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View Full Version : Why I think that only Nids need a change.



craft-star
6th Aug 09, 3:51 AM
Short version:
SM needs to tech, once it reaches t3 its gg for the enemy.

Nids need to push t1 and delay the enemies teching as long as they can, because in t2 they cant really stand they're ground against bigger forces. The longer the game is, the bigger the probability that the nid player will loose.

Eldar has the strongest t1, which is followed by a little weaker t2 and this is the main reason so many peopleuse them. Also very many players who face eldar dont know how to manage them.

Orks are good.

TL;DR version:

Sm t1 is very vulnerable to t1 melee. Vannila tacs can dance even shees, and when the shee'S reach half health they can stop and melee them to hell. The problem comes from upgraded shees, 2 squads of shees, any eldar hero+ a shee, or synapsed gaunts. Shotguns are rather a waste of energy without a hbdev. I usually always get hbdev with my first 30 energy, then depending on the situation I either try to save up for t2 or get shotguns, or asm. From t2 on with a decent map controll almost any sm player can win.

Nids' t1 is their only chance to win. If they can't push hard enaugh and get a great map controll, they are done for. The t2 carnifex is only good against eldar, and only good against the other races if you outteched them. Its also handy in mirrors :D

Eldar t1 shees annihalate most races. But shees are not OP. Many people don't know how to manage them, and thats the main problem. If you are not facing a wse or a warlock, a hbdev as sm is a must. If you are, just go double shotgun or shothun + asm if you feel powerfull. You also have to keep them in range and let them loose some members. A lot of people forget that a vanilla shee squad has only around 600 health. The longer the distance is inbetween the shees, and the target the bigger the chance is that the target will win. To fight them head on you need vehicles. Eldars also don't scale that well as sms. The only OP part of the eldar army is d-cannon spam, but only because its very popular lately. 1 well placed d-cannon can raze a power farm on the other side on Arena.

Orks are good. Just always remeber to outnumber the enemy, push in t1 and upgrade your squads.


Comments, cursing etc hereafter :D

WhiteDeVile
6th Aug 09, 4:42 AM
Hmm, now thats odd, it seemed to me, right after patch release, that Orks have the strongest T1, weakest T2, and decent T3, while I completely agree with the rest and can even back it up by posting how many times I encounter which race and what the player usually does.

Most of the time its SM - their builds vary greatly, vs me (Eldar) its particularily either 2x scouts, obligatory tacs and ASM or HB Dev, sometimes 2x ASM, sometimes quick tac spam.
And the game gets immensly hard for me when SM hits T3, fuck predators, seriously.
Almost no one uses WS against Tacs, and bam suddenly you need those squishy guys to support your own friggin T3 vehicle, while Preds are effective on their own.

Eldar - Yes, I get mirror matches most of the time, like 40-50% of the games, sometimes it looks like theres only friggin SM and Eldar on ranked 1vs1.
Intensity of those matchups' in T1 shows how Eldar shine in that part of the game, up to very decent and dynamic T2, and it is T3 where Eldar are sometimes on a disadvantage.

Nids - I very rarely see Nids, but if I do, its 3x gaunts spam, CONSTANT harrassing of my gen farm, raveners then, and sometimes a Fex if the Nid holds long enough.
Plus all Nid players focus strongly on having all 3 VP's theirs most of the time, since their basic troops are so mobile.

Orks - I see an Orky player once for 10 games if not rarelier, and if I do, its a difficult T1, but if I manage to hold in it, T2 is mine, and usually its a win even vs TS30 players (im much lower).
I think the reason that theres not many Orks in 1vs1 ranked (almost none to be exact) cause they seem have a hard time playing vs SM, and the latter are the most popular race in ranked games currently.

Thats how I see it.

Troubleshooter
6th Aug 09, 4:52 AM
As of right now, I am fine with balance across the board.

Eldar have the strongest synergy in T1 right now, and this is entirely due to rangers being the WTF unit of choice. If eldar can hold their power farm in T1, they win through map control courtesy of rangers + Shees > Tech.

SM still need cheaper ASM, particularly to deal with rangers :p

Nids still need slight tweaking to take care of the synapse issues with warriors or the lack of synapse for non-HT players.

Orks are fine.

Misiok
6th Aug 09, 4:55 AM
How can you spam dcannons? Guessing you're playing team games (probably 3v3) going fully into a single unit spam (especially dguns), makes them vulnerable to their counter.
And since those are plates, they are slow. With prisms I'd guess it's hard to defeat them but still, prisms + dguns is the only good t3 thing the eldars have, so you shouldn't be surprised when they're used in synergy. And then you've only got 2 other players to worry about as I'm pretty sure the dgun spam is massed in a single place on the map, so you've got 2/3rds of the map for your team (3) vs the two.

(In a few games I played with friends as orks I spammed shootas, the other one sluggas, and the third one was a sneaksy knob doing his job, we were the two for the heavy 2v2 fighting. We efficiently slaughtered everyone who didn't know how to counter us, but we didn't always win. In the middle of the fun we got the occassional people who knew what they were doing, and a single carnifex countered us, making us lose the game)

Unless it's of course 1v1, but by the time the eldar 'spams' dguns you've already lost.

Anyway, catchy title, I expected more nids in it though :P
but other than Gaunt speed needing a nerf or retreatees speed a buff (and maybe the occassional synapse rework) I don't really feel the crunchy bugs need anything else. People need just to learn how to effectively use them. I've seen a few of the replays with bugs using other units than their standard gaunt/ravener spam and got an easier time (of course, that needed some micro though :P)

craft-star
6th Aug 09, 6:57 AM
I forgot to add that i mostly play team games :D
Nids' problem is that they are very very very vulnarable to vehicles, and warrior's backslash is also dangerous. But without warriors your gaunts are useless.

Tho in team games nids are very powerfull if used right. By t2 I usually reach popcap 70 with only gaunts + 2 warriors and maybe a 3rd unit (either venom, or ravaneer).
But in team games one of us either goes ork, or sm and takes care of the vehicle problem.

Demonhorde
6th Aug 09, 7:26 AM
Jesh when i tought troubleshooter been inhaling to much weirdrot he posts something like that... I agree on all he said. We basicly mirror in what we belive... hmm weird... :grouphug:

Cheesenium
10th Aug 09, 6:46 AM
SM still need cheaper ASM, particularly to deal with rangers

Nids still need slight tweaking to take care of the synapse issues with warriors or the lack of synapse for non-HT players.

100% agreed.

Also,the synapse death backslash should be removed too.