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[SS 1.2] Necron Warriors - The Crux of the Necron Problem

  1. #1

    [SS 1.2] Necron Warriors - The Crux of the Necron Problem

    I think SS Necrons are balanced well, but where they fall apart entirely is Warriors. I'd like to explain why I think that is. I'll leave vehicles entirely out of the equation, as I want to focus on infantry options, which are the primary force of the Necron military. Look at the Necrons' infantry options:

    *Pariahs - fast-moving melee secondary commander
    *Necron Lord - fast-moving primary commander
    *Wraiths - fast-moving melee unit
    *Flayed Ones - very slow tank/melee units

    Let's stop there for a moment. I've already named off over half of the Necrons' infantry options, and they're all melee. Half of those options are Commander units.
    The other half have serious limitations:

    *Wraiths are not an option in T4 games. In early tiers they are relegated to being used against Tau and Eldar. They cannot reinforce, and are sometimes lost from reference keys when they are KDed. They are definitely lost from reference when they resurrect. They cost 2 pop, despite being a single unit, and have little to no use beyond T2. The bottom line with Wraiths is that they are not a fast Flayed One squad. They cannot take hits, and despite being able to approach while invulnerable, they fall very, very quickly. As a result, they are inconsequential in T4.

    *Flayed Ones are too slow to catch anyone that is even half-heartedly microing a squad. This results in players using them for base spam, or as "linebackers" for ranged squads. They have no squad cap, and they have a lot of health, so this only reinforces the use of this tactic.

    Now let's consider the Commanders:

    *Pariahs are a wonderful unit. They are difficult to take out without proper firepower, and have an interesting ability in lowering maximum health. However, they are truly a disruption squad, not one made for damage. They tend to knock back enemies more than damage or kill them. They do, however, work well against relic units or larger units like Daemon Princes. This does tie them all up into one target, however.

    *The Necron Lord is the ONLY infantry unit the Necrons have that actually has an active ability, aside from the standard teleport function. The three special abilities a Necron Lord actually gets are often very easy to counter, either working or not working at all, or cannot be used actively. Some are debatedly necessary just to keep your Necron Lord alive throughout the game, such as Phylactery or Phase Shifter. So, a Necron's arsenal of special moves is usually limited to a SINGLE ability across EVERY unit on the field, like Solar Pulse.

    As you can see, Necrons' melee options are fairly static. Flayed Ones, by necessity, make up the bulk of a Necrons' late-game melee force. These units do not have any special abilities, aside from the limited use abilities provided by the Necron Lord. Necron melee units are typically disruption units. They are not made for fast approach and fast killing power.

    Now, let's look at the infantry ranged options:

    *Immortals - fast-moving, vehicle-centric units
    *Warriors - slow-moving, infantry-centric units

    You will notice there are only two options. This is where Necrons begin to break down as a T4 force. As melee units are not the primary damage dealers, and are made primarily to tank or disrupt, the task of dealing damage is left to the ranged infantry. What are their limitations?

    *Immortals' primary problem is their very low health. They die amazingly fast, and have a very low number of units per squad, meaning that once they begin to take damage, it's nearly impossible to save them through reinforcement. This is not unfair, as they have both wonderful vehicle and building damage, and enough infantry damage to almost mete out the same damage as a fully reinforced Warrior squad does. Their health alone is what keeps them from being used as a Necron's primary ranged infantry option.

    *Warriors are very slow, have a short range, deal an inadequate amount of damage, take up 3 population, are difficult to build quickly, deal next to nothing in damage against buildings and vehicles, and also have a very, very low amount of health in comparison to their many other shortcomings. Warriors are, without a doubt, the game-breaking problem for Necrons.

    Let's look at the tabletop version of Necrons for a moment. What's most important for them? Formation. (Remember that.) Warriors make up the bulk of Necron forces on the tabletop for various reasons. They typically hold close to the Necron Lord and the Monolith and make use of the WBB (resurrection) rule to revive. A common complaint with Necrons is that they have basically one or two ways to play them. They're boring. Ignoring that, if it works, it works. DoW is meant to carry this over. Now, can you play this way in DoW? No.

    A typical formation a TT player might use in DoW would probably look something like this: A Restored Monolith, with four squads of Necron Warriors (12 pop) placed directly in front of it. Amongst their ranks is a Necron Lord with Resurrection Orb, possibly Phase Shifter or Solar Pulse, perhaps Phylactery. All of these units will likely be on a Ranged stance (F2) to keep the Necron Lord's Resurrection Orb ability passively affecting them all, and enhancing the chances for the WBB rule to occur. To the sides of the Monolith will, likely, be two squads of Immortals (4 pop, 16 total). Although we are ignoring vehicles for the most part, there would also be Tomb Spyders involved, picking up bodies and adding back Warior squads when they finally do fall. Pariahs are not a popular choice in TT play due to their awkward pacing. I do not believe our theoretical TT player would pick them up. Instead, the rest of his force would likely be either additional Warriors or Flayed Ones. (Wraiths also have issues in TT.) Let's say he chooses to include 1 Flayed One squad (3 pop, 19 total). That takes us to 19/20. Let's go ahead and say that he's collected some bodies and now has 2 more (3 total) Flayed One squads, for a total of 25/20 population. He intends to use these units to deep strike towards isolated targets, damage or kill them, and then teleport back while the rest of the formation successfully holds. Would this formation, which would be quite typical and moderately successful in TT play work in DoW? Of course not.

    Why would it not work? Warriors. The Warriors would die so quickly that nothing else would be able to do its job. The theoretical notion of how Necrons should work is that they should revive enough and take enough damage for Tomb Spyders and the Necron Lord to continue to replenish their ranks. Even more than that, they are meant to TANK damage, while barely outputting any of their own, and slowly wear down an enemy force. In DoW, a force like this would easily be obliterated in seconds with a mass of bolter fire. A Warrior, operating at a mere 850 health, would revive at 30% of that health (255 health). That 255 health will last the unit long enough to complete its revive animation, at which point it will immediately die again. The Warrior force would crumble in seconds, and the entire formation would fall apart relatively quickly.

    TT is obviously not DoW. But how did the fluff and TT translate to DoW? Obviously, melee units are not meant to be the bulk of a Necron force. They are slow and disruptive, not long-ranged and high-damage. Obviously. With only two infantry options, one must be the primary force. Immortals cannot be, for reasons explained. This leaves Warriors. Warriors are meant to be the primary force upon which the entire army (and FORMATION) of the Necron army forms. Necrons are meant to hold that formation and to work as a large force, rather than splitting up. Thus, the success of an army depends on the ability of a Warrior squad to successfully maintain a formation.

    Without a successful formation, Flayed Ones, Pariahs and the Necron Lord have to cover even more area. This extends the line of attack and spreads apart individual units, making them easy to lure off and surround. When this is not the case, melee units become clumped together, and fumble around buildings and each other to reach their targets. This becomes wasted resources, as only a handful of the units are actually doing anything relevant. In any case, you do not want a very large force of melee units - especially not very slow ones that are not made for taking targets down quickly.

    The inadequacies of Warriors leave Immortals to take the role of primary damage dealers. Obviously, this does not work well. They die so easily that they are forced to move inside of a melee formation (like a quarterback in the pocket of his linebackers) to avoid melee attackers. This leaves them very vulnerable to ranged attacks. They can hold far away from combat, but this leaves them very vulnerable to attack, and excludes them from what they should be doing: removing important vehicular threats, and buildings. They are a good unit, but they have no business doing the Warriors' job for them. It creates an unstable formation, which means enemies are not controlled and your own force is erratic and unbalanced.

    Inevitably, the issue with Necrons is that for how they exist in DoW, Warriors need to be able to tank damage, while having a very short range and inadequate firepower. A Necron player should not be microing his units' abilities so much as attempting to position them properly, for maximum affect of passive abilities and holding a formation. The only thing SS 1.2 does NOT get right in this regard is the Warriors' ability to tank damage. In DC 1.2, this was done - more or less - correctly, but due to what I chalk up to as politics, vocal players that were as mad at DoW Necrons as TT players are at TT Necrons for their ability to withstand huge amounts of damage and slowly wear people down, eventually resulted in what is debatedly the worst race in SS 1.2.

    Necrons do not necessarily need more firepower, more range, a change in Wraiths or for Tomb Spyder scarabs to be returned to a melee-capable unit. They need Warriors to be able to do what they're meant to do: withstand large amounts of damage through having a decent amount of HP to go with their ability to resurrect, ignore terrain modifiers and be replenished by Tomb Spyders on the field. It is my opinion, as a result, that Necrons simply need another Warrior health upgrade, in addition to a slight modification to their revive ability (which also includes the Resurrection Orb modifier).

    Having more resilient Warriors will result in better formations, which will result in less dependence on Flayed One spam (which is not fun for either party) and less chance of an entire Necron military (which is very hard to produce to begin with) being completely wiped out in less than 30 seconds.

  2. #2
    Relic tried this. Having more resilient Warriors ended up with them just marching into the opponent's base, shrugging off all enemy firepower, and levelling everything. They were unstoppable. Good for fluff, maybe. Not for balance.

    Also I'm not sure where you got the 'mere' 850HP from (isn't it 870HP?). 870HP is huge for a basic ranged unit; Compare to the basic ranged units of other races (fully pimped out of course):
    SM Tacticals = 488HP @ 50 req.
    CSM Tactical = 475HP @ 50 req.
    SoB Squaddie = 363HP @ 35 req.
    Dark Reaper = 597HP @ 70 req.
    Guardsman = 385HP @ 20 req.
    Fire Warrior = 574HP @ 70 req.
    Shoota Boy = 416HP @ 35 req.

    The Necron Warrior is clearly in the win in the HP stakes, and at the cost of just 30power, in comparison to other races is still probably a bargain. As it is, the first three members are free.

    Quote Originally Posted by Gannadene on Wraiths
    They cost 2 pop, despite being a single unit, and have little to no use beyond T2.
    No matter what you think of their combat abilities, they'll be useful all the way to T4 because they are one of the game's best and most effective units for decapping. Hereto, not useless.

    Quote Originally Posted by Gannadene
    Flayed Ones, by necessity, make up the bulk of a Necrons' late-game melee force. These units do not have any special abilities,
    I'd say AoE Morale Drain definetly counts as a special ability. Powerful one at that.

    I'll see what others think;
    But still congrats on the well thought out and presented post, but I'm afraid I don't agree.

  3. #3
    As it is, a NW march can be practically impossible to stop.

    If you want to buff their health, at least nerf their dps. However, since they are the Necrons primary infantry killer, you might find that they simply struggle to kill anything if you nerf dps.

    You can't have everything, ya know? High HP, high dps, high mass etc.

    Admiteddly NW don't scale as well as other ranged specialists, you have to use some cunning to get them close enough without getting mowed down by assault cannons etc. Like solar pulse, teleport on mono, etc.

  4. #4
    Yes, 870. Was operating on memory.

    Flayed Ones' morale drain is a passive effect, not a controllable ability you can use to instantly affect the course of a battle. I'm not counting passive effects due to the fact that you can't turn the tide of an existing battle with anything but an active effect. (Otherwise, it's not turning the tide. It's just natural progression.)

    As far as Wraiths, you can believe their decapping ability makes them useful in T4; I'll just disagree. The only time I keep one around is for CnH, and even then they won't remain invulnerable long enough to fully decap a crit, if there're enemies nearby. It takes a concerted effort at times that I'd sooner put in the hands of a larger force.

    As for Warrior's seemingly superior health, other units have a lot more going on for them. I'm sure you'll admit that much. Attaching other units, greater firepower, greater range, better movement rates, the ability to gain advantages using cover, special abilities, passive benefits, etc.

    What I WILL concede is that adding more health doesn't do much but take the short route out of the problem. There's a difference between tanking and absorbing damage, albeit minute. Necron Warriors need to tank - not to have a large pool of health that will eventually fail.

    Let's say we have a theoretical unit that only has 100 hitpoints but only takes 1 damage per hit, on average. Let's also have another theoretical unit that has 1,000 hitpoints but takes 100 damage per hit, on average. The first is a tank, in that it has the ability to withstand damage by negating it. (Armor over health.) The second is a sponge, in that it only has a large amount of health that will eventually run out. The first example will still be a tank even with only 10% of its health remaining. With 10% of the second example's remaining, it's just another unit.

    I have no problem with being able to take down Necron Warriors easily, as long as it's reasonable. Another disadvantage I did not list is that Warriors do not regenerate health in combat. This makes them sponges, not tanks, regardless of how much health they might ever have.

    So, I'll give you that. There are two options I can immediately think of:

    1) Armor upgrade. I don't care for this option. It affects too much and has too many benefits, and potentially downsides, depending on your MU. It'll essentially just be a tradeoff.

    2) Health regeneration. Not necessarily gaining +pips of health, but also the possibility of gaining back lumps of health.

    I'm more partial to this method, but less convinced that it would work. If a unit has 10 health and regenerates 1 health each second, and faces a single enemy that deals 1 DPS, it will be able to tank the damage. If that same unit has 100 health and no regeneration, its health will eventually fail.

    I'm not sure if it's possible, as far as code goes, but it may also be possible for Warriors to gain back health under conditions:

    *when a nearby unit revives
    *upon killing an enemy
    *upon having a nearby friendly unit die
    *etc.

    I think having a reward of some sort would be more effective at creating a tank in DoW than increasing armor or adding health regeneration. I believe that because it has incentives. If you were to make Warriors gain a small bit of health upon making a kill (just as an example), you can't march your Warriors into a base and start destroying buildings while ignoring enemies, because your health will eventually falter. If you destroy an enemy force first, your Warriors will have tanked through the battle, assuming they aren't immediately overwhelmed.

    The downside to methods like this is that it's feast or famine. You either win out or lose everything, which is all right by me, as long as it's Necrons, as that principle governs almost everything Necrons do.

  5. #5
    what about a T4 or possibly T3 upgrade that gives the warriors better regeneration and/or hp, from the summoning core, for another 200 power?

    I just don't want to see anything to buff krons anytime prior to T3

  6. #6
    PandaMine
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    @KotCR you see you have the same problem that other people have

    The problem with Necron Warriors before was that at earlier tiers (T1-T3) they would do as you said, they had so much HP and so much damage that yes they could literally base rape

    But at T4 tell me this, how is it any different to IG base raping with GM+Priest/Commi with Plasma, or CSM base raping with Plasma (or even bolters) or SoB base raping with Pent's or a hell of a lot of other things.

    Gannadene said very correctly that they ARE supposed to be tanky and they ARE supposed to have a lot of firepower. This is what Necrons have to make up for a shitty start, very low pool of units and above all pathetic mobility apart from defending their own base.

    There are plenty of ways to take down a Warrior army in T1-T3 just by outmaneuvering them (as you should be able to both in Relic games and in TT).

    All I am asking (and others) is to simply put a T3/T4 upgrade that would bring Necron Warriors back to how they were in DC 1.2. Remember people that they are supposed to be tanky and outlast the enemy THAT IS WHAT NECRONS ARE ALL ABOUT.

    Currently warriors outlast shit because they because of their HP/movespeed they die before even being able to shoot anything. The HP nerf was too much considering that Warriors apart from Destroyers is the only thing that Cons have which are IF, and at 21 range (which is after disruption field upgrade) they can't even attack anything before dying.

    In TT at least, Immortals did both high damage to inf and vehicles, I can see how that can be a problem in SS, so at least give an upgrade to Warriors to fill in that gap

  7. #7
    Quote Originally Posted by steel_tomatoes
    what about a T4 or possibly T3 upgrade that gives the warriors better regeneration and/or hp, from the summoning core, for another 200 power?

    I just don't want to see anything to buff krons anytime prior to T3
    Necrons are fine pre-T4. They just fall apart if they have to go head to head with a teched out T4 MU.

    I feel like adding health isn't the way to go, but due to the way the engine works, it may be the only way to go. They wouldn't need much more health - just enough to survive the massive damage that gets thrown around in T4. Buffing them from 870 to near 1000 would be more adequate, although, of course, they probably wouldn't be able to survive for any length of time (which smacks of not following the fluff.) Giving them the ability to regenerate health as their final upgrade may be fine, depending on how much health they can regenerate.

    Trying to determine what can be done about their survivability versus making them a problem is why I started the thread.

  8. #8
    PandaMine
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    Alternatly they can fix the res casting time and the range problem and make NW res at 100%HP

    That would at least give them more staying power

    EDIT: They can also bring back the Necron Range to how it is appear, I think the bigger problem is that although they are tanky they cant even reach anything to damage it so they aren't doing anything
    Last edited by PandaMine; 1st Nov 08 at 5:49 PM.

  9. #9
    The problem with making Necrons resurrect at maximum health is the same problem Immortals have with resurrecting, period: getting up to meet a storm of bolter fire is no better than staying dead. If the Warriors are overpowered and have all of their precious health bled away before they can get to their target, the small number of WBB interventions that will crop up won't be enough to save a group of Warriors.

    Another problem is that it makes lower tiers less balanced. If you only have 3 Warriors in T1 defending against an early rush, and one of them gets back up at 100% health, that is a very big benefit for that time period of the game.

    Altering the amount of health they retain after a resurrect across tiers via upgrades, or via Monolith construction, is another alternative, however.

  10. #10
    PandaMine
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    I think the range is the main problem when I think about it, what happens now is their range is so shitty that before they manage to reach anything to shoot and damage it they die, and its the only range IF options that cons have apart from Destroyers which aren't really viable for dealing with massed range inf

  11. #11
    Warriors don't have the firepower to take out enemies without sustained fire. If you start moving their range out, they become less about tanking and more about just being a general unit type.

    That said, in T4, their low FOTM penalty doesn't see much use, since they don't have the range for it to be used.

  12. #12
    PandaMine
    Guest
    Their range in DC 1.2 was fine, being really tanky is nice but if you don't actually do any damage then there is no point, you just get mowed down without touching them

    Remember in TT, Immortals did about the same damage to Inf as they did to vehicles, so there wasn't that problem. In SS however they don't do any respectable damage to inf, so its either up to the warriors (or possibly buff Immortals damage against inf, I don't see that happening though)

  13. #13
    Member Akagi_Ryu's Avatar
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    I remember long ago there was this exp pack called DC wich introduced this fine race we know as 'crons.
    Back then they ware depicted as you say, they ware bulky, had loads of DPS and ware slow as heck. Problem is they ware plainly IMBA, especially on smaller maps where mobility played no role whatsoever. You also forget that in TT they do not have the most powerful turrets in the game, wich unlike other races, are sometimes a pain to kill without losses.

    It's obvious you can't play 'crons as you would in TT (granted my chaos minis never faced crons, but I get the idea how they are played well enough) but that does not mean that they are weaker.

    Formation is still very important, since as I'm sure everyone agree, charging the oponent with 3 blocks of warriors spells doom for the nec player.

    Also, I do NOT agree that Flayed Ones ability doesn't count, it counts, it RELLY counts when they deep strike just to the side of those 3 squads of guardsmen who keep pummeling you with those pesky shots and not only take their aim away from your warriors, but also brake their morale in an instant
    Steam name: Akagi_Ryu
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  14. #14
    Perhaps, and this IS just an idea. Each mono upgrade can decrease the time it takes to reinforce the NW?

    That would seem more fluffy as the Necrons wakes up more they can bring more warriors into combat faster. getting faster reinforce would allow the NWs to weather much more firepower.

    I like the idea implemented by DCpro that NWs reinforce faster when they are close to the monolith. We know this can be done. perhaps we can make it so that being around the NL or the mono allows the NWs to reinforce faster? we can even make this the new power of the Res Orb, as you can explain the new warriors as just the old one getting back up.

    just some ideas i came up with, maybe just get rid of the reinforce timer scaler cause later in the game getting a squad of NW takes really really long, and you lose them a lot faster.

  15. #15
    PandaMine
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    @Akagi_Ryu

    The problem was not necessarily that they were "bulky, had loads of DPS and ware slow as heck" but that they were bulky, had loads of DPS and ware slow as heck in T1-T3. That was essentially the problem, in smaller maps you couldn't survive against cons in T1-T2 because of wraith spam and then FO spam. Warriors were also too tanky and did too much DPS early, im not saying that.

    Currently all of cons units have been nerfed so drastically that it is actually quite difficult to play them effectively now (i.e. they have been overnerfed). Necrons are supposed to be bulky, have loads of DPS and ware slow as heck, thats their theme. Currently in playstyle they are wannabe necrons and not actual crons. All we are asking is to buff Warrions in T3/T4 as they were back in DC, problem solved

    On another note, the major complaint against cons in DC was actually their economy, which was practically impossible to break (and for that reason they kept on sending out warriors and wraiths without having to give up teching and what not). Currently their economy has been cut down so much that you often have to make a choice between killing FO/Wraiths and disruption field

  16. #16
    Didn't consider faster reinforcement. That might help somewhat, although you'd have to be careful not to overdo it. Necron economy is rather fragile in T4, since your enemies' economy can expand exponentially, and a Necron economy cannot. You can reach 30 generators, although realistically, you'll be lucky to build 15 without tearing your hair out.

    Akagi, look over the subsequent posts. No one wants Necrons to be as problematic as they were in DC. That's what the whole post is about. Is it possible to make them into tanks without making them a pain to destroy? As for turrets, they're very powerful, but also fairly slow to fire and easy to destroy. They waste a lot of firepower by condensing it into single shots against weak infantry. Plus, Necrons can't exactly carry the turrets with them when they want to assault a base. This is why the discussion is about infantry.

    I'm not sure if it's possible code-wise to make Warriors have a benefit from being near a Monolith. There are plenty of other AoE benefits from other units, though. You would think, considering that the TT basically orients completely around using the Monolith to buff local units, that DC 1.0 'Crons would have had that as a major staple.

  17. #17
    PandaMine
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    Remember they are supposed to be a pain to destroy, however thats the price you pay for letting crons reach that stage (same as the price you pay for letting IG or Orks reach that stage). You could even, in DC 1.2, counter them in T4 with almost any race, the problem was that no race could either survive against crons (in smaller maps) or harass them properly because of their "necronomy". If you actually played a game where a race like Eldar or Tau could survive against crons up until T4, im pretty sure Prisms/Warp Spiders/Vypers or FW spam with HH and Kroot Carnivors (you need to use the Kroot Carnivors so they get disrupted from mono and not your FW) then it was even possible to kill crons in T4.

    Gannadene also has a really good point that Cons currently are reliant on mono/NL to do anything of use, which isn't a really good thing

  18. #18
    you need to use the Kroot Carnivors so they get disrupted from mono and not your FW
    well most players manually tell the mono what to attack... and no player who has played more then a week will use carnivores after T2 (usually dont use it after T1 though).
    Originally posted by OmegaDestroyer, about Necrons in SS:
    If you like the Necrons, you'll be disappointed. They aren't one of the strongest races anymore. They didn't get hit by a nerfbat or anything; a truck carrying a bunch of nerfbats accidentally crashed into a restored monolith

  19. #19
    PandaMine
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    FW's would outrange a mono, the point of croots is to block the pathing of the mono so it doesn't the mono won't end up hitting you're FW

    Also you WOULD use kroots if cons are using Nightbringer for the same reason. You don't have cant use Krootox's/Hounds since you wen't the montka path, and crisis suit aint gonna do anything at that point

  20. #20
    FW's would outrange a mono, the point of croots is to block the pathing of the mono so it doesn't the mono won't end up hitting you're FW
    this is wrong, Mono have 55 range, upgraded FW have only 50 with kauyon upgrades.

  21. #21
    PandaMine
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    You don't target the mono with FW, you target the necron infantry INFRONT of the mono

    Thats why you use a couple of croot squads to block the pathing of the mono to prevent it from reaching in range of your FW, and you use PF with mark target + HH to eliminate the mono.

    If you are targeting the MONO with you're FW then something is seriously wrong with how you are playing Tau
    Last edited by PandaMine; 1st Nov 08 at 7:48 PM.

  22. #22
    Back on track.

  23. #23
    Bear in mind guys I'm not saying that there should not be any changes to Necrons at all; I'm just saying extra HP isn't the solution. They have plenty of that already.

  24. #24
    slay2rr
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    NW's health are fine in early teirs but upon reaching T3-4, their health doesn't stand up to the mass fire power that out range the NW usually by more than 10 range. So how about giving them like 130 or so hp(back to the DC1.2's 1000hp) upon constructing a energy core, or maybe give them a third disruption field upgrade at T3?

  25. #25
    I like the idea of a T3/4'ish DF upgrade. It doesn't have to buff their HPs much at all, if any, but the big thing is definitely their range in T4. Long range shooters, particularly Kauyon-path Tau destroy NWs before they can do any damage whatsoever. The few that remain and do manage to fire off a few shots get loled in melee by Kroot while FWs throw up a shield, toss nades and blast the rest of the army into nothingness.

  26. #26
    Da Seriuzly Bad Dok of Balance Old Painless's Avatar
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    They simply need more range in the late game, that's all i need them to have anyway.

    The lack of health regen in combat seems odd.
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  27. #27
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    /Agree to (slightly) buffing basic nec inf in T4.

    Weak T4 inf was a problem for necron even in DC1.2. (Although in 1v1, the necron would usually crush his opponent prior to T4 so much that T4 wasn't a problem. It was more noticable in team games.)
    Quote Originally Posted by 4Servant
    The key with tau fw spam is not to micro or to predict anything just stand still and do nothing.

  28. #28
    There is a lot of theorycrafting in this thread, but the basic point that Necron Warriors are weak is true. A third upgrade in tier 3/4 that buffs Warriors back to DC 1.2 stats is doable IMO. DC 1.2 Warriors fall easily enough to tier 3/4 firepower.

    I would like to see Necron resurrection tweaked to actually work. It's ok that they only resurrect to 30% full health, but right now the resurrect range is too short and the initial delay too long, so half the time units that are resurrecting fail to finish properly.

  29. #29
    Member Rotlung's Avatar
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    I'm not sure how fluffy it is to have multiple monoliths, but perhaps Necron Warriors' health and range could be buffed with each monolith? Since they only have 3, perhaps the 3rd monolith would bring them to DC levels?

    Hmm then again an additional upgrade would be simpler. Buff to range and a bit of health. It's kind of odd that Necrons have so little to research, even in top tier.
    Quote Originally Posted by chelovek_veliki
    Three FW squads plus Pathfinders plus snares and your base will be as unapproachable as I was by girls in high school.

  30. #30
    PandaMine
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    @Riotlung

    I don't think that will work, currently getting multiple's monos with crons isn't really feasible in a normal game due to the economy nerf

  31. #31
    Member Makenshi's Avatar
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    It may be imba, I don't know... but what about this:

    T1: 20% chance of WBB (Will Be Back)
    T2: 40% chance of WBB (Will Be Back)
    T3: 60% chance of WBB (Will Be Back)
    T4: 80% chance of WBB (Will Be Back)

    Not including Ress Orb and stuff


  32. #32
    Da Seriuzly Bad Dok of Balance Old Painless's Avatar
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    It's 450 for the second monolith and 340 for just the 2nd teir upgrade. The cost of scaling troops via this method is horrendous.

    Yes, you can scale them with 3 monoliths but thats 2830 power to get all the way, when a new warrior is 35. Clearly not worth the cost.

    There may be a point where the second monolith and the teir 2 upgrade is better than disruption field but the time and rescources to build and upgrade a 2nd mono, coupled with the fact that you have to wait 170 seconds for the actual bonus to take effect mean it is a long, long game to play.

    I've never seen anybody but me build more than one monolith anyway !

    If you wanted to change it so the benefits are spread across building the mono, T2 research and T3 research equally then thats a lot more viable. Currently ..... meh

  33. #33
    Member Rotlung's Avatar
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    Necrons that eventually self-repair through WBB immediately join the nearest unit and in coherency. It might look odd for corpses to disappear and suddenly reappear with a squad as a freshly-reinforced warrior, but that could help keeping them alive a little longer.

    I'm pretty sure they don't take longer to res than to reinforce...

  34. #34
    Warriors do suck later in the game, but to be honest they did in dc post patch aswell, the trouble with a warrior squad, is that it may have 1000hp/870hp whatever but it does like 150 dps to heavy med, and a tac sqaud with weapons will do 300 at much longer range, it don't take long to work out that man for man they are hugely inferior

    Having said that they are also a lot cheaper, personally i'd rather see wraiths given a upgrade in tier 3/4 rather than warriors get more powerful, in the period that wraiths are useful, they support the slower infantry very well and it's that loss later in the game that exposes warriors to levels of firepower they can't withstand

  35. #35
    A T3 upgrade to bring their range up to the standards of most other units (i.e. 25) sounds reasonable. Still don't approve of extra HP though. A bit of increased regen also wouldn't hurt though.

    @mlai/Makenshi
    I would like to see Necron Self Auto-Rez play a more prominent role in the Necron mass, but I have a feeling some of your numbers would be too high Makenshi. Increments of say 5, with a quick jump at the end would make more sense (so T1 30%, T2 35%, T3 40%, T4 50%). The hitpoints they ressurrect with could also scale per Tier, to about the same percentages as the chance of rezzing.

  36. #36
    PandaMine
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    Agreed that necron rezzing needs to be fixed, currently its actually more of a disservice then a help since its better to re-incorce at 100% HP, then having to wait for a con to res, and 90% of the time that rez'ed cron will fall back to the ground because you are out of range (or you're squad dies)

    @KotCR is there any reason why you are against a HP buff in T4?

    There are numerous other inf in T4 that have ~1000HP, much higher range and much better firepower then warriors, and with the recent economy nerfs its not like crons can fully spam as they did before

    EDIT: Remember warriors still have morale (400) and cons don't have any ability at all to recover morale, so its not like warriors are without weakness's

  37. #37
    Those infantry are all elites, and consequently are hardcapped. Necron Warriors are not.

    I'd rather not turn end-game Necron into a Winter Assault race.

    EDIT:
    Quote Originally Posted by PandaMine
    Remember warriors still have morale (400) and cons don't have any ability at all to recover morale
    Neither do Terminators, Crisis Suits, Warp Spiders, Kroot Hounds who all have morale.
    Last edited by KotCR; 2nd Nov 08 at 7:31 AM.

  38. #38
    PandaMine
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    On the other hand warriors are the only usable inf that crons have at level 4.

    Not true for all races though, Tau has carnivors which can get 9.5k HP (ethereal + shaper + full HP bonus from carnivor). Tau also have 8k HP kroot hounds with shapers

    There are howling banshees which come close for elfs

    Remember that most inf elites are either morale immune or have lots of abilities to buff them, warriors don't. In fact the only help warriors get is from the NL. The fact that they do have fairly low morale (400), means I really cant see warriors running through an army in T4 to get into an enemy base and be on full morale.

    Also warriors do comparatively shit damage to buildings

    Trust me it won't compare to anything like PSM spam in WA

    EDIT: On the other hand SM have plenty of abilties to restore/reduce morale (or break morale of opponent). Crons don't.

    As I said before, if crons were morale immune (or they had something like rally squad, or combat drugs or whatever) then I would see you're point, however they are not morale immune, in fact due to their slow movespeed and cron not having any morale modifier spells they are MORE vulnerable to having their morale getting killed then other inf in T4

    EDIT2: BTW kroot hounds with shaper and ethereal have 1200 morale, which is shitload of morale. Crisis suites are totally different uni, don't know why you are mentioning them, warp spiders have much higher range and can TP and terminators likewise terminator squads have 750 morale, which is almost double of warriors
    Last edited by PandaMine; 2nd Nov 08 at 7:36 AM.

  39. #39
    SM have only one morale regrouping ability, that's Rally. It's only availiable on squads with Sergeants. The Terminators don't have access to it (one of the reasons Terminators actually sucked in vanilla DoW in the grandscheme of things, seems they didn't have much better basic Morale than Tactical Marines there).

    Necrons also have their own amount of Morale Immune troops. Their own elite, the Pariahs, are morale immune. The un-hardcapped Flayed Ones are morale immune, as are Wraiths.

    You say that SM has abilities to compensate for morale vunlerability of their elites through draining the enemies morale; Well so do the Necrons. Have a look at the Flayed Ones again.

    Quote Originally Posted by PandaMine
    On the other hand warriors are the only usable inf that crons have at level 4.
    All Necron infantry is perfectly usuable at T4. What you mean to say is that Warriors are the only viable ranged anti-infantry troops that 'crons have at T4.

    EDIT:
    Quote Originally Posted by PandaMine
    .
    Crisis suites are totally different uni, don't know why you are mentioning them
    No they are not, in the sense that I'm using them. They are an elite infantry unit with Morale and no Morale restoration abilities. Kroot Hounds, Crisis Suits, Terminators, Warp Spiders (whom are imba BTW - despite having morale weaknesses), are all elite infantry.

    You are still comparing Necron Warriors to elite infantry. This is why you are wrong and were you are going wrong.

    Necron Warriors are not elite infantry. They should not have elite infantry HP levels.
    Last edited by KotCR; 2nd Nov 08 at 7:43 AM.

  40. #40
    Member Rotlung's Avatar
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    If it matters, terminators not only have more morale than most units, but they also take less morale damage.

  41. #41
    They may not be elite infantry, but they end up having to fight vs elite infantry at lot of the time as crons only get 1 elite squad, warriors need to plug the rest of the gap and so end up going against all manner of things late game, elites, upgraded tier 2 troops etc nearly all of which, does substancially more dmg, which means in game terms unless you have 3 times as many troops you loose

    Things like solar pulse etc were meant to be a counter for this allowing your warriors, time to get in an cause dmg, as were wraiths tieing up squads etc, giving your warriors support so they can advance without getting anilated. But wraiths fall by the wayside and the result is no solar pulse rdy, all your men are gonna die and although the charge time on solar is fast it's not really fast enough to be your only support for warriors late game

    Increasing the range will have little effect in tier 4 imo, even if you drop a warrior squad slap bang next to a tac sqaud, csm sqaud etc it will get pummelled, because while it's hp may be higher that does not compensate for the fact that it's dmg is substancially lower, it's basically an inferior unit at this point in the game to most other races basic, let alone advanced troops, short of a massive buff which i don't think anyone wants, the best ways for warriors to remain competive is for the support units to be worked on like wraiths, if these units remained usefull warriors would function far more effectively

  42. #42
    Quote Originally Posted by War-Reborn
    They may not be elite infantry, but they end up having to fight vs elite infantry at lot of the time as crons only get 1 elite squad, warriors need to plug the rest of the gap and so end up going against all manner of things late game, elites, upgraded tier 2 troops etc nearly all of which, does substancially more dmg, which means in game terms unless you have 3 times as many troops you loose
    Agreed. So they should have HP levels that are a cross between that of elite infantry and regular infantry.

    Oh wait. They do.

  43. #43
    For reasons I've already stated, I don't think Necrons need their maximum health increased.

    I don't believe DC 1.2 balancing is right, either, because 1.2 had its own problems. Moving them up to 1,000 health and giving them back their range will help, but those numbers were changed for a reason.

    Reading the responses, what I'm settling more on is giving them the ability to regenerate health and slightly increasing the chances of WBB in T4. My reasoning behind this is that Necron Warriors do NOT regenerate health currently because it encourages the WBB rule to occur. Warriors' large health merely compensates for this lack of regeneration. Altering how WBB works and how regeneration works for T4 Warriors may even allow for Necron Warriors to have their health reduced.

    It may be possible to link this with Monoliths, in the same way that FOs and the Necron Lord have their health tied to it. It's important that upgrades via new Monoliths do not become a necessity, however. The FO buff rarely sees action because the game is often over before then. That's why I'd advocate any sort of buff beginning with either Enhanced Field Disruption or a theoretical Advanced Field Disruption.

    Right now, Warriors are damage sponges, not tanks, as I've already covered. Giving them more health won't make them better - just more of a problem. When the WBB rule activates, Warriors basically turn back into T2 infantry - they only return with 30% health, which they will never regenerate in combat.

    Let's say an Advanced Field Disruption gives Warriors health regeneration, and moves their chances of reassembling from 25% to 35%, in addition to allowing them to be restored with 40% health instead of 30%. Additional Monolith upgrades (6 possible across 2 Monoliths) increase Warrior health by 15 and their chance to revive by 2%, for a possible maxed out Necron of 960 health with a 47% chance of using the WBB rule. This would be fluffy, in terms of Necrons needing a lot of time to get to the point that they're actually quite dangerous. It would also ensure that most matches AGAINST Necrons will not change much from what they currently are in SS, aside from having Warriors simply withstanding long-term battles a little easier.

  44. #44
    Member SpArTy's Avatar
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    Only problem with NW is that first crucial upgrade is not efficient enough. A drop in cost or build time would resolve it.

    As for the rest of cron, the Artifiact, some NL abilities and second mono are overpriced slightly.

    Beyond that there is nothing wrong with cron, don’t overcomplicate things.
    lol n00b

  45. #45
    Quote Originally Posted by SpArTy
    Only problem with NW is that first crucial upgrade is not efficient enough. A drop in cost or build time would resolve it.

    As for the rest of cron, the Artifiact, some NL abilities and second mono are overpriced slightly.

    Beyond that there is nothing wrong with cron, don’t overcomplicate things.
    Ha.

  46. #46
    But he's right you know.
    I don't see necrons struggling at all with just a few changes to make their vital abilities more available early on.


    Late game necs are already pretty much fine IMO, especially now that they can afford the globals. Destroyers are as kickass as ever, the C'tan upgrades are quite potent, and while I'd maintain that the monolith could use an extra 2500 HP (So it actually totals at 10000 instead of 7500), I really don't see any gaping holes in their gameplay.

    Flayed ones may have a hard time catching things, but late game, they can get something like 1500 HP each. Just getting 3 monos up and spamming flayers works for those huge teamgame/FFA situations where you actually need something in t4.

  47. #47
    Member SpArTy's Avatar
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    Quote Originally Posted by Gannadene
    Ha.
    You dont have a clue :\

    Allow me to summarise;

    Fluff = not DoW.

    Your proposed buffs = DC.

    Me no want DC.

  48. #48
    How exactly anyone can dare to make the claim that T4 Necron Warriors are fine (or that T1-T3 Necrons need more help) is beyond me. I chalk it up to politics, and people being afraid of no longer having Necrons to waltz over for free wins in SS.

  49. #49
    Wow seriously? Crons weak in t4? Warriors are fine then because you have tombspiders to manufacture them right on the field. When you have enough obelisks, their reinforcement time is rather good. They can tank fine, provided you actually use your abilities and not just march NW's into a t4 army..... Really, youre comparing NW's in a vacuum. Try moving up slowly, letting the NW's start to take damage, then jump in with your NL and use a solar pulse, chrono and drop some fo's in. Also they have THE best disruption in t4 (except for maybe the BB). When you understand how to play crons, their t4 is fine, its their earlier tiers that could use a slight buff.

  50. #50
    What you're incorrectly assuming is that all of your enemies' units will be lined up and grouped together, and will stay perfectly still, and fail to use any skills to counter Solar Pulse.

    Just because you CAN counter a T4 race doesn't make Warriors good, or a Necron T4 army good. If you COULDN'T, it would be a game-breaking balance problem that would have been patched long ago. There's a reason why Necrons are widely considered the worst or second worst SS race. You seem to be describing Necrons from an opposing players' point of view, and have little experience playing as them.

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