Sluggas kosten jetzt 300 Req, sind mit Nob bessere Nahkämpfer als ASM.
vorallem gibts den boss scheinbar schon auf t1
Sluggas kosten jetzt 300 Req, sind mit Nob bessere Nahkämpfer als ASM.
vorallem gibts den boss scheinbar schon auf t1
die aber nur avschaden machen
Ich habe mir den Stream mal angeschaut und ich befürchte so dolle wird Eldar net gebufft werden, da die anderen Rassen jetzt auch krasse buffs bekommen.
Die Shees werden der totale reinfall ... sterben so schnell wie vorher, okay wow die können jetzt wie die ASMs stunnen ... aber komm erstmal auf T2 wenne keine Mapcontrol hast
Banshees = keine Energiekosten + erhöhter dps + warshout auf t1, empfinde ich nicht umbedingt als schlecht
banshees sind so gedacht, dass sie viel dmg machen und recht wenig aushalten, eldar halt
naja zumindestens macht rocketbarrage jetzt vehicledmg
weil die anderen mich das auch gefragt haben und mich deshalb nicht mehr haben wollen
Ich steh auf die Sekretärin
noes kein bog
*die Beine hochleg*
Naja irgendwie hab ich bei dem battlereport nen besseren Eindruck von sm, als von Ork bekommen, aber nun gut
So ich fass mal kurz zusammen.
Scouts haben nen overallbuff bekommen und shotguns sind jetzt das uberweaponupgrade. Was sie zu übelsten cc killern macht.
SM und ASM haben erhöhte Energiekosten.
Stickas, platformen etc. killen keine gens in nullkommanix.
Shootas dmgbuff.
SB machen jetzt sprüngen zum gegner wie ASM.
Killakan ist billiger ?!
Rocketbarrage von tankbustas macht vehicledmg.
Devastoren haben irgend ne neue fähigkeit, die glaub ich gegen vehcile gut war.
Nobs sind billiger und frenzy macht unvberwundbar.
UNAUFHALTBAR... DA KANN ER HABEN WAS ER WILL.... ich komm darüber nicht weg
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ich auch nicht ![]()
ich find krass das ws noch mehr gebufft werden, die machen jetzt schon enormen schaden und wenn sie dann noch mehr hp bekommen, dann mal gute nacht
@ Eugen: doofe Idee, wenn der Gegner zB auf siwal den zentralen oberen Req Punkt hat, würde man ihn nie wieder von dieser Position wegbekommen und er locker zwei VP über das ganze Spiel halten können
so wie es momentan ist, ist es schon am besten
und ich hab auch keinen bog auf sm lp2 von dow1, die können sie sich direkt wieder in Allerwertesten schieben
Display More0. Rippers are now a callin, because they didn't like them. Okay, sounds good, no more invulnerable cappers in the first couple of minutes.
1. tier2 - increased cost and train time. Tier2 is now 300/125.
2. *Raveners* in tier1? Obviously rebalanced, but the ambush ability seems like a bad choice for a tier1 unit. I'm terrified of easy ambushing of guardians and scouts.
Hormagaunts and termagaunts "buffed to compete with other starting units".
3. Termagaunt upgrade; toxin sac, gives crippling shot ability, lets them snare units which slows their speed. Again I worry about making guardians unable to escape from hormagaunt melee, or tier1 units unable to dodge nades in team games.
Demonstration of the crippling ability shows that the speed reduction is ~on par with suppression; they aren't just slowed, they can barely move.
4. Created hard counters for melee, which let them increase the power of some melee units like banshees. Banshees still fragile, but extremely deadly; slowing ability of termagaunts designed to counter banshees by slowing their charge.
Banshees better at pursuing units.
5. Hormagaunts get adrenal gland upgrade, boosts speed and gives leap ability. Initial base hormagaunt speed adjusted down relative to now, so capping potential is same as other starting units.
Hormagaunts are now *better* at pursuing units.
Some comment like "people used to the old DOW2 were used to being able to wait to retreat until melee units were right in the middle of them before they had to retreat, you can't do that anymore". "You're going to have be much better at anticipating your responses now." [verbatim]
WTF??!?? Seriously. Many units retreating from sluggas or warriors well before the units got to them would still get butchered.
So, they've made melee units *even more powerful* against retreating units? This makes me afraid.
6. Warriors have higher power cost, and so come a little later in tier1. Warriors are now early game tyranid detector unit.
This sounds very strange unless they've massively changed the Warrior role. Barbed strangler *buffed* to make Warriors stronger support unit. Shorter range, but higher rate of fire and speed of projectile. Much better at hitting moving units; so its a no-setup time suppression device that can no longer be dodged.
7. Guardians are slightly more durable and do considerably more damage. Made much more powerful ranged unit. Have to be used in conjunction with banshees because hormagaunts can close to melee even faster than before.
I hate the idea of guardians being unable to FoF away from hormagaunts, hopefully they can still do this.
8. Generator armor type changed so all weapons effective, so you can power harass with nearly anythnig. Not sure I like this either, I like the idea of only having to guard your power against specific units.
Took away some abilities to instakill gens, like skibommaz and plasma nades. Former is good, but I had no problem with 2 plasma nades killing a gen; its 2 units, and they're on a long cooldown.
1 hormagaunt kills a gen farm pretty quickly.
9. THey expect 4-5 infantry squads before tier2.
10. Built soft-counters to vehicles into tier1; eg banshee powerblades will damage vehicles.
I don't like the idea of non AT weapons hurting vehicles, that takes away their uniqueness. They can't retreat and have low hp, so they really need to be immune to nearly all weapons.
11. Raveners have disruption and can burrow underground and come up where they please (how is this different to now?). Similar to ASM jump.
They see this as "replacing what rippers could do but in a cooler way". I assume they mean tying up platforms and ranged units in melee - not being invulnerable capping units.
12. Rippers are restricted to:
i) can be spawned from ability on thornback carnifex
ii) can be summoned as global ability callin.
13. "Tyrands have a way bigger toolbox in the early game that gives them the advantage if you use it properly". Cos tyranids were so bad in tier1 before....
Still, better to make them rely on abilities rather than attack-move.
"No longer can you just send rippers in without thinking about it, now you have to coordinate your abilities." Sounds good.
14. Carnifex moved to tier2. I think we've identified one of Bent's "Are you insane" Tyranid changes.
Done because the pushback of tier2 meant there was no need to get AV against Tyranids until really late in the game.
Now there is a Nid vehicle threat in tier2.
Carnifex toned down, lower stats now.
So, its probably in line with a Wraithlord or DN or whatever.
I like this change.
15. Lowered cost of tier3 because it provides a smaller leap in tier3. still takes a while to train.
16. Raveners have "enhanced muscle coil" that lets them burrow permanently.
17. Ranged vehicles much more responsive in pathing and turning times.
18. Spore mines 2 kinds of detonate; instant detonation only stuns uints, build=up time detonation takes 4-5 seconds and does lots of damage; makes them anti-building unit. You can retreat out of the stun effect.
19. 2 types of carnifex, separate units from the hq; melee only (can be upraded with thornback in tier3 for spawning ripperS). Ranged fex starts with strangler, can upgrade to venom cannon.fehlen noch zwei changes:
BL feuert nun schneller
WL shuriken macht nun soviel dmg wie der razorback bolter
+1 Warpsiders halten nun mehr aus
+ banhsees ohne energiekosten
mir schwant böses, vor allem würd mich mal interessieren, wie viel schwächer jetzt ravaner und carni gemacht wurden ansonsten höhrt sich das bis dato eher nach nem niden push patch an als nach nem nerf naja mal sehen und ich hoffe der explosionsradius von den minen ist nicht so gigantisch, dass man in den par Selunden nicht mehr raus kommt
kein Wunder, bei so nem unkreativem Haufen wie euch ![]()