Zany Reaper
10th Aug 08, 5:12 AM
Whilst not exactly a balance issue, the following trait doesn't apply to all race's commanders, so I thought that I'd bring this up.
Remember back in the old Dawn of war, when commanders scaled well into Tier 4, and always did decent damage to super-units of other races (apart from the farseer, but her weapons were still hard-countered)?
What happened to all this since new commanders were added to the game? It seems that half of the new commanders beyond Winter assault lack this feature. Furthurmore, we're seeing that as some commanders gain different weapons, this nifty feature is gradually ebbing away...
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Here's an example - The good old Manreaper/Accursed crozius of the Chaos lord, whose dps are mentioned HERE. (http://wiki.reliccommunity.com/Chaos_Lord)
This obviously deals a great amount of damage to vehicle & monster_high armour classes, making him a decent counter to super units. The same also applies to the Chaos sorcerer.
Now take a look at Sisters of Battle Cannoness profile HERE. (http://wiki.reliccommunity.com/Canoness)
I know that SoB commanders are supposed to be weaker than most others, but her damage to vehicle_high isn't anything that special (though her monster_high damage is a lot better, albeit still lower than the Chaos lord). The confessor follows a similar pattern...
The Eldar Seer council (http://wiki.reliccommunity.com/Seer_Council), also classed as a commander unit has absolutely no capability of this whatsoever. I know it's a squad, but still...
To end with, both the DE Archon squad & IG command squad deal substandard damages to these armour types too. Whilst both are obviously squads, where one would have to fully re-inforce them, the cost just ain't that great vs super units compared to lone commanders, in both cases, particularly for the Archon.
Furthurmore, both IG & DE secondary commanders don't deal that much damage to both either. This includes the assassin too.
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There's the aspect of damage dealt back to commanders by super units too.
The old-day monster super-units indeed deal roughly 50-60 dps to commanders. The Squiggoth deals this in melee, but about double that in range. However, the squiggoth when against a commander in full-blown melee should not be using its ranged weapons, despite its poor pathfinding.
The Tau Greater knarloc also deals 70dps as well, which's better than the Bloodthirster and the Eldar Avatar. This is still acceptable however as the Greater knarloc in all situations is easier to kill, having at best 3300 HP less than the Bloodthister (at worst, 6000HP).
However, the Space marine Land raider deals much more nowadays, at a total of about 120 dps to commanders (thanks to the 85 dps from the heavy bolter, mainly).
After that, we have the Necron monolith, whose particle whip & gauss flux arc deals practically unbiased damage to commanders - so they take more punishment (about 140 dps on average if 2 flux guns & particle whip is focussed, otherwise 84 dps with just 2 flux guns when in melee). It doesn't help that the particle whip can potentially keep a commander from actually attacking the monolith in the first place either.
With the 2 SS races, it's even worse. The DE Dais of destruction deals not only over 100 dps to commanders, but can dance them very easily too. Dark scythe deals its full complement of 1500 damage (minimum) to commanders, instagibbing the Tau commander and many secondary commanders.
The SoB Living saint however tops it off with 144 dps to commanders, making a total mockery of our precious heroes, and that doesn't include the Flame of Ardent ability too.
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Conclusion:
I reckon we ought to ressurect the high damage to commanders & give it to all races. Obviously, the commander squads will need some sort of compromise, but this' one great feature that I would hate to see go when DOW2 comes round.
Furthurmore, DE & IG are at some sort of disadvantage when it comes to super units vs commanders, having to rely on their elites instead. Tau technically are also in this situation, but their own super-unit deals a reasonable amount of damage back (as do hammerheads).
Damage to commanders by super units should also be made more uniform, particularly in the cases of the ranged super units, and SoB Living saint.
So, what do you think?
Remember back in the old Dawn of war, when commanders scaled well into Tier 4, and always did decent damage to super-units of other races (apart from the farseer, but her weapons were still hard-countered)?
What happened to all this since new commanders were added to the game? It seems that half of the new commanders beyond Winter assault lack this feature. Furthurmore, we're seeing that as some commanders gain different weapons, this nifty feature is gradually ebbing away...
________________________
Here's an example - The good old Manreaper/Accursed crozius of the Chaos lord, whose dps are mentioned HERE. (http://wiki.reliccommunity.com/Chaos_Lord)
This obviously deals a great amount of damage to vehicle & monster_high armour classes, making him a decent counter to super units. The same also applies to the Chaos sorcerer.
Now take a look at Sisters of Battle Cannoness profile HERE. (http://wiki.reliccommunity.com/Canoness)
I know that SoB commanders are supposed to be weaker than most others, but her damage to vehicle_high isn't anything that special (though her monster_high damage is a lot better, albeit still lower than the Chaos lord). The confessor follows a similar pattern...
The Eldar Seer council (http://wiki.reliccommunity.com/Seer_Council), also classed as a commander unit has absolutely no capability of this whatsoever. I know it's a squad, but still...
To end with, both the DE Archon squad & IG command squad deal substandard damages to these armour types too. Whilst both are obviously squads, where one would have to fully re-inforce them, the cost just ain't that great vs super units compared to lone commanders, in both cases, particularly for the Archon.
Furthurmore, both IG & DE secondary commanders don't deal that much damage to both either. This includes the assassin too.
______________________________
There's the aspect of damage dealt back to commanders by super units too.
The old-day monster super-units indeed deal roughly 50-60 dps to commanders. The Squiggoth deals this in melee, but about double that in range. However, the squiggoth when against a commander in full-blown melee should not be using its ranged weapons, despite its poor pathfinding.
The Tau Greater knarloc also deals 70dps as well, which's better than the Bloodthirster and the Eldar Avatar. This is still acceptable however as the Greater knarloc in all situations is easier to kill, having at best 3300 HP less than the Bloodthister (at worst, 6000HP).
However, the Space marine Land raider deals much more nowadays, at a total of about 120 dps to commanders (thanks to the 85 dps from the heavy bolter, mainly).
After that, we have the Necron monolith, whose particle whip & gauss flux arc deals practically unbiased damage to commanders - so they take more punishment (about 140 dps on average if 2 flux guns & particle whip is focussed, otherwise 84 dps with just 2 flux guns when in melee). It doesn't help that the particle whip can potentially keep a commander from actually attacking the monolith in the first place either.
With the 2 SS races, it's even worse. The DE Dais of destruction deals not only over 100 dps to commanders, but can dance them very easily too. Dark scythe deals its full complement of 1500 damage (minimum) to commanders, instagibbing the Tau commander and many secondary commanders.
The SoB Living saint however tops it off with 144 dps to commanders, making a total mockery of our precious heroes, and that doesn't include the Flame of Ardent ability too.
______________________________
Conclusion:
I reckon we ought to ressurect the high damage to commanders & give it to all races. Obviously, the commander squads will need some sort of compromise, but this' one great feature that I would hate to see go when DOW2 comes round.
Furthurmore, DE & IG are at some sort of disadvantage when it comes to super units vs commanders, having to rely on their elites instead. Tau technically are also in this situation, but their own super-unit deals a reasonable amount of damage back (as do hammerheads).
Damage to commanders by super units should also be made more uniform, particularly in the cases of the ranged super units, and SoB Living saint.
So, what do you think?