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Nids suck [1.4.2]

  1. #101
    Very Disappointed Dux's Avatar
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    I agree with Shoe. Tanks seem a bit too prevalent now. I always thought they were worth their cost in 1.3, but now they just own.

    And Hirmentrium, it's not exactly the same role. The Carnifex Strangler has a considerably larger AoE, and let's not forget that it comes on a walking tank. Also, the Fex can easily switch roles and go AV with a (admittedly underpowered) Venom Cannon upgrade. Spamming spore mines is fun, too.
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  2. #102
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    People still build Screamer Killers. They are arguably overpriced but not necessarily by huge amounts. And personally I would rather have the tanks overpriced than underpriced... I don't like how they dominate the game atm.

    p.s. Is that anime or the worst eldar ever
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  3. #103
    Worse, it's Raiden (see: Metal Gear Solid Most hated Characters).

    Still waiting for a reason to use Lictor Alpha.

  4. #104
    Senior Member Chris's Avatar
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    I still build a screamer in tier 3, mainly because warrior stranglers get absolutely creamed by critical mass of ranged units, due to their below average range of 30.
    Chriss is that IG hater he wanted them to nerf everything about igs

  5. Dawn of War II Senior Member Dawn of War Senior Member  #105
    Senior Member Hirmetrium's Avatar
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    And Hirmentrium, it's not exactly the same role. The Carnifex Strangler has a considerably larger AoE, and let's not forget that it comes on a walking tank
    Don't get me wrong, but when a squad of infantry, which has higher survivability, reinforcement, is generally less noticable is on the field for cheaper compared to the carnifex. Until tyranids get reliable repair and a cost effective vehicle, carnifexes are a waste of space. By the time your sinking money into them, you will have already lost just saving for one, unless your are seriously outplaying your opponent.
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  6. #106
    I agree with Shoe. Tanks seem a bit too prevalent now. I always thought they were worth their cost in 1.3, but now they just own.
    Let's look at this from Relic's perspective. People were telling Relic that Tanks didn't "feel" like tanks in DoW II. They were easy to kill, and not all that effective. Now we finally get a tanks worthy of WH40k, and feel better than coH tanks, and people think they're too much?

    I'm confused? Do we want a Tank, that is badass, and a force to be reckoned with, or the 1.3 tank that feels like a cheap knockoff of CoH? I think tanks in general feel much better now, but need a price increase because they're so damn good.

  7. #107
    the problem is the tanks are still rather weak, bu there speed lets them live, if you ask me both looted and preds should be slow but powerful, and only eldar should have fast but low hitpoint tanks.

  8. Modding Senior Member Dawn of War II Senior Member  #108
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    Tanks are only prevalent because researching T3 is a joke. In the time it takes you to research T2, you already have accumulated enough resources to insta-jump to T3.

    Because it's so easy to jump to T3, it's difficult to have an established T2. Likewise, T2 vehicles are extremely lackluster when compared to the ease of a tank. A tank will beat any T2 vehicle for cost, plus the T1.5 infantry it's likely to be up against.

    When T3 is harder to reach, tanks will be fine.

    When it comes to the fex vs tanks though, I think the fex simply needs a damage boost. A fex in synapse is a bit more intimidating, and the problem is more that the fex can't put out enough damage than it is that it can't take a hit.
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  9. #109
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    t3 being hard to reach won't fix the problem of lategame tank spam.

    and yeah, the tanks wern't buffed so much as given uber pathfinding so now they can virtually always get away from melee threats. They are more maneuverable than everything but the lightest vehicles from CoH. The almost complete lack of blocking terrain exarcebates the problem.

  10. #110
    the problem is the tanks are still rather weak, bu there speed lets them live, if you ask me both looted and preds should be slow but powerful, and only eldar should have fast but low hitpoint tanks.
    Thats a good idea to tell you the truth.

  11. Modding Senior Member Dawn of War II Senior Member  #111
    Dominatrix Buguba's Avatar
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    t3 being hard to reach won't fix the problem of lategame tank spam.

    and yeah, the tanks wern't buffed so much as given uber pathfinding so now they can virtually always get away from melee threats. They are more maneuverable than everything but the lightest vehicles from CoH. The almost complete lack of blocking terrain exarcebates the problem.
    While I think that's partially true, the reason I still think that making T3 harder to reach will fix the problem is because ranged AV counters tanks so well.

    When someone is going for tanks, it's a hard tech strategy. Because T3 is easy to reach after T2, it's easy to be building T3 tanks while your opponent is in T1.5.

    It's impossible to counter tanks with T1.5 units.

    With T2 units, however, it's rather easy. ML Tacs, Tankbustas, BL plats, VC broods, and the like all take down tanks with ease. The problem is that most people aren't in T2 when tanks hit the field.

    Tanks don't need fixing as much as the teching path does.

  12. #112
    if you ask me both looted and preds should be slow but powerful, and only eldar should have fast but low hitpoint tanks.
    I also agree with this. It would also make abilities like "Kult of Speed" for the Mek more useful and important. considering Eldar Tanks are more fragile than Ork and SM tanks, it only makes sense that they're faster, while Ork and SM vehicles are slower yet more durable.

  13. #113
    buguba
    actually devs with vengence rounds 3 of them can kill a loota tank before it fires its big booma
    They cost more then the tank but they have other uses and start from tier 1.5.

    I killed quite a few tanks so far from orks because they dont realise how dangerous vengence rounds is, and by the time they see the tanks hitpoints droping and try to pull back its dead.

  14. Dawn of War II Senior Member Dawn of War Senior Member  #114
    Senior Member Hirmetrium's Avatar
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    I don't know about you guys, but tank vs BL plat is close to suicide. Those things bring out so much pain. Plasma devs are less lethal, nor much Deffgun action either, but BL plats > tier 3 tanks from what I've seen. If your skipping tier 2 I'll go walker/support and kill your gens and camp the VP's. By the time tier 3 tanks hit tier 2 AV is firmly emplaced.

  15. #115
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    With even a little distraction or disruption the tank player can drive your AV off the field then massacre what is left. If they have enough tanks they can just rush in and focus fire.

    ofc, that is risky and the hard counters do work. but a major reason that tanks are spammed is that they are easy and convenient to mass.

  16. #116
    but a major reason that tanks are spammed is that they are easy and convenient to mass.
    Well when you look at the cost of tanks atm, they're clearly too damn cheap to get. Relic should adjust their cost and they would really help with making them balanced. Other than that, there's nothing that really need to be changed other than the speed of the Looted Tank and the Predator.

  17. #117
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    I don't know about you guys, but tank vs BL plat is close to suicide. Those things bring out so much pain. Plasma devs are less lethal, nor much Deffgun action either, but BL plats > tier 3 tanks from what I've seen. If your skipping tier 2 I'll go walker/support and kill your gens and camp the VP's. By the time tier 3 tanks hit tier 2 AV is firmly emplaced.
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  18. Modding Senior Member Dawn of War II Senior Member  #118
    Dominatrix Buguba's Avatar
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    Well when you look at the cost of tanks atm, they're clearly too damn cheap to get.
    The Looted Tank is too cheap for cost. I stand by that T3 is the problem, and not the tanks.

    Now stop talking about tanks. This is Nids, for goodness sake.

  19. #119
    yay i am shocked to see that tier 3 is really easy to get too....especially when the AI took full advantage of that and speed to tier 3 while i was in tier 1.5 and on the way to tier 2
    im fully supportive of the idea that tier 3 advancement is a big part of the problem, but vehicles do need work
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  20. #120
    "- Other walkers will benifit against enemy vehicles, but it won't make them more effective against the Fex. With the way that tanks kite walkers now, walkers need all the help they can get anyways."


    Isn't it supposed to be that way?
    Tanks should beat walkers, because walkers can tie up enemy AV-infantry and can beat up soft counter infantry. Walkers furthermore can beat commanders, tanks only seldom pose a threat to a commander unit.
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  21. Dawn of War II Senior Member Dawn of War Senior Member  #121
    Senior Member Hirmetrium's Avatar
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    In fairness, the discussion of tanks is directly related to realising how the screamer killer should operate/cost. Until the "tank issue" (of which I believe there is none, AV is plenty effective and tier 3 rushes DO NOT WORK) is sorted, we can't start looking at Screamer killer units subjectively, cost/performance wise.

    On a related note, does anybody have the stats for what synapses do/improve upon for carnifexes? TASK3R told me they benefit, but synapse has changed so much I don't even know anymore.

  22. #122
    jester2449
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    It seems the lictor comander is not getting extra helth as he levels or is it just me
    from level 1 to about 4 or 5 he gained 10 or so helth SM comanreds on the other hand gain 90 or so per level

    on another note why do SM get extra power ability things (5 options other races get4) you know the terminators and bombbardment stuff
    why cant the other races get better powers as every SM comander can get terminators and only the farseer for the eldar gets one (warlock council thing)
    yes i know the warp spider one is there and nids get without numbers but gee some gaunts or WS vs terminators, i think i know whos better off.
    Orcs (havent played em yet as to OP) dont seem to get anythig good (think one gets comandos )

    shuriken cannons should get a star cannon option/upgrade

    oh i didnt get or play DoW1, but plz tell me tau and necrons will be added soon to DoW2 please please

  23. Dawn of War Senior Member  #123
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    To get back to why Nids suck (which they don't, but they are back to being support armies rather than swarm armies...)

    I believe they need to sort out the synapse effect. At present the HT is the best commander because he has reliable synapse that rarely feeds back and kills half your assault force. I think the way to resolve this is to remove the damage done by psychic feedback and simply have it do knockdown.

    Also, I think that gaunts should be cheaper by the amount of the upgrades they need. If a nid player wants to spam lots of units with no upgrades, that should be an option.

    As for what to do about the Lictor hero - more CC DPS. Pile it on until he's ferocious in close combat, then knock 15% off and give it back in the "loner" upgrade. In tier 1 he's just too easy to mob with swarm units. While he's great at taking down SM, it only really scares scout spammers right now... Tacs can get away with few if any losses from the average lictor ambush.
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  24. #124
    Member Carl's Avatar
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    @Trouble: I think removing the feedback is looking at this the wrong way. Right now the basic warrior, (i.e. no BS) and Zoan is UP. and BS warriors have most of the counterability issues of other suppreshion weapons, only magnified.

    So why not reduce basic warrior damage 25%, (but you get it back with glands), and up the HP's of Zoans by 120% and Warriors by 50% or so, (maybe even raise warrior req cost and up their HP's 75%).

    With vastly improved HP's their going to be horrifficlly difficult to kill so backlash is less of an issue, on the other hand if they do get a kill it's gonna really hurt you. This would be especially true if you made only the warrior leader cuase backlash, (and gave him all the extra HP's, meaning he's garunteed to be the last to die, a-la squad seargents in the SP campaign).
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  25. #125
    Senior Member Chris's Avatar
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    To get back to why Nids suck (which they don't, but they are back to being support armies rather than swarm armies...)
    Nope sorry they suck.

    HT is the only competitive commander atm and that is partly down to a buggy/imbalanced wargear selection.

    Ork and Eldar both dominate LA/RA in melee and ranged combat regardless of hero choice, although Warlock and Warboss are particularly strong (warboss is literally un-killable). SM struggle on some maps but without early synapse/50% HP boost they can beat LA/RA. Only SM commander that should have serious trouble with tyranids is TM because he can be easily tied up by guants.

    Only competitive build past TS 25+ is Hive Tyrant with 3X guant 1X strangler, Rending/synapse/scream wargear. Everything and I mean EVERYTHING else gets absolutely trashed by other race's bread and butter builds.

  26. Dawn of War Senior Member  #126
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    @Carl : The problem with feedback is that it makes nids the only race to be punished for doing the same thing that makes everyone stronger in this game : build a mix of units and team them together. Synergy builds for Nids actaully expose them to greater risk on the risk/reward scale than other races, its unfair. On the flip side, if you make synapse really good to compensate, you risk breaking nids the other way. In the end, unless nids get a total overhaul, synapse will be on the razors edge of balance because of this... nids will always be broken on one side of the power curve or the other... its too hard to balance right.

    Synapse at the least has to be reworked again. Streamlining was a good idea, but it needs more moving parts to be tweakable.

    @Chris : Suck implies a level of underpowered that I just don't yet see. Granted, my one and only experience vs. orks was, shall we say, eye opening... but there's just enough power in the nid army to make them formidable in the right hands. I see them being the weakest race right now, but not quite hopeless.

    Lictor has problems - hes not stabby enough in T1... and the nerf to his support wargear makes him better at offensive actions - which really means hes got to be stabby or fail.

    I agree with you on the HT.

    I'm not sure what to say about the RA right now... I see lots of potential in him... sorta like the TM in 1.3.2. Having all your units pop-out in synapse and properly staged for attack makes him highly efficient at ambush. The hero himself still does nasty things with the slowing-claws and damage synapse... burrow traps are great. Its hard to call him crap right now.

    Chris, whats your proposed change list for Nids now? I'd really like to hear your thoughts on what fixes them.

  27. #127
    Member Carl's Avatar
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    @Carl : The problem with feedback is that it makes nids the only race to be punished for doing the same thing that makes everyone stronger in this game : build a mix of units and team them together. Synergy builds for Nids actaully expose them to greater risk on the risk/reward scale than other races, its unfair. On the flip side, if you make synapse really good to compensate, you risk breaking nids the other way. In the end, unless nids get a total overhaul, synapse will be on the razors edge of balance because of this... nids will always be broken on one side of the power curve or the other... its too hard to balance right.

    Synapse at the least has to be reworked again. Streamlining was a good idea, but it needs more moving parts to be tweakable.
    Oh I agree with that, it think what i was getting at is that in this case, where everyone elses synergy is using units with diffrent roles together, for nids, it's more about using synapse and non-synapse together. Though TBH i'm not sure what the dev's intended for synapse.

    Think how many abilitie's nids have compared to everyone else, especially with upgrades taken into account...

  28. #128
    Gaunts (in general) should not just bee seen for their 1on1 abilities. They can be under the influence of several synapse auras and then there are other factors, like speed, tieing up performance, abilities etc.
    However, I agree that the cost should be reduced just slightly by around 10-20 req to enforce a bigger gaunt mass which should be characteristic for Nids.

    Ravener devourers should not be changed to plasma. Their claws are already power weapons and counter heavy_inf armor. For gameplay and fluff reasons devourers should be good against light armored infantry while their claws are good against heavy armor. The actualy dps is debateable, but the more uses a unit has the better for gameplay as long as it demands a players action (changing the stance for example).

    The basic T2 CC Carnifex should indeed win a 1on1 encounter with any walker. As was stated before the (T2) Carnifex is the most expensive walker, slow and clumsy, has no ranged attack and no other ability. It only has downsides and the one thing that should be a no-brainer, ripping appart anything when it actually manages to get into combat without servere injuries, is missing too. Apart from clearly being underpowered against walkers/vehicles it aches my fluff heart that a Carnifex loses against a dreadnought.
    Also a Venom Cannon Carnifex should be a anti-vehicle beast at range, not good against infantry in my opinion but better against vehicles than currently.

    The Zoantrophe warp blast could recieve a buff too. Its high price and fragileness could be justified if it can be used effectively in good hands. Warp blast is not good enough. If it would be better, like do more damage against vehicles, slow more or even stun, costs less power then the Zoantrophe could be used for AV purposes. Currently Tyranids mostly rely on Venom Broods, one unit for AV duties. More options should be available. If for example AG Warriors would do better damage against vehicle armor, and warpblast would be better a Zoantrophe-AG Warrior combo could be a more viable option.
    Last edited by LoRd KoRn; 14th Jul 09 at 3:17 PM.
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  29. #129
    Senior Member Chris's Avatar
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    Raveners (and warriors for that matter) do not have enough dps to be reliable heavy infantry counters unfortunately. 75dps for the entire squad is a joke compared to other CC units. They counter setup weapons effectively, although not cost-effectively.

  30. #130
    I like the summary of changes Korn would make.

    To add to raveners, I could even see reworking them so that the bursty bolter-type attack (their current upgrade) become their base attack (like the hero) and their claws are the upgrade. Rework stats as needed.

    I'd also rework synapse, having warriors be less of a time bomb in your army would probably go a long way.

    Maybe have the knockdown apply on the death of any model, but knockdown and damage only apply on the death of the squad? Or have the current damage, but give an additional small healing buff (like a smaller version of the zoanthrope's effect)?

  31. Modding Senior Member Dawn of War II Senior Member  #131
    Dominatrix Buguba's Avatar
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    (in general) should not just bee seen for their 1on1 abilities. They can be under the influence of several synapse auras and then there are other factors, like speed, tieing up performance, abilities etc.
    And Orks can WAAAGH completely independent of other units. They work best in groups, but are still good on their own. This cannot be said of Nids, particularly vanilla ones.

    However, I think that upgraded Gaunts certainly have their place beyond 1v1 capabilities. That's only upgraded gaunts though. You base the initial price of a squad off its initial strength. You base upgrades on the benefit the squad will recieve from it.

    devourers should not be changed to plasma. Their claws are already power weapons and counter heavy_inf armor. For gameplay and fluff reasons devourers should be good against light armored infantry while their claws are good against heavy armor. The actualy dps is debateable, but the more uses a unit has the better for gameplay as long as it demands a players action (changing the stance for example).
    To add to what Chris said, the fact that the devourer upgrade is bolter_pvp removes a pretty essential vehicle soft counter for the Nids. As of now, the Nids have no vehicle soft counters in T1.5 minus the extremely lucky spore mine.

  32. #132
    Member hellic's Avatar
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    Quote Originally Posted by Chris
    Nope sorry they suck.

    HT is the only competitive commander atm and that is partly down to a buggy/imbalanced wargear selection.

    Ork and Eldar both dominate LA/RA in melee and ranged combat regardless of hero choice, although Warlock and Warboss are particularly strong (warboss is literally un-killable). SM struggle on some maps but without early synapse/50% HP boost they can beat LA/RA. Only SM commander that should have serious trouble with tyranids is TM because he can be easily tied up by guants.

    Only competitive build past TS 25+ is Hive Tyrant with 3X guant 1X strangler, Rending/synapse/scream wargear. Everything and I mean EVERYTHING else gets absolutely trashed by other race's bread and butter builds.
    Ravener Alpha is still quite good. His tunnels allow great coordinated attacks and some of his wargear are quite useful and great for specific match-ups/situations. I go x2 HG, x2 BS Warriors, x1 Ravener Brood, then save for a Screamer-Killer. Oh, and Spore mine drops rock against blobs when combined with Rav knockback.
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  33. #133
    To add to what Chris said, the fact that the devourer upgrade is bolter_pvp removes a pretty essential vehicle soft counter for the Nids. As of now, the Nids have no vehicle soft counters in T1.5 minus the extremely lucky spore mine.
    Maybe they could add a clickable ability that allows him to toggle to a plasma or an armor-piercing weapon, similar to the vengeance rounds, but like the hero ravener?

  34. #134
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    Raveners can still power-melee vehicles. Not too great but it works.

  35. #135
    When the so called "hard counter" is countered in close combat by it's target (tacs) then there is a problem.

    Also, who the heck leaves their vehicles just standing there for raveners to tear it piece by piece?

  36. #136
    Member Ruzdreg's Avatar
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    To add to what Chris said, the fact that the devourer upgrade is bolter_pvp removes a pretty essential vehicle soft counter for the Nids. As of now, the Nids have no vehicle soft counters in T1.5 minus the extremely lucky spore mine.
    I really don't want to see Devourers being able to even remotely damage a tank so I don't want these to be Tyranids soft counter.

    Bring in the Gaunt spike-rifles! Now there's a AV soft counter I'm happy with. But since they wont ever get added, I guess you could make the Spore mine standard shot do some soft AV damage. That way you wont have to rely on your opponent not seeing them charge up for the big shot - but that will still be an option.

  37. #137
    Senior Member Chris's Avatar
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    Raveners can still power-melee vehicles. Not too great but it works.
    According to DoWCodex, Raveners deal 2.9dps to vehicles in melee. Raveners are probably one of the few units that could actually catch a vehicle (although still not a razorback) but what are they ever going to kill with such terrible damage? You'd need 2-3 broods to bring down even the lightest of vehicles with that many raveners but then you'd be stuck in teir 1 forever.

  38. #138
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    Apart from all the "weak AV", "no effective soft counter AV" issues,
    where did the "all walkers own fexes" crap came from ?

    Both unupgraded fexes win a 1vs1 fight against all 3 walker units, the only problem with them is their inability to heal/be repaired, thats like the ONLY issue of basic Fex.

    The Screamer Killer variant needs to be looked at in case of his effectiveness against tanks, particularily against preds and looted.
    Also some people expect basic fex, to be effective against all stuff out there, while he is meant to be a walker unit equivalent, more anti inf focused, and a great damage soaker after all, I dont see my WL owning tanks 'n shit or being that durable, so why the senseless whine ?

    So logically only Screamer Killer should be capable of effectively dealing with tanks, and he sucks at this now I agree.
    And since he's slow he needs some recompensation,
    Either in versitality, or ranged AV damage.
    Also both fexes seriously need someway to heal quicker, but not too quick.

    Plus I see that people dont take Fexes speed that much into consideration, they cant work on their own just as any other walker cannot, their maneuverability lacks, turning speed.
    Maybe both Fexes should have quick no damage, knockback only charge move abilities, with quick cooldown, to recompensate their low basic speed.

    I also saw some unargumented whines about hormagaunts, which are fine, in fact they are more durable than sluggas, and are effective against all basic T1 ranged units, their only problem may be that they do not scale well,
    and dont benefit from synapse enough,

    maybe synapse needs to be changed a bit, to compensate hormas + termas + some specialised melee unit use,
    cause currently, in games I just see hormas only running around en masse, trying to decap shit and engage stuff in lonesome one on one engagements most of the time.

    And apparently, thats NOT the way to use them, aint it ?
    Shouldnt it be more like 2x hormas, or horma+terma + Synapse creature ? It fits with the basic synapse concept, and how other races work.
    Maybe people didnt get that impression since almost no one plays as Nids.
    Last edited by WhiteDeVile; 15th Jul 09 at 4:20 AM.

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  39. #139
    Member Carl's Avatar
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    Both unupgraded fexes win a 1vs1 fight against all 3 walker units, the only problem with them is their inability to heal/be repaired, thats like the ONLY issue of basic Fex.
    My understanding is that it's a bug with the upgrade, it nerfs their damage so much they lose, yet the upgrade is vital for helping against things like you know ML and BL.

  40. #140
    Senior Member Chris's Avatar
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    I just had a particularly (un)fun match vs Eldar using Ethereal Slash rather than immolate. Turns out Ethereal Slash will nuke a full HP guant squad in a single move. Brilliant.

  41. #141
    where did the "all walkers own fexes" crap came from ?
    Tier2 Carnifexs do 100 dps vs infantry and 30 vs vehicles
    Tier2 Dreadnoughts do 144 dps vs infantry and 44 vs vehicles.
    Tier2 Wraithlords do 125 dps vs infantry and 37.5 vs vehicles

    Carnifex has 100 more hp, costs 100 more req and 10 more power yet will fail vs a dreadnought and even a wraithlord.

    The only time a Carnifex really becomes usefull is in tier3 with thornback because it gains 300 health, charge and it gains an extra 50 dps vs infantry and 15 vs vehicles.

  42. Dawn of War II Senior Member Dawn of War Senior Member  #142
    Senior Member Hirmetrium's Avatar
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    oh god, what is with all the mis-information? Somebody please clear this shit up. "Carnifexes lose in 1v1 to walkers" "OMFG NO THEY DON'T THEY WIPE THE FLOOR" "actually they have xxx dps vs xxx target".

    I don't understand how we have a balance discussion with such mis-information being thrown around.

  43. #143
    I have put out zero miss-information, check the LUA files if you don't believe me, a tier2 carnifex WILL lose a 1v1 with a dreadnought i'm simply replying with statistics to back up the facts.

  44. #144
    Member Carl's Avatar
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    I just had a particularly (un)fun match vs Eldar using Ethereal Slash rather than immolate. Turns out Ethereal Slash will nuke a full HP guant squad in a single move. Brilliant.
    Thats just broken...

    I have put out zero miss-information, check the LUA files if you don't believe me, a tier2 carnifex WILL lose a 1v1 with a dreadnought i'm simply replying with statistics to back up the facts.
    I'd trust him myself, i can check the LUA's but chose not to so i'm quoting somthing i saw elsewhere i never vouched for it's correctness. Just that it was what i'd heard. But if he's taking it straight from the files it WILL be correct.

  45. #145
    Member WhiteDeVile's Avatar
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    Yet he can valuably scale to T3 with the upgrade, and has abilities, the downside is speed, turning time and that he cant be "repaired", while healing him takes so long its not even an plausible option.

    Honestly, I've got no idea what to do about T2 Fex, he's good at soaking damage, and is MEANT to be good anti infantry unit, but just cant do perform his role, cause of reasons I sadly cant specify.

    While T3 Screamer Fex, seriously needs a revamp in his anti tank aspect.

    As for the hormagaunts, they are fine, and it is weird that they are more durable than sluggas, considering that theres more of them, and that there are meant to work en masse.
    Shouldnt they be less durable, but have a slightly bigger damage? Since they cant rely on any abilities, other than the synapse ones they wont be too strong then, in contrary to how Sluggas work, and should how they should work.

    Speaking of gaunts, termas seem a lackluster, I just cant find them a role out there on the field, they seem kind of useless, same goes for basic Warriors but everybody knows that Raveners > Warriors.

  46. Dawn of War II Senior Member Dawn of War Senior Member  #146
    Senior Member Hirmetrium's Avatar
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    Sorry Saias, but there are so many mixed messages in this thread. One person claims Carnies beat out other walkers, another claims they don't. Then we talk about the upgrade - at which point it carries on and some say it loses damage and others day it gains damage.

    For the record, the dreadnought also gets a tier 3 upgrade to improve his HP. The carnifex isn't unique in this regard.

  47. #147
    Senior Member Chris's Avatar
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    Hormagaunts are only more durable than sluggas because there are more of them. 81hp pre-upgrade, 97hp post upgrade. Sluggas have 100hp.

    everybody knows that Raveners > Warriors.
    Dunno about that. I can probably count the number of ravener squads I've built in 1.4.2 on one hand and there is is a direct correlation between building raveners and losing games for me.

  48. #148
    Member WhiteDeVile's Avatar
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    Maybe we should provide quick gifs from replays when backing up a point :P
    I am 100% sure that in my last SM vs Nid game my unupgraded dreadnought (both arms, no AC, so he had some more chances) got owned by a T2 Carnifex, but I am not sure and cant recall did the fex had any upgrades.
    Plus the Fex left with about 20-30% of his HP.

    A T2 Fex, scaled to T3 will win against any other walker (except vene of course) out there, im pretty sure of that, plus an unupgraded T2 Fex will win a 1on1 engagement against orky dread, WL, and of course SM dread with AC.

    And now If that aint true then I guess I have alzheimers or schizophrenia, folks.

  49. #149
    Senior Member Chris's Avatar
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    Look at the numbers, do the math. It takes a dreadnought roughly 20 seconds to kill a carnifex, the carnifex would need almost 30 seconds to kill the dreadnought. Only way fex wins is if he has synapse, which gives him 20% damage mitigation, effectively neutralising the dreadnought's dps advantage. Even then, the fex would only survive with a tiny amount of hitpoints, maybe 100-150.

  50. #150
    WhiteDeVile, that Fex could have been under some kind of buff spell.

    Catalyst (with makes him devil incarnate), fortune, your Dread could have been doomed, some WAAGH globals could have been working on fex... Are you sure some of them were not used during the fight?

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