Drop Pod - Make up your mind

Issues dealing with gameplay balance.
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Ace of Swords
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Drop Pod - Make up your mind

Postby Ace of Swords » Thu 19 Jun, 2014 7:04 pm

So I was excited to see it dropping a tact squad, and that's all right, but currently it reinforces on landing all squads + reinforce beacon (that's also alright) and it drops a tact squad for the cost of 350 req - 200red.

Now I will never ever want to waste 200 red as apo or TM and most likely not as FC either for a level 1 tactical squad that has no upgrades they are a T1 squad,dropping from a T2 global that has an high red cost (the only similar squad are HT warriors drop, but they cost 300req,no power and still reinforce everything nearby and cost 150 red), SM doesn't grind kills like orks/nids/chaos and doesn't lose as many models as IG.

On the other hand this cost is justified because it also fully reinforces and drops a squad but I don't really want to waste 350 to reinforce all my stuff, it's probably cheaper to reinforce normally, especially when you are req starved plus you'll find yourself with a tacts squad that you don't want on your upkeep and popcap and this is especially a late game scenario.

So yeah, these are 2 cents, instead of having this bad hybrid either go back to the old one, or make it a specialized tacts call in, reduce red to 150, the squad should spawn with the sarge, and up the cost to 400 req.
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Re: Drop Pod - Make up your mind

Postby Vapor » Thu 19 Jun, 2014 8:13 pm

I def agree with dropping w the sarge
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Re: Drop Pod - Make up your mind

Postby Sneery_Thug » Thu 19 Jun, 2014 10:24 pm

Ok, I'm not the one to judge, not with my skill, but:

https://www.youtube.com/watch?v=aK0ObDUUkgE

in this match (though Caeltos won it and he did play great without a doubt,) but it looked like the lvl 1 tac squad out of the drop pod in t2 just bled models without achieving anything.
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Broodwich
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Re: Drop Pod - Make up your mind

Postby Broodwich » Thu 19 Jun, 2014 10:49 pm

I thought it was supposed to drop at least the sarge? A plain tac squad in t2 isn't much help
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Re: Drop Pod - Make up your mind

Postby BaptismByLoli » Thu 19 Jun, 2014 10:52 pm

It drops vanilla Tacs
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Torpid
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Re: Drop Pod - Make up your mind

Postby Torpid » Thu 19 Jun, 2014 11:31 pm

I agree with what Ace posted initially. Having the insta-sarge also means faster sterns which I approve of.
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Re: Drop Pod - Make up your mind

Postby Magus Magi » Fri 20 Jun, 2014 12:51 am

I've generally stopped posting on here, but I wanted to hop on and support the people asking for at least a sarge on the dropped squad.

That much red and req for the old dp that nobody used and a lousy vanilla tac. squad doesn't sound like a worthwhile move to me. That Tac. squad eats up tier 2 req which delays other tier 2 choices and increases pop by 15, increasing upkeep. Not to mention the red, which limits the availability of other drop units like termies or a ven dread.

The new dp is a very cool idea, but that squad has to have SOMETHING going for it beyond 14.5 DPS piercing per model and three more unleveled tacs to bleed in tier 2.

Make them start with a sarge and TSKNF charged. That's worth 20 pop eaten by a tier 1 squad in tier 2 along with several hundred red and several hundred req. Besides, with a healthy cooldown and the pop/resource cost, you're only going to see that new dp once or twice in any given 1v1.
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Re: Drop Pod - Make up your mind

Postby Atlas » Fri 20 Jun, 2014 1:04 am

Yeah, I only have initial impressions of the new pod but those impressions are fairly underwhelming. I tried to just skip tacs in T1 and pick them back up T2 but 350/0/200 is a lot to spend on a late tac squad. I know the pod still reinforces and all that but still :/
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Re: Drop Pod - Make up your mind

Postby BaptismByLoli » Fri 20 Jun, 2014 1:07 am

Atlas wrote:Yeah, I only have initial impressions of the new pod but those impressions are fairly underwhelming. I tried to just skip tacs in T1 and pick them back up T2 but 350/0/200 is a lot to spend on a late tac squad. I know the pod still reinforces and all that but still :/


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Re: Drop Pod - Make up your mind

Postby Toilailee » Sat 21 Jun, 2014 5:44 pm

Toilet does not approve the new drop pod changes.
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Re: Drop Pod - Make up your mind

Postby Venjitron » Sat 21 Jun, 2014 9:31 pm

i like the new drop pod...lets me get a cheap tact squad in t2 so i can spend more on gens and specialised units in t1....i can use it to bolster my forces in a ranged attrition battle....i do like the inclusion of a sgt idea but if it drops with a sgt it would need to add 20 power to the cost...
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Re: Drop Pod - Make up your mind

Postby Black Relic » Sun 22 Jun, 2014 5:58 am

Not it wouldn't. Warriors call in don't cost power. The warp spider call in doesn't cost power. If a Serg was added to the tac squad and the global also costed power to use, it would hardly ever see any action. Less so then it does atm.

I think the spawning of the tac squad should just be an option. Or a spawn that happens when you have no tactical marines on the field. Keeping the use of the global as it was. And giving a way that help "pick" you up after a bad engagement with the spawn of the tac squad.

So revert the global cost. And add a requirement that check to see if a player has a tac squad. If they don't. The tac squad will spawn. Then add a sub_actuon the the spawn that modifies the players resources so the tac squad is not free. How about giving that a go?
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Re: Drop Pod - Make up your mind

Postby Kvek » Sun 22 Jun, 2014 6:11 am

Black Relic wrote:Not it wouldn't. Warriors call in don't cost power. The warp spider call in doesn't cost power. If a Serg was added to the tac squad and the global also costed power to use, it would hardly ever see any action. Less so then it does atm.

I think the spawning of the tac squad should just be an option. Or a spawn that happens when you have no tactical marines on the field. Keeping the use of the global as it was. And giving a way that help "pick" you up after a bad engagement with the spawn of the tac squad.

So revert the global cost. And add a requirement that check to see if a player has a tac squad. If they don't. The tac squad will spawn. Then add a sub_actuon the the spawn that modifies the players resources so the tac squad is not free. How about giving that a go?

Stop comparing units....
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Re: Drop Pod - Make up your mind

Postby Black Relic » Sun 22 Jun, 2014 5:51 pm

Those are are globals not units...I was comparing their cost to the drop pods cost. Didn't think it was hard to grasp since we were talking about globals. Please don't tell me to not do something that I didn't even do.
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Re: Drop Pod - Make up your mind

Postby saltychipmunk » Mon 23 Jun, 2014 1:25 pm

TBA its not a global i can't see myself using much.


generally one gets tacs when they are trying to stay light on power investment going into t2, once you hit t2 however you really don't want more tacs, especially when you are paying alot of red and only marginally less req for them. Its akin to padding your upkeep.

for me if i want tacs , i get all the tacs i need in t1 so that they can gain exp killing the much squishier t1 units in the game.

plus sm is not usually the kind of race you want to sustain the kind of losses needed to justify this global.
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Re: Drop Pod - Make up your mind

Postby Nergal » Thu 03 Jul, 2014 12:45 am

Maybe we should reconsider other unit to go in the Drop pod :(
Maybe a Dready, or a diferent unit to each SM hero... who knows.
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Re: Drop Pod - Make up your mind

Postby Vapor » Thu 03 Jul, 2014 12:47 am

How about scouts? People rebuy em all the time
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Re: Drop Pod - Make up your mind

Postby Kithrixx » Thu 03 Jul, 2014 4:38 am

I had myself a bit of an idea regarding the drop pod.

  • Remove the Drop Pod's Tactical Squad.
  • If an Infantry unit (Tacs, Salts, Devs, Plas Devs, Scouts, Libby) is being trained, using the Drop Pod will finish training the unit instantly and deploy the unit at the Drop Pod's location.
  • Adjust the Drop Pod's cost. My ballpark estimate would be 200/200.
  • Allow the deployment of a Dread via the Drop Pod when Blessing of the Omnissiah is active (requiring an investment of 200/350 in abilities alone, total cost of 650/120/350 when factoring in the cost of the unit).
What do you folks think?
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Re: Drop Pod - Make up your mind

Postby Aertes » Thu 03 Jul, 2014 7:21 am

Nergal wrote:Maybe we should reconsider other unit to go in the Drop pod [...] a diferent unit to each SM hero

I like that idea. It could be:

- Force Commander: Assault Squad
- Techmarine: Devastator Squad
- Apothecary: Tactical Squad with Sergeant (the Sergeant would be there just for balance with the others)

But I think this would need an increase for the DropPod's R cost, around 400.
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Re: Drop Pod - Make up your mind

Postby BaptismByLoli » Thu 03 Jul, 2014 7:29 am

400 Red for a single Devastator squad is a bit crazy when 350 Red can give you a Venerable Dreadnought or Termies
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Re: Drop Pod - Make up your mind

Postby Kithrixx » Thu 03 Jul, 2014 9:16 am

Aertes wrote:
Nergal wrote:Maybe we should reconsider other unit to go in the Drop pod [...] a diferent unit to each SM hero

I like that idea. It could be:

- Force Commander: Assault Squad
- Techmarine: Devastator Squad
- Apothecary: Tactical Squad with Sergeant (the Sergeant would be there just for balance with the others)

But I think this would need an increase for the DropPod's R cost, around 400.


R for Red or R for Req?

Either way, I feel like that would be too... limiting, I suppose? I don't know, I feel like I would find myself wishing for the drops of other commanders depending on the situation.
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Re: Drop Pod - Make up your mind

Postby sk4zi » Thu 03 Jul, 2014 10:02 am

i think the best with drop pods would be to have them much cheaper and variable what you drop.

so if i were the designer i would have done it similar to DOW1 -
make the SM base enterable maybe up to 3 squads or so and then the drop pod drops everything which is inside the base for lets say 100 red. (actually the SM base even looks like the dropthing building in DOW1)

or let it allways be just one aquad but even cheaper (50red) and then make no CD for the Droppod so that the player can drop more than one at a time
ofc it should not reinforce then. just kb and a bit of dmg

or make drop pods buildable, enterable and then leap. the global drops then all of the leaped pods...

but nvm, just brainstorming.
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Drop Pod - Make up your mind

Postby Nurland » Thu 03 Jul, 2014 10:46 am

Yah. 400 red is just too much (it is a crapton for any squad) And provided such a change would be made to drop pods; cost of the global should be adjusted so that FC, TM and Apo would need different req and power costs for the global.
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Re: Drop Pod - Make up your mind

Postby Ace of Swords » Thu 03 Jul, 2014 11:11 am

Kithrixx wrote:I had myself a bit of an idea regarding the drop pod.

  • Remove the Drop Pod's Tactical Squad.
  • If an Infantry unit (Tacs, Salts, Devs, Plas Devs, Scouts, Libby) is being trained, using the Drop Pod will finish training the unit instantly and deploy the unit at the Drop Pod's location.
  • Adjust the Drop Pod's cost. My ballpark estimate would be 200/200.
  • Allow the deployment of a Dread via the Drop Pod when Blessing of the Omnissiah is active (requiring an investment of 200/350 in abilities alone, total cost of 650/120/350 when factoring in the cost of the unit).
What do you folks think?

That would be extremely pointless.
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Re: Drop Pod - Make up your mind

Postby Nergal » Thu 03 Jul, 2014 11:24 am

Or make it like a resupply pod, similar how it was before... heal, reinforce, all the better.
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Re: Drop Pod - Make up your mind

Postby Sub_Zero » Thu 03 Jul, 2014 12:54 pm

That sounds great to give a unique drop pod to each commander. Like FC's drop pod on landing inspires, Apo's drop pod deploys tougher tacs (ATSKNF activated?), Techmarine's drop pod deploys sharp shooters (tacs have their ranged damage buffed?), I still think tacs should come with a sarge.

And what about dropping sternguard veterans and remove them completely as an upgrade for tacs?
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Re: Drop Pod - Make up your mind

Postby Ace of Swords » Thu 03 Jul, 2014 1:03 pm

And what about dropping sternguard veterans and remove them completely as an upgrade for tacs?


That actually sounds pretty good.
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Re: Drop Pod - Make up your mind

Postby Raffa » Thu 03 Jul, 2014 1:20 pm

Ace of Swords wrote:
And what about dropping sternguard veterans and remove them completely as an upgrade for tacs?


That actually sounds pretty good.

Yes it does.

The problem would be making them fit cost-wise into the SM eco, which can only really get req spikes in T2 if your army comp is just scouts, tacs, asm and hero upgrades (i.e. in team games).
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Re: Drop Pod - Make up your mind

Postby saltychipmunk » Thu 03 Jul, 2014 2:02 pm

Sm just is not a race that really re-buys t1 units that much.
if you want asm , you tend to have your asm going in
if you want devs, you tend to have your devs going in
etc
sm squads are far too population heavy to really make good use of a drop in ability that also does not deploy a strategy changing unit.

t1 units and sterns for all their versatility really aren't strategy changers.

forgetting the red for a second the pop req and upkeep alone would be better spent on actual t2 units and upgrades.
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Re: Drop Pod - Make up your mind

Postby Dark Riku » Thu 03 Jul, 2014 4:49 pm

How about reverting to like it was before. It had some nice utility even if it costed too much red.
And we just keep the exp tacs have on the upgraded sternguard. (same for asm-vang)

It's not like SM will actually be able to stand their ground versus anything with these changes.

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