View Full Version : Heavy Bolter Marines: Too weak?
31st Jan 09, 10:13 AM
I know Shuricans are getting nerfed by about 15%, but does anyone else feel that Devastators are too weak? I know you can stick them in a building, but otherwise the damage output on the devastators is far too low comparable to a shurican. One advantage, however, is that Devastators are relatively grenade resistant, in comparison to the death-loving shuricans.
31st Jan 09, 11:14 AM
bolter seem fine to me. if you want hot death server from a bolter, use focus fire.
The great thing about it is you can suppress them, and then turn it on. and they deal more damage the closer you get, so melee charging you with focus fire on get chewed up.
31st Jan 09, 11:16 AM
Wait a second? Lower than a shurican? No way! Seriously, devs deal much more damage. By the way, there was an overal nerf of 15% damage and an additional 15% dmg nerf to the shurican, pretty stiff if you ask me.
Edit: As far as I recall devs have a greater firing distance, so they can easly outshot shuris.
31st Jan 09, 11:17 AM
shruks do have the wonderful ability to never stop firing because you cant kill the gunner and have someone else take over.
31st Jan 09, 11:31 AM
I find devs with a combination of SG Scouts and an Apothecary to be deadly. Use the Scouts to aggressively move your devs forward and heal with your Apoth to keep them alive against other weapon teams.
31st Jan 09, 1:04 PM
Devs have the ability to increase damage, at the reduction of suppression. When I use that, they completely tear up infantry.
31st Jan 09, 1:15 PM
They're not too weak. They're just right. I personally don't use them that much but after my scouts getting shredded by an HB team in cover while trying to cap VPs in T1, I'm starting to fear them early game.
31st Jan 09, 1:24 PM
Depending on the map, I'll make 0-2 HB Devs. Argus Desert Gate is where I'll make 2, Capital City Spire is where I'll make 1-2, and Siccarius is where I make 0. In all honesty, it's THAT easy to flank in Siccarius, so I don't bother.
Argus Desert Gate has 2 entrances in the center, otherwise I lock down with 1 dev, and same with Spire. And just recently, I started making plas devs for fun, and they are indeed fun to use.
imo I use most of my setup weapons offensively; my concept of defense is having a firebase smack in the middle of the enemy base. Maybe that IS the trick to devastators; if a devastator is preparing to setup against your infantry, you WILL be forced to try to attack it. Then the SM can use the devastator as a cheap fire magnet, dancing him as necessary.
31st Jan 09, 1:40 PM
i like to put mines under my devs, so when enemies charge in for the melee. they get blown up while i retreat.
31st Jan 09, 2:50 PM
I personally think bolter teams are fine. Yes they get suspectible to melee squads, but that's understandable seeing as there's a dismantle time as well. Yet they are effective at supressing units as well, get within range to melee, and the unit is useless.
I played a game where the SM player built 2 devs straight off.
This initially made me shit my pants
but I quickly countered it and he was far too crippled to win.
Devs are fine though if supported.
HB Devs are not underpowered. They're the only set-up team that can increase its own damage.
Plasma Devs are need a fire rate boost (maybe 2 seconds faster), but other than that, they're ok, too.
1st Feb 09, 9:15 AM
HB is fine. I like the shuriken better cos it's cheaper and what I really want from a set-up team is suppresion, not damage. But as other have said, HB are far more durable (mine usually see T3 before being wiped out by über inits :P ).
HB devs seem ok to me, never had an issue with their damage to be honest, seems perfectly fine and once you have someone suppressed you unleash focus fire and turn squads into meat.
1st Feb 09, 10:10 AM
damage output on the devastators is far too low comparable to a shurican
Shuriken platforms are overpowered. Heavy bolters are fine.
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