Page 1 of 1

Terminator FC health regen a bit too high?

Posted: Sun 20 Jan, 2019 3:08 pm
by Yabbaman
Don't you think so?

Re: Terminator FC health regen a bit too high?

Posted: Sun 20 Jan, 2019 9:17 pm
by Torpid
Yeah. Probably.

Re: Terminator FC health regen a bit too high?

Posted: Mon 21 Jan, 2019 12:16 am
by Nurland
How much is it now?

Re: Terminator FC health regen a bit too high?

Posted: Mon 21 Jan, 2019 12:28 am
by Torpid
3.5hp/s.

Re: Terminator FC health regen a bit too high?

Posted: Mon 21 Jan, 2019 6:24 am
by LOCALgHOST
why 3.5 hp/sec for terminator is too high?

Re: Terminator FC health regen a bit too high?

Posted: Mon 21 Jan, 2019 7:08 pm
by Yabbaman
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?

Posted: Tue 22 Jan, 2019 12:54 am
by Broodwich
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

Re: Terminator FC health regen a bit too high?

Posted: Wed 23 Jan, 2019 12:17 pm
by Asmon
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?

Posted: Wed 23 Jan, 2019 12:41 pm
by Indrid
He should have to pay extra for the teleporter.

Re: Terminator FC health regen a bit too high?

Posted: Wed 23 Jan, 2019 10:14 pm
by Nurland
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.

Re: Terminator FC health regen a bit too high?

Posted: Thu 24 Jan, 2019 4:02 pm
by Cheekie Monkie
Make it so that he turns into a vanilla chaos Lord unless until he buys extra upgrades :D

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?

Re: Terminator FC health regen a bit too high?

Posted: Thu 24 Jan, 2019 6:16 pm
by NaCl
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?

Posted: Thu 24 Jan, 2019 7:36 pm
by Broodwich
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

Re: Terminator FC health regen a bit too high?

Posted: Fri 25 Jan, 2019 10:57 am
by Yabbaman
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?

Posted: Sun 27 Jan, 2019 12:22 am
by Atlas
How's 2.5 hp/s instead?

Re: Terminator FC health regen a bit too high?

Posted: Wed 30 Jan, 2019 7:59 pm
by LOCALgHOST
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

Re: Terminator FC health regen a bit too high?

Posted: Wed 30 Jan, 2019 11:17 pm
by Broodwich
You know, there's a new topic button

Re: Terminator FC health regen a bit too high?

Posted: Sat 02 Feb, 2019 11:10 am
by LOCALgHOST
I just sick and tired to constant SM nerf, spread some anger :)

Re: Terminator FC health regen a bit too high?

Posted: Sat 16 Feb, 2019 6:34 am
by Black Relic
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!

Re: Terminator FC health regen a bit too high?

Posted: Sat 16 Feb, 2019 6:11 pm
by Yabbaman
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.