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No-Brainer Balance Fix List

  1. #51
    Tacs are lackluster for there price+pop cost+tax that incurs.

    If heavy armor was actually resistant to suspression so tacs wernt instantly suspressed by everything they would be better.. banshees have 300 moral suspression resistance and no one complains about them(tacs have 100).

    I just cant see Marines going "Take cover and cower, they have a heavy gun!!!"... Guardian squad.. even orks sure.. but tacs instantly cowering cause they were shot at while in heavy armor.

    Now bug

    Issue:Suspression Sticking
    Units suspressed can refuse to fire at all once the suspression has worn off untill they are retreated.
    Effects setup teams and long refire(such as scout snipers) the most.

  2. #52
    2 things that need fixing
    Problem 1:
    Heavy Armor
    -Currently a liability especially in T1 since they take extra dmg from plasma_pvp, psychic_pvp, power weapons and they do not reduce regular melee dmg

    Suggested fix: Change dmg modifiers for Heavy Armor maybe these
    Melee_pvp 75% (helps units like ASM and CSM w/ their early melee problem
    Melee_Power_Weapons_pvp 100% (since there are so much cheap units w/ power weapons in T1 it will prevent expensive units like Tacs from getting raped)
    Plasma_pvp 100% (less of a problem in T1 but still, Heavy Armor should reduce dmg rather than take extra)
    Grenades and grenade launcher should be 125%
    Psychic_pvp should be 100%
    the rest can be left as is

    Problem 2
    blight nades
    -They continuosly spread among units even when they were already affected eventually killing squads
    This causes swarmy races like orks and nids to be wrecked even though they only got hit once

    Suggested Fix: Rather than nerfing the dmg to hell
    when the blight nade affects one unit once it lasts the normal duration and cannot return to the same unit unless they are hit by another blight nade

  3. #53
    Man, you guys be crazy. This is the "no-brainer balance fix list," not the "plz buff Tacs even though they're arguably fine right now fix list."
    No matter what the task is, one Ork moving unseen can do it.

  4. #54
    Touch of nurgle(1. global) grant explosion on death which heal, damage enemies and kb on retreat!
    It can be triggered by a heretic boom, so a heretic squad on retreat path + some melee can finish off any blob by exploding, running ahead and exploding again while bl for example have their bloodparty.
    - remove knockdown on retreat and maybe decrease costs to 125 or 100?

  5. #55
    To Pellucid, listen to Gamereplays inerview with the relic balancers: fact = tacts are lackluster and are getting a buff. Same with ASMs, at least in the sense that they will get a price reduction.

  6. #56
    I'd say ASM's are much more of a "no-brainer" balance fix than Tacs to be sure. Again, Tacs aren't necessarily fine, I just don't think that there's a "no-brainer" fix for them.

  7. #57
    I don't know if it has been stated in this thread, but the Banshee damage to HQs needs to be severely nurfed.

  8. #58
    WSE improved warp jump generator is 100% useless. You give up doubled energy and group teleport for a very slight teleport range increase?!

    Suggestion: Eliminate or drastically reduce the teleport cost. He loses flexibility with abilities for the ability to teleport on-demand without worrying about energy costs.

  9. #59
    Banshees are a unit that can die from being sneezed on.
    Banshees seem fine as is, L2Supression, L2 Support your hero unit.
    Last edited by Elarik; 18th Jun 10 at 10:18 PM.

  10. #60
    Member TDATL's Avatar
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    Banshees seem fine as is, L2Supression, L2 Support your hero unit.
    Bprogar wasn't talking about their damage to hero units. He was talking about their damage to the HQ building. The thing you make your units out of.

    Good use of group tele and shimmer orb lets a decent eldar player assassinate your HQ building in the blink of an eye while you can't do anything to stop him.

    Letters also do way too much damage to the HQ and turrets. They can walk right up to the turrets and rip them appart. It is almost worse than the shee+WSE in that it only requires one unit and no skill at all. A well done shee+WSE is worse though because even if your army is there you may not be able to push them off.
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  11. #61
    Sorry I have not really picked up 100% on forum lingo.
    Never really considered them as good base destroyers. I usually prefer wraithguard/Brightlance, but I dont play Warp Spider, I play Farseer.

  12. #62
    Balance issue- Termies and Assault Termies- These call in units are incredibly OP and can turn a battle from a route into a total victory by themselves. They have as much health as and Avatar (a living god BTW) and can destroy entire armies.

    Fix- how about we get rid of them? Why do Space Marines get to call in a super unit? None of the other factions can call in a unit so destructive that it kills everything in sight. If not that, then at least give them less health or have them deal less damage.

  13. #63
    Dark flames marker appearing before cast

    Abyss Global and plague cloud same

    Plague of Undeath useless compared to other globals

    Ven dread cost to be brought in line with termies

    FC Artificer armor - buff to hp regen or something to make it worth getting

    FC heavy flamer - dmg increase

    FC assault cannon - dmg increase or even better give him an AV option

    Apoth - Sanguine chainsword still lacklustre

    TM Consecrated bolter no match for other wargear weapons for TM

    Warlock channelling runes - doesn't suit hero at all and is useless compared to other abilities

    WSE - Enhanced warp generator - worse than his T1 armor which gives group teleport and more hp

    Farseer - runes of reaping - rubbish/way too costly for what it does

    Warboss - Enhanced custom shooter - maybe allow it to surpress the squad allowing him to then run in - or make the knockdown better ala apoth bolter wargear

    Kommando - boomtime - useless compared to other wargear

    Kommando - improved camo - useless compared to extra equip

    Kammando - Kaboom - useless

    HiveTyrant - bioplasma - was nerfed to uselessness

    Ravener Alpha - Acid Splatter
    Ravener isn't really built for melee though this would be best against low hp units such as nids/orcs

    Ravener Alpha - Regenerate -
    Revive isn't particularly useful as if you die you probably will be corpse camped. The health buff is nice but reinforced chitin is 20 power as opposed to this 40 with same health buff and its available in T1. The melee snare is more useful than the auto revive any way. Maybe if they made it so you could choose when to revive your hero or put it on a timer.

    Ravener Alpha - Strengthened Sinew -
    Ravener is fast enough already and no way you'd choose this over burrow traps

    Ravener Alpha - Toxic Miasma -
    In tier 2 an ability that is useful against low hp units is not very handy it's dmg isn't even that good.

    Ravener Alpha - Crippling Talon - why would you get this instead of termagent snare..

    Lictor Alpha - Toxic Cysts coming in tier two its pretty useless unless the dmg is upped.

    Chaos Lord - Armor of the inferno seems like it needs a bit of a nerf or a cost increase

    Chaos Sorceror - remove cast time on rod of warpfire and lower cost


    More personal one thats a debateable no brainer..

    limit number of terminator squads to 1 or increase upkeep

    Zoanthropes being underpowered compared to other artillary (unable to retreat from anything or insta die..low damage with no knockback...healing radius very small and needs increasing to standard synapse radius)
    Last edited by UKTyrant; 9th Jul 10 at 9:43 AM. Reason: addition

  14. #64
    Khorne shrines spawning unlimited bloodletters when any walker attacks it. Fix it.

  15. #65
    Autocannon upgrade (havoc and IG weapons team) Not worth it at all when compared to the supression provided by heavy bolters or damage of lascannons: Suggest faster set up speed allowing Autocannon teams to be more mobile.

  16. #66
    Problem
    Noise Marines are Tier 1
    Fix
    Make Noise Marines Tier 2, switch with Plague Marines
    Why?
    Because one squad of Noise Marines and just about anything else early game (Havocs in particular, or CSM) can entirely shut down some armies almost entirely on their own. Swapping them out for Plague Marines won't cripple their early game and won't render the Noise Marines useless, as they are viable throught the entire match.

  17. #67
    Very Disappointed Dux's Avatar
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    Neither of the last two posts are "No-Brainer" issues.
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  18. #68
    Member Malachi's Avatar
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    Also, lol @ Plague Marines in T1. GG no re
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  19. #69
    When kiting tanks in Dawn of War 2 and Chaos Rising, I naturally held down Shift and started clicking on the path. When I do this in Retribution, nothing happens. I found that the problem went away when I didn't hold down Shift for the first move. Shift+click works thereafter. It is quite annoying, as you can imagine, switching between units and remembering not to hold Shift when making the first path click.

    For some reason, rangers, platforms and Devastors (this may occur with other troops but I haven't encountered it) run up to units when you target specific units. For example, you set-up your shuriken platform and click on an enemy squad within range, they un-setup and move towards them, completely negating their use, of course.
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  20. #70
    Member Malachi's Avatar
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    This is a no-brainer balance issue thread, not he bugs fix list.

    About your tank problem, though, it might be caused by the fact that the tank is already following an order when issued the shift-click order. In that case, it's natural for it to first follow that order to the end (kill the unit it was ordered to attack, move to the spot it was ordered to move to) before reversing.

    I find that the good habit is to issue the first back-click without shift anyway, as this is what you will usually have to do anyway, unless your tank is completely idling at the moment - which doesn't happen often.
    Last edited by Malachi; 30th Mar 11 at 3:22 AM.

  21. #71
    Oh, sorry. I'm an idiot. Yes, of course, this is balance. Doh! I must remember to actual read the squiggly stuff on the screen.

    But, as for the tank. I've tried it just as it is from an idle position. It definitely doesn't respond, which is strange. But I'll take this to the bug forum. Sorry!

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