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Dark Marine's Balance Discussion
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Topic: Dark Marine's Balance Discussion (Read 13283 times)
Dark Marine
Marine Scout
Posts: 81
Dark Marine's Balance Discussion
«
on:
May 05, 2012, 08:52:10 AM »
In my last post I have more requests than suggestions. Therefore here is a little bit feedback about the balancing.
The stealer is a very thankfull opponent for the space marines. After three hits with a bolter he is dead. The warrior has more hp, which let him do more damage in close combat before he die and he has a strong range weapon, which cost a space marine by get a hit the half of his hp. Therefore Iam asking me why I should take the stealer instead of the warrior.
Of course his jump is helpful in some areas on some maps. But by him the space marines get very easily points. Maybe the stealer should get the same hp like a space marine to make him to a better choise.
A lot of people thinking that the space marines are the weaker race. Maybe it is so, because no matter which class you take, they have all the same hp and die very fast.
This can frustrate the people, if they have finaly an expensive class and get killed by a lictor or something else. O.k. They are all just marines and it wouldnt be logical to give them differnt hp. But the thing is that the tyranids have with the warrior the stronger basic class. The most time they rushing with them over the tactical marines. Atfer that it comes more harder for the space marines, because the tyranids have enough points to use the Carnifex class. Maybe to reduce the costs of the special weapon, veteran and heavy weapon class a little bit could fix this problem. For example from 75 points to 65 points so the people unlock this classes a little bit earlier.
Now I come to the terminator class. He could be the badass class of the space marines. But it feels like he can get maybe one hit more from the enemy with his armour. He is not though enough. That makes it difficult to use his power fist. If he hit anything in close combat, than he get one or two hits too and is in most cases dead.
Let him stay at his costs, but make him thougher.
I think the main problem is the warrior class. He is a good allrounder and a danger for all space marines. For a basic class he is very strong, but this isnt bad. That makes the Tyrandis more interesting. The most time you have the feeling that all Tyranids classes are superior above the space marine one and maybe it is so. That is good for the atmosphere but not good for the balancing. Now you can say reduce the damage output by the Tyranids, but i am clad with the damage output at the moment.
To make the space marine classes a little bit cheaper could be the better way.
That was my two cents to this topic.
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Typheron
Moderator
Marine Chaplain
Posts: 939
Re: Dark Marine's Balance Discussion
«
Reply #1 on:
August 14, 2012, 10:59:19 PM »
i know the post is like a month old, but better here than in the news chat.
I would counter argue that the stealer is actually ok as it is, he is not a front line fighter like the warrior and more akin to the lictor in terms of how to get things done. If more maps had ledges for him to hide on it would help. A good example of this are the roof in lyzantium where the stealer can get up high and force the marines to watch out for him from above.
With the marines I personally think that they are perhaps due some CC loving, given how well the Nids can now shoot. The apoth and the vet are ok at CC'in for there cost and general versitilty. I know there's an assault class on the way apparently from some of the chat, but i would like to see the Terminators first given a little more range so that he can actually hit something with it. Right now charging is a no brainier for the nid's especially with the warrior spam blocking LOS (loving that BTW). The only thing right now that will cause pause for a nid's to run in is the Melta and its effectiveness is lost in a swarm (which is kinda the point I know).
If a flamer is on the cards, that may change the above.
I would be concerned about Vore spam (what you calling the Vore BTW? Vicki?) as the mine feature can carpet an area if there's more than one Vore involved. There is also some targeting concerns with the Vore, could the targeting reticle be changed to something more akin to a nade launcher, which is how it works anyway?
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
Stahlhagel
Marine Scout
Posts: 97
Re: Dark Marine's Balance Discussion
«
Reply #2 on:
August 15, 2012, 06:52:06 PM »
the new fx and the line of sight blocking added a whole new level of tactics for the nids. nids can actually make a decent smoke screen to cover their advance , a good warrior player will use that to close in to effective ranges with the ds or to hit marines with his talons. the bolter accuracy nerf was too much this time, i seem to miss at 15 meters with the crosshair in the middle of the warrior, which is unacceptable on a weapon where every shot counts. it also made the game much faster paced and versatile, giving nids an actual chance to do anything in close combat, instead of the dull hallway rushes we had on many maps, where a nid player knew he would never reach the other end without hiding behind a fex or other team mates.
i hope the nid fx wont be changed to much, we might have marine stacking fanboys all over again.
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