egewithin wrote:- IG has walking medical bunkers
So just adding heal aura to the chimera?
egewithin wrote:- IG has walking medical bunkers
Psycho wrote:egewithin wrote:- IG has walking medical bunkers
So just adding heal aura to the chimera?
Reg9678 wrote:Coming back from vacation and it's impossible to quote or mention everything which was discussed before. Though it is nice to see this lively and mostly factually discussion here. I think we can conclude that there is a number of people not feeling to good about the Falcon while it's likely the best to wait for the changes coming in 2.8. Maybe some problems concerning it will be equalised once the Falcon's gen bash ability will be cut in half.
No comments on the changes to blind nades?
Adeptus Noobus wrote:The scorch beam indicator should not be controversial at all since its always good to reveal hidden mechanics. That is not just about quality of life but balance actually.
boss wrote:Reg9678 wrote:Coming back from vacation and it's impossible to quote or mention everything which was discussed before. Though it is nice to see this lively and mostly factually discussion here. I think we can conclude that there is a number of people not feeling to good about the Falcon while it's likely the best to wait for the changes coming in 2.8. Maybe some problems concerning it will be equalised once the Falcon's gen bash ability will be cut in half.
No comments on the changes to blind nades?
WTF ARE BLIND NADES?
Reg9678 wrote:boss wrote:Reg9678 wrote:Coming back from vacation and it's impossible to quote or mention everything which was discussed before. Though it is nice to see this lively and mostly factually discussion here. I think we can conclude that there is a number of people not feeling to good about the Falcon while it's likely the best to wait for the changes coming in 2.8. Maybe some problems concerning it will be equalised once the Falcon's gen bash ability will be cut in half.
No comments on the changes to blind nades?
WTF ARE BLIND NADES?
The ASM blind grenade. Like I wrote earlier: -A more or less experimental suggestion for ASM is to give them use to their blind grenade on T1. It's a heavily underused ability which may be because of it is locked behind a 20 energy upgrade(which no one will get for blind nade) and drains energy which could be otherwise used for a jump/melta. [There too different apporaches here: Either letting them start with this ability or bring them in line with Raptors(400/40) and give it as an upgrade(50/10)]. Being very similar to the Spotters smoke nade the blind nade itself certainly would fit well into T1 and it would also be balanced by it's energy drain and the often very wacky way squads in melee react to an order for a nade throw.
Rostam wrote:Blind nade has situational usage hence making it mostly garbage , why on blue berry balls would u throw those instead of jump or melta
Phoenix wrote:I mean I wouldnt mind giving them a seperate Blind Grenade upgrade in t1 but who would purchase that? The rare occasions in that they are used are vs garrisons and turrets. SM t1 is already very capable to deal with garrisons (flamer/sniper scouts/grenades/apo vials/etc.). I guess you could use it to get out of an entrenched turret situation? Then again spending another 10 (?) power in t1 for a luxury perk as SM is risky.
Oh and lowering ASM base cost for that upgrade is a big no no. In fact that would be a huge ninja buff to ASM, I don't even know how you come up with that; do you think ASM are underperforming?
Ace of Swords wrote:Separating blind nades from melta would be a huge nerf to them imo, unless you reduce the cost of meltas, I'd leave them as they are.
Rostam wrote:how about replacing the plasma kasrikin with Melta kasrikin
Instead of Plasma kasrikin u can get Plasma GM which literally do same dmg, so why even bother geting pg kasrikin
Also nade launchers is their best option, basically the reason people should get kasrikins
Black Relic wrote:Wait hold on a minute. They have built in ability that grants a speed boost and suppression immunity???????? WTF? That's stupid though since it sounds like they performed so badly they needed a speed buff and suppression immunity in order to perform well. Most units that have an ability to ignore suppression and/or damage resistance have something taken away to compensate. Tacs move slower, nobs and sluggas their ability is locked behind red usage. Every Eldar unit have their damage output reduced when under the effects of Fleet of Foot (which make the global swift movement so good since it give every squad Fleet of Foot without the damage reduction). The only abilities that offer this things, or similar buff, without a negative should only be a hero ability or if the units role is to be a line breaker but they get one or the other.
How about instead when they are in cover they take no courage damage instead. Would have a reason for people to use build able cover form GMs late game. And then instead of a speed boost ability they just have a chance to dodge a range attack, say 10%. Making even light cover beastly. Fits the hold the line theme of IG. With the grenades, and capping speed they are still good skirmishers. Maybe even increase their speed to 5.5 to match the IG heros (although the LGs retinue is still locked in at speed of 5 when the LG himself is 5.5) to further emphasize their better training or expertise compared to other GMs.
Idk i just don't like the thought of a range unit having both of those things. Just sounds ridiculous to me and the only excuse for this is, again, because they were under performing and hard countered by suppression.
Also is there a reason as to why Sternguard is still limited to one? I get the reason for it in t2 but can we increase the cap by one in t3? I understand why Vanguard veteran squad is limited to one but not Sternguard.
The Kasrkin are the elite of the already skilled Cadian planetary military forces and are chosen to serve in the Imperial Guard when they are still serving as Whiteshields (new recruits) in the Cadian Planetary Defence Forces. Their training is more than a match for that provided to the elite Imperial Storm Troopers (Kasrkin are the Cadian equivalent of the Storm Troopers) and they are utterly dedicated to the preservation of Cadia, whereas Imperial Storm Troopers are indoctrinated to provide for the defence of the entire Imperium of Man. Kasrkin soldiers are well-known amongst the Storm Trooper regiments assigned to Cadia, and are renowned for their ability to remain cool under fire in combat situations where even many other veteran Cadian Guardsmen would break.
Kasrkin are highly trained in the use of numerous heavy weapons, and are entrusted with special equipment of high quality and rare craftsmanship such as their Hellguns and Hotshot Lasguns, which are much more powerful versions of the normal Lasgun used by regular Guardsmen. They wear Carapace Armor and helmets sealed for hazardous environments. This armour also deflects and absorbs incoming projectiles far better than standard Imperial Guard Flak Armour. Kasrkin are also given minor biological modifications to allow them to move quickly despite their heavier gear. Kasrkin sergeants often wield rare and powerful equipment more commonly used by Imperial Guard officers such as Power Swords and hot-shot Laspistols. The Kasrkin often carry special weapons suited to their assault role on the battlefield and exceptional marksmanship, including Plasma Guns, Meltaguns, Grenade Launchers, and Flamers. Much like the elite Grenadiers, the Kasrkin carry both Frag Grenades and Krak Grenades and are extensively trained in the use of these weapons. Some chroniclers amongst the Tactica Imperialis have recorded a number of difficult fire fights in the Kasrkin's history that were resolved by the creative application of grenades.
The Kasrkin also have an ethos of duty and honour that is impressive for members of the Imperial Guard, who are usually far more interested simply in staying alive. Whereas the standard Storm Trooper is looked down upon by many different regiments of Imperial Guardsmen for their elite status, the Kasrkin are looked upon with great favour among the standard regiments of Cadian Shock Troops. They are the ultimate warriors of the Imperial Guard who fought against the Forces of Chaos, and they led the charge in the defence of Cadia from the Chaotic forces of Abaddon's 13th Black Crusade in 999.M41 that is currently still occupying much of the Fortress World's surface. To be a Kasrkin is to hold a position of honour, and all Cadians recognise this truth and the role they play in defending their world.
TE | NoSkill wrote:Btw, is it intended for Kasrkin to give less red(12) then stormtroopers(14) ?
The Kasrkin are the elite of the already skilled Cadian planetary military forces and are chosen to serve in the Imperial Guard when they are still serving as Whiteshields (new recruits) in the Cadian Planetary Defence Forces. Their training is more than a match for that provided to the elite Imperial Storm Troopers (Kasrkin are the Cadian equivalent of the Storm Troopers) and they are utterly dedicated to the preservation of Cadia, whereas Imperial Storm Troopers are indoctrinated to provide for the defence of the entire Imperium of Man. Kasrkin soldiers are well-known amongst the Storm Trooper regiments assigned to Cadia, and are renowned for their ability to remain cool under fire in combat situations where even many other veteran Cadian Guardsmen would break.
Kasrkin are highly trained in the use of numerous heavy weapons, and are entrusted with special equipment of high quality and rare craftsmanship such as their Hellguns and Hotshot Lasguns, which are much more powerful versions of the normal Lasgun used by regular Guardsmen. They wear Carapace Armor and helmets sealed for hazardous environments. This armour also deflects and absorbs incoming projectiles far better than standard Imperial Guard Flak Armour. Kasrkin are also given minor biological modifications to allow them to move quickly despite their heavier gear. Kasrkin sergeants often wield rare and powerful equipment more commonly used by Imperial Guard officers such as Power Swords and hot-shot Laspistols. The Kasrkin often carry special weapons suited to their assault role on the battlefield and exceptional marksmanship, including Plasma Guns, Meltaguns, Grenade Launchers, and Flamers. Much like the elite Grenadiers, the Kasrkin carry both Frag Grenades and Krak Grenades and are extensively trained in the use of these weapons. Some chroniclers amongst the Tactica Imperialis have recorded a number of difficult fire fights in the Kasrkin's history that were resolved by the creative application of grenades.
The Kasrkin also have an ethos of duty and honour that is impressive for members of the Imperial Guard, who are usually far more interested simply in staying alive. Whereas the standard Storm Trooper is looked down upon by many different regiments of Imperial Guardsmen for their elite status, the Kasrkin are looked upon with great favour among the standard regiments of Cadian Shock Troops. They are the ultimate warriors of the Imperial Guard who fought against the Forces of Chaos, and they led the charge in the defence of Cadia from the Chaotic forces of Abaddon's 13th Black Crusade in 999.M41 that is currently still occupying much of the Fortress World's surface. To be a Kasrkin is to hold a position of honour, and all Cadians recognise this truth and the role they play in defending their world.
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