kept in the mod. As for the nerf, I would prefer to bring the cost back to 60-energy-something, remove the retreat and set the health regen to something plausible.
Re: Terminator FC health regen a bit too high?
How's 2.5 hp/s instead?
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Re: Terminator FC health regen a bit too high?
you better fix horma speed. it's insane. 6.5 + 3 charge? lol?
In vanilla we got speed buff only after horma upgrade
and now every single tyranid goes 3-4 hormagaunts and chew scouts and gens easily
In vanilla we got speed buff only after horma upgrade
and now every single tyranid goes 3-4 hormagaunts and chew scouts and gens easily
Re: Terminator FC health regen a bit too high?
You know, there's a new topic button
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Re: Terminator FC health regen a bit too high?
I just sick and tired to constant SM nerf, spread some anger
- Black Relic
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Re: Terminator FC health regen a bit too high?
Or make is teleport no be instantly unlocked??
Like he has accessory options? One is an iron halo to make him tanker but he has no teleport and the other is a teleporter and possibly a cyclone missile launcher for another accessory but still no teleporter??
Or just remove his teleporting stuffs. But if that is done DO NOT CHANGE ANYTHING ABOUT HIM!
Like he has accessory options? One is an iron halo to make him tanker but he has no teleport and the other is a teleporter and possibly a cyclone missile launcher for another accessory but still no teleporter??
Or just remove his teleporting stuffs. But if that is done DO NOT CHANGE ANYTHING ABOUT HIM!
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Re: Terminator FC health regen a bit too high?
Black Relic wrote:Or make is teleport no be instantly unlocked??
Like he has accessory options? One is an iron halo to make him tanker but he has no teleport and the other is a teleporter and possibly a cyclone missile launcher for another accessory but still no teleporter??
Or just remove his teleporting stuffs. But if that is done DO NOT CHANGE ANYTHING ABOUT HIM!
Just take away the retreat, make it chaseable by melee squads. Losing wargear and levels is tradeoff-enough when getting it. Being unable to retreat and losing him to banshees will really make ppl consider if rushing him is a good idea.
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