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GK Operatives - found the problem.

Posted: Mon 17 May, 2021 3:00 pm
by LOCALgHOST
Need to check out the ops weapon stats - seems like there are no distance regions =- maybe that's why they deal waaaaaay more damage than they should? Like they do full damage, not range-based, like all other shotguns do (closer = more DMG). also wind_down time reduced, compared to catachans.

Kinda need just swap weapon type to ig_guardsmen_shotgun and see what happens.

Re: GK Operatives - found the problem.

Posted: Mon 17 May, 2021 4:58 pm
by GuruSkippy
only scouts and KN shotgun deal less or more damage depending on the range
catachans deal same damage all range, but no fotm
same for ops

Re: GK Operatives - found the problem.

Posted: Mon 17 May, 2021 9:35 pm
by LOCALgHOST
so maybe change that to scout style?
they are seems like op in pairs

Re: GK Operatives - found the problem.

Posted: Tue 18 May, 2021 2:34 am
by Torpid
They'd be far too good against melee then, and the synergy with infiltration would lead to even easier wipes.

Clearly the dps just needs to go down period. Regen gained when breaking fallback plan is probably too high atm too.

Re: GK Operatives - found the problem.

Posted: Tue 18 May, 2021 7:53 am
by LOCALgHOST
i meant in terms of damage reduction with range

Re: GK Operatives - found the problem.

Posted: Tue 18 May, 2021 8:36 am
by GuruSkippy
LOCALgHOST wrote:i meant in terms of damage reduction with range

if you reduce their damage with range, you must give them fotm. And they will be even stronger imo.

Torpid wrote:Clearly the dps just needs to go down period. Regen gained when breaking fallback plan is probably too high atm too.

Their dps per shotgun is the same as catachans, isn't it ?
And regen after breaking fallback will be nerfed in the future patch.

I do agree that operatives are too good right now, and I totally approve the future nerf on regen after breaking retreat.
But I'm not sure that nerfing their dps is a good idea.
Personally, I think I'd make them move a little bit slowly when invisible, like -0.5speed. (and tbh, I'd do the same with pretty much all units and heroes invisible in game, except tzeentch worship and ranger holo fields, but that's an other topic)

Do not forget that OM doesn't have a real suppression team.
Melee heroes are a fucking pain for them in T1, or even warriors and ASM/raptors.
If you nerf operatives too much, you better buff purgation squad to be able to counter these units.

Re: GK Operatives - found the problem.

Posted: Tue 18 May, 2021 12:24 pm
by Inekura
They are way burstier than catas (check the weapon profiles) even tho they have same dmg in the long run.
Also their speed and infiltration helps them loads.
I'd just try to give them the catachan shotgun stats and see how it plays out