Terminator FC health regen a bit too high?

Issues dealing with gameplay balance.
Yabbaman
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Terminator FC health regen a bit too high?

Postby Yabbaman » Sun 20 Jan, 2019 3:08 pm

Don't you think so?
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Torpid
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Re: Terminator FC health regen a bit too high?

Postby Torpid » Sun 20 Jan, 2019 9:17 pm

Yeah. Probably.
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Nurland
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Re: Terminator FC health regen a bit too high?

Postby Nurland » Mon 21 Jan, 2019 12:16 am

How much is it now?
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Torpid
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Re: Terminator FC health regen a bit too high?

Postby Torpid » Mon 21 Jan, 2019 12:28 am

3.5hp/s.
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Re: Terminator FC health regen a bit too high?

Postby LOCALgHOST » Mon 21 Jan, 2019 6:24 am

why 3.5 hp/sec for terminator is too high?
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Re: Terminator FC health regen a bit too high?

Postby Yabbaman » Mon 21 Jan, 2019 7:08 pm

LOCALgHOST wrote:why 3.5 hp/sec for terminator is too high?


Because it's a very strong unit?
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Broodwich
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Re: Terminator FC health regen a bit too high?

Postby Broodwich » Tue 22 Jan, 2019 12:54 am

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
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Asmon
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Re: Terminator FC health regen a bit too high?

Postby Asmon » Wed 23 Jan, 2019 12:17 pm

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.
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Re: Terminator FC health regen a bit too high?

Postby Indrid » Wed 23 Jan, 2019 12:41 pm

He should have to pay extra for the teleporter.
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Re: Terminator FC health regen a bit too high?

Postby Nurland » Wed 23 Jan, 2019 10:14 pm

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?

Postby Cheekie Monkie » Thu 24 Jan, 2019 4:02 pm

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?
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Re: Terminator FC health regen a bit too high?

Postby NaCl » Thu 24 Jan, 2019 6:16 pm

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
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Broodwich
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Re: Terminator FC health regen a bit too high?

Postby Broodwich » Thu 24 Jan, 2019 7:36 pm

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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Yabbaman
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Re: Terminator FC health regen a bit too high?

Postby Yabbaman » Fri 25 Jan, 2019 10:57 am

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.
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Re: Terminator FC health regen a bit too high?

Postby Atlas » Sun 27 Jan, 2019 12:22 am

How's 2.5 hp/s instead?
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Re: Terminator FC health regen a bit too high?

Postby LOCALgHOST » Wed 30 Jan, 2019 7:59 pm

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
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Broodwich
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Re: Terminator FC health regen a bit too high?

Postby Broodwich » Wed 30 Jan, 2019 11:17 pm

You know, there's a new topic button
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LOCALgHOST
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Re: Terminator FC health regen a bit too high?

Postby LOCALgHOST » Sat 02 Feb, 2019 11:10 am

I just sick and tired to constant SM nerf, spread some anger :)
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Re: Terminator FC health regen a bit too high?

Postby Black Relic » Sat 16 Feb, 2019 6:34 am

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!
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Re: Terminator FC health regen a bit too high?

Postby Yabbaman » Sat 16 Feb, 2019 6:11 pm

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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