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View Full Version : Before you all scream necro IMBA read this:



timotheus
25th Oct 06, 1:46 PM
Necs are extremely rushable. Before flayed ones come, all CC units will pwn necrons. Go kill the early turret and then concentrate on the gens, ignoring troops. GG necron.

Classic is vespid + kroot. Necron has no chance.

Once flayed ones come in, any CC troops is a waste of time. However, ANY CC walkers > flayed ones. SM land skimmers > necrons. Really, any vehicles > necrons.
Artillery > necrons.
Vehicles > necrons.
FS + ranger + gm then brightlance plat + walker > necrons. (dont forget entangle and grenades).
SM land skimmer (1 pop!! talk about imba) and dreds > necrons.
Orks - burna bomb (like the necs can run away from it LOL) > necrons.
Tau - L O L. Any strat > necrons. Vespid + kroot OR firewarrior spam > necrons.
IG - artillery basilisks > necrons. Assasin to spot and kill (one shot 1 kill).

Also, teching as necron is extremely hard, especially if yuo lose a gen or two. Each new gen takes a longer and longer time to build, when you hit 6th gen frankly the build time gets ridiculous.


I believe people are lazy and do not think about this game, relying on old and trusted BO's. It is so much easier to play cluelessly and then scream IMBA! and feel god because a no skill necron won vs you. I predict in a month necrons will be dead last in the ladder.

This will happen faster if all the ***** screaming about necron imba here and on other sites get taken seriously, and relic nerfs the necrons to oblivion.

Here's what I would think about changing in necrons:

Solar flare - perhaps a tad larger reload time? On the other hand, how else can they compete with tau fire warriros?

Flayed ones cap - make it 3-4 hard cap, possibly 3. However, do not take away their break ability or tier 2/3 CC units will WTFPWN warriors in 5 seconds flat.

That is all I can think of that MIGHT be SLIGHTLY overpowered in the necrons.

DeadlyFred
25th Oct 06, 1:57 PM
I wouldn't like to see them nerfed into oblivion, I'd like to see them made more useful and diverse. The fact that they have to rely upongoing over the pop cap artificially renders a few of their units (Wraiths/Pariahs) totally useless since, in order to build them, you need to have sub 20 cap.

I would like to see a legitimate way to bolster their squad cap over 20, possibly something tied to the "awakened" status of their Monoliths.

The only thing I see as being inherently IMBA about them is the fact that the rez orb can net you an entire freaking army in one fell swoop. Sure, all those squads are broken up and suffering from bad health but if your enemy just managed to kill them all once, chances will be that they're not too well off themselves.

I would much rather see things like that fixed to more reasonable degrees than just having Necrons nerfed across the board because of them. Nerfed armies are useless, balanced ones are fun.

[eX]Xerxes
25th Oct 06, 2:07 PM
Fire on the move needs to be nerfed
NL vehicle/building damage resulting from upgrades needs to be nerf (note it's not their base dps that's the issue)
Solar flare needs to be nerfed
Tomb Spiders shouldn't be allowed to spawn scarbs without damage while in a kill animation
Mass tele may or may not need a nerf (still deciding on this one)

Immortals need an HP buff and a damage nerf. Glass cannon AV just doesn't work.

frenchjesus
25th Oct 06, 2:09 PM
Did you ever used an Immortal squad before saying vehicules > necrons ? They kill a leman russ faster than 1-2 laspreds. Too much whine here, if you state something like "all CC > Necrons". You will need many Cultists for that.

Troubleshooter
25th Oct 06, 2:20 PM
Crons got some serious issues no doubt... xerx already pointed out a ton of them.

NW CC should get a buff to compensate for a Fire-on-the-move penalty though... otherwise necron armies will get CC to death.

Things that also should be looked at :
NW squads should spawn with 4 units to counter rushing/camping the lith.
The time-tax on new squads of NW should be reduced a touch.
Fire on the move should be nerfed, not sure how much though.
The "wailing doom?" spell from the LP1 should have an artillary movement modifier on targeted units... this will prevent massed light mechs from running over cron bases somewhat... and make rushing a bit more dicy for most races.

Tech price should be increased, tech research time should be decreased. Crons get a single unit production building, having it unable to produce during tech is pretty aweful... I would up the price of the tech to slow down "fast tech" rather than have a long up-grade time. Also, I would like to see tier 0/1 liths be unable to produce tier 2 units just because the other lith is tier 2.

Boomstar
25th Oct 06, 2:25 PM
NW squads should spawn with 4 units to counter rushing/camping the lith.

Yeah make free warriors better... :cranky:

Shinova
25th Oct 06, 2:30 PM
What I want changed for Necrons is their summoning core armor fixed, and make deleted units unresurrectable or collectable by tomb spyder (that's just stupid).

But other than that, there's not much I can find fault with the Necrons. Fire-on-the-move doesn't really bother me, since my battle philosophy against Necrons is to always force them to fight you where you want them to fight you, which is usually most conveniently near their base where you can harass both at the same time whilst you slowly gather your forces/tech enough to reach a critical mass that is enough to confront the Necrons head-on.

Flayed Ones don't bother me. I find Warriors much more difficult to deal with than FOs.

Iogrez
25th Oct 06, 2:31 PM
The problem with res orb is that it makes new squads with the people it raises.

One way they could fix it is to make one squad drop per 20 seconds or something until it reaches 20 pop; it would drop ressed squads that had the lowest population at the time. That way you'd have the temporary bonus of troops using res orb, but you lose them gradually but quickly because of the fact that the generators can't handle powering them all.

As far as diversity goes, I don't see the problem. If people choose to skip wraiths and make a bee-line for flayed ones, they deny themselves a powerful unit who's invaluable for it's detection, ability to tie-up ranged squads, and and decap points. I'd actually like to see another upgrade for them at the summoning core so they because more useful late game in terms of armor and damage. If they spam flayed ones and neglect immortals they lose great anti-vehicle troops for slow, shambling anti-melee.

Imo, flayed ones should have their building damage nerfed against medium and high armor. You should have to go at an enemy base with immortals or armor to take it down, not teleport their Lord in and deepstrike 4 squads of FO's.

DukeRustfield
25th Oct 06, 2:52 PM
--Fire on the move needs to be nerfed
Necron would never ever be able to kill Tau or SM (snipers) or range finder'd IG.

--NL vehicle/building damage resulting from upgrades needs to be nerf (note it's not
--their base dps that's the issue)
They start out around 1/3rd more than CSM/SM. SM can get upgrades and HW as well. You don't see mass mass Tacticals as much because they have vehicles all over the place, but the same thing happens as when you have mass NW.

--Solar flare needs to be nerfed
Don't care

--Tomb Spiders shouldn't be allowed to spawn scarbs without damage while in a kill
--animation
Non-issue IMHO.

--Mass tele may or may not need a nerf (still deciding on this one)
I think the timer is long enough and it is the only thing that makes Necron not completely useless in multiplayer. Otherwise Necron would be too scared to leave their base until they get vehicles otherwise some jump troops will just lolerize their shit 4 hours before they can get back.


Immortals need an HP buff and a damage nerf. Glass cannon AV just doesn't work.
Slow AV doesn't work period. Any units can tie them up. I personally think they are garbage, not only because regular NW can sorta do what they do, but because they scale much better, are cheaper, can port. Tankbusters can cloak=godlike. Fire Dragons can FoF=godlike. Missile Marines can fire from 3 miles away and have a jillion health and bounce vehicles=pretty godlike. Horrors can DS and fire on move=godlike. Immortals can...move really slow and do lots of dmg=not so godlike. You could triple their health and it won't matter, slowbie AV against vehicles which are almost universally fast, is just ugly.


Most of the things wrong with Necrons I think are problems with other races. The various rushes that Necrons can't counter.

Deathscythe61
25th Oct 06, 2:58 PM
When they fix the pop cap with resurrect via tomb spiders or rez orb (It is supposed to break the max cop, but not by so much) and fix the summoning core armor, it will help.

Outside of this, Immortals need some loving... Necrons should probably start with a 4 man squad - possibly letting each squad after the first one (or two?) scale so that it would be the equivalent of building both the squad and one reinforcement. (Basically, just makes early game easier but after that doesn't change it). IF immortals were buffed, then I'd suggesting reducing AV damage of NWs, but as it stands NWs are pretty much a better bet at AV than immortals are.

mlai
25th Oct 06, 3:15 PM
SM Landspeeders do jack **** against NW and FOs. I swear I'll never make them against crons again.

Madrock
25th Oct 06, 3:23 PM
Necs are extremely rushable. Before flayed ones come, all CC units will pwn necrons.

See, I registered on these forums JUST to reply to that. I'm a big time ork player, and I will tell you that Mecs will dance ork slugga units. That's right, they'll dance, even at slow speed, because they have no fire on the move penalty. Best dancing unit in the game, once you think about it.

GRIM Ripper
25th Oct 06, 3:46 PM
exactly... in no way shape or form are necrons vulnerable to cc early game. as long as you keep them constantly moving they will do more damage then they take... and they can live AT LEAST long enough to pump out a few more free warrior squads, in which case you will probably out squad them by then. throw in a turret or an lp2 and there is no way you can safely rush a nec player with cc.


Outside of this, Immortals need some loving

i also found this quite laughable... is 70+ dps vs vehicles somehow NOT good? what about their INSANELY high building damage? how in the world do they need a buff??

Weavern
25th Oct 06, 4:09 PM
This could have easily been posted in response to the discussions undergoing in the other threads. As such this is not a balance issue, but rather a counter point to other thread's balance issues and has thusly been locked. If you require more motivation behind why this thread was locked, it does not adhere to any of the rules setout for use within this balance forum.

Similarly tactics for beating necrons belong in strategy, not balance issues. And no a reposted of this will not escape lock.