GK Plasma Cannon Dreadnought
Posted: Sun 17 Nov, 2019 2:22 pm
Since I am lazy, I will just copy+pasta the Discord discussion here:
I would really like some input on this unit. I think it fulfills too many roles/closes too many gaps in the GK roster. It basically removes 99% of ranged infantry from the field (i.e. much needed Plasma Weaponry against GK infantry).
Since the introduction of the Conversion Beamer, GK should not really fear Tanks in T3 too, closing that avenue as well, making the P-Dev Dread safe against vehicles too.
So they have strong AV options now (can even buff their dmg substantially), have good anti-infantry too, range superiority as well.
Code: Select all
02:34] Adeptus Noobus: how do you guys feel about the p-dev dreadnought?ß
[08:39] combustible orange: It is probably the best range upgrade you can get out of all the range options for dreadnoughts.
[09:02] Shroom: its pretty much team game only
[09:03] Shroom: its 100% useless in melee, as compared to 50% useless in melee for normal ranged dreads
[09:03] Shroom: for a 150 power unit thats really bad
[09:36] combustible orange: Yeah, in team games, it has the best scaling range upgrade
[09:37] combustible orange: I wish ven. dreadnought has options for range
[12:11] Boss: pdevs dread are dumb
[12:11] Boss: should never became a thing into this mod
[12:27] Boss: its like a t2 fire prism/assault cannon dread with 1300 hp
[12:27] Boss: balanced
[13:32] Adeptus Noobus: I share your opinion, Boss and Shroom: It is useless in a competitive context but (imho) blatantly OP in teamgames.
- (almost) Assault Cannon level damage from the heavy bolter
- Plasma Cannon (range 44) on a walker (ability KB incl. on each shot)
- 1300hp (100hp more than SM Dread)
- has access to Maelstrom (in case it ever got caught in melee)
- 550/150
- anti-all, never seizing to scale
You also can't counter it like a P-Dev because the windup is much shorter (0.6s vs 2s).
All in all, this variant either needs re-balancing or just needs to be dropped.
[13:34] Shroom: with maelstrom its 650/180
[13:34] Shroom: or 650/170? idr
[13:34] Shroom: thats pretty much super unit cost right there
[13:34] Shroom: and it falls off pretty hard in tier 3
[14:11] Adeptus Noobus: how does it fall-off?
[14:11] Adeptus Noobus: it is a p-dev dreadnought
[14:11] Adeptus Noobus: plasma dmg
[14:11] Adeptus Noobus: ability kb
[14:11] Adeptus Noobus: on a walker
[14:12] Shroom: because tanks exist
[14:12] Adeptus Noobus: it removes the only threat for GK T3
[14:12] Adeptus Noobus: well not the only
[14:12] Boss: Tanks lose to it
[14:12] Boss: 1300 heath
[14:12] Adeptus Noobus: but pretty much removes ranged infantry from the board
[14:12] Shroom: uh
[14:12] Shroom: lol
[14:12] Shroom: if you want to tell me that a laspred or a vanquisher leman loses to pdread
[14:13] Shroom: then youre delusional
[14:13] Adeptus Noobus: and GK have av setups now
[14:13] Adeptus Noobus: and its T2
[14:18] Adeptus Noobus: Conversion Beamer >> Chaos Havocs >> SM Lascannon
[14:19] Adeptus Noobus: 220 dph from max range - 165 dph from minimum range - which would be SM Lascannon level
I would really like some input on this unit. I think it fulfills too many roles/closes too many gaps in the GK roster. It basically removes 99% of ranged infantry from the field (i.e. much needed Plasma Weaponry against GK infantry).
Since the introduction of the Conversion Beamer, GK should not really fear Tanks in T3 too, closing that avenue as well, making the P-Dev Dread safe against vehicles too.
So they have strong AV options now (can even buff their dmg substantially), have good anti-infantry too, range superiority as well.