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![[Post New]](/s/i/i.gif) 2016/01/05 06:29:50
Subject: How would you change grav weapons for better balance.
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Imperial Guard Landspeeder Pilot
On moon miranda.
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jy2 wrote:I would nerf grav if they also nerf Markerlights and wraithknights. Grav is the great equalizer that gives Imperial armies a chance against those armies.
It gives 3 Loyalist Marine armies a chance against such armies, most Imperial armies have no access to Grav weaponry at all.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2016/01/05 06:30:57
Subject: How would you change grav weapons for better balance.
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Battlefortress Driver with Krusha Wheel
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While I agree with you two, that MC's super rules are what really started the arms race, I dont agree with the 4/6 like tataprhons for 2 reasons. One, their BS is lower naturally, and cannot benefit from skitarii canticles. Only a once a game (outside convocation) reroll ones or twos usually. And Two, they do NOT have grav amps, meaning no rerolls on failed armor or wounds. Even devastators (assuming no moving or devastator doctrine) put out more damage than them with the similar weapon. Automatically Appended Next Post: notredameguy10 wrote: TheNewBlood wrote:I would change their mechanic if wounding. Instead of wounding on the armour save, I would make it a table:
Regular Infantry: 5+
Bulky: 4+
Very Bulky: 3+
Extremely Bulky/Monstrous Creatures: 2+
This way, their original purpose of killing heavy MCs is preserved, while not giving them a huge advantage against all other units.
I would also change the Grav Cannon to Salvo 3/4 and make Grav- Amps re-roll To Hit rather than To Wound.
This basically changes nothing as MC usually have the high toughness and infantry have low toughness.
And rerolling to hit in most circumstances would be better than reroll to wound with grav lol
you should go back and reread what he wrote. It would still cripple monstrous creatures, but now things like marines would get saves, terminators would be used (mabye) again, and it would still pierce what it needs to. And rerolls to hit are gained in abundance, anything from doctrines for marines to psychic powers. Rerolls to wound/glance is the big culpret, and often combined with the rerolls to hit from psychic powers to make them devastating. Giving them natural rerolls to hit would be a big nerf actually.
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This message was edited 1 time. Last update was at 2016/01/05 06:40:35
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2016/01/05 10:07:46
Subject: How would you change grav weapons for better balance.
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Pete Haines
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I think it's important to remember when thinking about grav, the issue is the relentless platforms as people have already pointed out. Tactical marines aren't rocking Grav everywhere for good reason.
With that in mind, I'd change the Grav Gun to assault 2. Up the cost of Grav Centurions.
I think a targeted nerf would be better then a straight up one across the board.
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![[Post New]](/s/i/i.gif) 2016/01/05 10:13:01
Subject: How would you change grav weapons for better balance.
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Fully-charged Electropriest
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How would I change grav weapons?
I wouldn't. Let marines have one good heavy and special weapon.
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![[Post New]](/s/i/i.gif) 2016/01/05 10:48:41
Subject: How would you change grav weapons for better balance.
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Longtime Dakkanaut
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So psybolt razorbacks and plasma melta pods were bad in the past? From what I heard about 4th ed, 5 man lascanon squads were ok too, as was rending that worked on sixs to hit instead of tow ound.
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![[Post New]](/s/i/i.gif) 2016/01/05 13:24:56
Subject: How would you change grav weapons for better balance.
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Killer Klaivex
The dark behind the eyes.
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Vaktathi wrote:Drop grav amps from the game entirely, change the immobilized effect on vehiclea to just a glancing hit, and make them Rapid Fire for Grav Guns (too many relentless things running around getting full 3 shot rof after moving 12") and make the Heavy versions Salvo 2/4 or just plain Heavy 3, Drop the price on the grav cannon for tacs and deva down to 25 after that, and you're golden.
As is, they just have too high an rof, and are too effective against too broad an array of targets. They're basically never wasted except against weeny infantry where you're probably not missing much anyway.
This.
Also, as has already been said, a lot of MCs and GCs need toning down.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2016/01/05 13:33:53
Subject: How would you change grav weapons for better balance.
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Ferocious Black Templar Castellan
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Makumba wrote:So psybolt razorbacks and plasma melta pods were bad in the past? From what I heard about 4th ed, 5 man lascanon squads were ok too, as was rending that worked on sixs to hit instead of tow ound.
How is that relevant to the fact that the grav cannon is the one powerful special weapon Marines currently have?
EDIT:
I'm going to shamelessly rip myself off and suggest that, instead of wounding on Armour Save, Grav should wound based on number of wounds or hull points. Let's say we make it an S5 weapon that increases in power by two for each wound or HP beyond the first two. Against a model with W3 or 3 HP it'd be S7, against W4 or 4 HP it'd be S9, against W5+ or 5+ HP it'd be a Destroyer weapon. Tune number of shots accordingly to make sure that the weapon isn't good against hordes despite being S5, and remove the grav- amp.
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This message was edited 1 time. Last update was at 2016/01/05 13:42:14
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2016/01/05 13:46:46
Subject: Re:How would you change grav weapons for better balance.
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Killer Klaivex
The dark behind the eyes.
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The thing is, it's not good for an army to have one weapon that's vastly better than all their other weapons. Nor is it good for the game.
I mean, it's all very well to say 'oh, but they're out only answer to Riptides, Wraithknights etc.', but there are two problems with this:
1) What about all the units with good saves that aren't stupidly overpowered? Grav Guns are stupidly over-effective against them, too. But, unlike Wraithknights, Riptides or the like, these units don't have enough advantages to make them worth risking in a Grav-filled meta (and it will inevitably be Grav-filled because Grav is orders of magnitude better than the alternatives). So, you're basically guaranteeing that no one will use anything but the most overpowered MCs. What would be the point? Hell, one of the biggest complaints I see from marine players in the various 'how to fix terminators' threads is that there's too much AP2 in the game. Well gee, if only there was a particular weapon we could tone down to help remedy that.
2) What about the armies who don't have Grav to fall back on (Imperial or otherwise)? I mean, not every Xeno army can spam D-weapons like Eldar, and many Imperial/Marine armies don't have Grav. So, what should they do against WKs?
It just seems more reasonable to address both problems (Grav being too strong and many MCs/ GCs being too resilient), rather than letting marines keep their OP toy, letting certain MCs stay OP and basically giving a middle-finger to the armies that have neither.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2016/01/05 13:55:00
Subject: How would you change grav weapons for better balance.
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Unhealthy Competition With Other Legions
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you guys are nerfing it too hard, just give other armies a (**insert nerdy ass name here**) which ignores the immobilized result on for vehicles
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![[Post New]](/s/i/i.gif) 2016/01/05 14:11:07
Subject: How would you change grav weapons for better balance.
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Daemonic Dreadnought
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Gravity involves mass so having it wound based on the opponent's armor value never made sense to me.
I think it would be nor befitting if it wounded against base size or unit type, you know, factors that actually indicate the mass of the target.
Ex.
28mm base - 5+
40mm base - 4+
60mm base - 3+
Oval base or larger - 2+
Or,
Infantry and beast - 5+
Jump pack and jet pack infantry - 4+
Bikes and cavalry - 3+
Monstrous Creature and bigger - 2+
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Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB |
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![[Post New]](/s/i/i.gif) 2016/01/05 14:12:55
Subject: How would you change grav weapons for better balance.
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Loyal Necron Lychguard
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As people have said, reduce Rate of Fire. That's what makes them over the top. Their effect is good, sure, and alone is better than Plasma and other heavy weapons. But then on top of that you add firing 3-5 shots makes it an auto include.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/01/05 14:45:14
Subject: How would you change grav weapons for better balance.
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Road-Raging Blood Angel Biker
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nah, leave them alone. With things like the Wraithknight around we need all the grav power we can get!
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"For The Emperor and Sanguinius!"
My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:12:45
Subject: How would you change grav weapons for better balance.
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Loyal Necron Lychguard
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Slaphead wrote:nah, leave them alone. With things like the Wraithknight around we need all the grav power we can get!
Just because the Wraithknight is ridiculous does not mean that you need to also have a ridiculous weapon that outclasses every other heavy weapon in your codex because reasons.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:15:12
Subject: How would you change grav weapons for better balance.
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Road-Raging Blood Angel Biker
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krodarklorr wrote: Slaphead wrote:nah, leave them alone. With things like the Wraithknight around we need all the grav power we can get!
Just because the Wraithknight is ridiculous does not mean that you need to also have a ridiculous weapon that outclasses every other heavy weapon in your codex because reasons.
Grav is one of the few things that are good in the Blood Angels codex, please don't take that away from us... Automatically Appended Next Post: Would making them small blast templates with the risk of scatter be a compromise?
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This message was edited 1 time. Last update was at 2016/01/05 15:18:13
"For The Emperor and Sanguinius!"
My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:20:41
Subject: How would you change grav weapons for better balance.
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Killer Klaivex
The dark behind the eyes.
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Slaphead wrote:Would making them small blast templates with the risk of scatter be a compromise?
You mean instead of having multiple shots? Sure, that'd work.
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blood reaper wrote:I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote:Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote:GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
Andilus Greatsword wrote:
"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"
Akiasura wrote:I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
insaniak wrote:
You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.
Please report to your nearest GW store for attitude readjustment. Take your wallet. |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:22:10
Subject: Re:How would you change grav weapons for better balance.
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Longtime Dakkanaut
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How is that relevant to the fact that the grav cannon is the one powerful special weapon Marines currently have?
The argument given was that they should stay the same, because marines need good special and heavy weapons. As if they never had good weapons of that kind.
Would making them small blast templates with the risk of scatter be a compromise?
So 3 centurions would be droping 15 templates with re-rolls to hit and wounds? No thank you, there is enough weapons that hurt IG.
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![[Post New]](/s/i/i.gif) 2016/01/05 15:22:40
Subject: How would you change grav weapons for better balance.
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Loyal Necron Lychguard
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Slaphead wrote: krodarklorr wrote: Slaphead wrote:nah, leave them alone. With things like the Wraithknight around we need all the grav power we can get!
Just because the Wraithknight is ridiculous does not mean that you need to also have a ridiculous weapon that outclasses every other heavy weapon in your codex because reasons.
Grav is one of the few things that are good in the Blood Angels codex, please don't take that away from us...
I'm not saying take it away. I'm saying reduce the rate of fire. Plasma guns wound terminators on 2s with no armor save, but can get 2 shots max at half range. Grav wounds on 2s with no armor and (the platforms everyone and their mother takes it on) get anywhere from 3-5 shots at 24" because Salvo.
Lascannons wound a Wraithknight on 3s with no armor allowed, but usually only get a couple of shots out of each unit at best. Grav wounds on 3s with no armor, and gets ~15 shots out of a unit.
Sure, a Lascannon can one shot a Rhino, but most people will agree that one shot weapons, or weapons that roll very few dice, are not reliable. Plus, Grav you just need 2 6s to destroy that Rhino, and you have a lot more room for error because higher rate of fire.
This isn't even taking into account Grav Amps, which lets them reroll everything.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:24:02
Subject: Re:How would you change grav weapons for better balance.
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Ferocious Black Templar Castellan
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Makumba wrote:How is that relevant to the fact that the grav cannon is the one powerful special weapon Marines currently have?
The argument given was that they should stay the same, because marines need good special and heavy weapons. As if they never had good weapons of that kind.
Wether Marines have had good special weapons in the past or not is completely irrelevant to what weapons they currently have, I'm not sure what you're aiming for.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:24:18
Subject: How would you change grav weapons for better balance.
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Cackling Chaos Conscript
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Make grav-gun 18" assault 2, grav cannon 30" heavy 1 blast, but reduce grav-cannon w/amp cost by 15 pts. Glance on 4+ instead of immobilise on 6+.
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![[Post New]](/s/i/i.gif) 2016/01/05 15:27:25
Subject: How would you change grav weapons for better balance.
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Loyal Necron Lychguard
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Sonic Keyboard wrote:Make grav-gun 18" assault 2, grav cannon 30" heavy 1 blast, but reduce grav-cannon w/ amp cost by 15 pts. Glance on 4+ instead of immobilise on 6+.
Glancing on a 4+ with rerolls? A command squad shooting out 6-8 grav shots would still have a great chance of wrecking a Land Raider. The 4+ with rerolls is still ridiculous.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:31:44
Subject: How would you change grav weapons for better balance.
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Cackling Chaos Conscript
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krodarklorr wrote:Sonic Keyboard wrote:Make grav-gun 18" assault 2, grav cannon 30" heavy 1 blast, but reduce grav-cannon w/ amp cost by 15 pts. Glance on 4+ instead of immobilise on 6+.
Glancing on a 4+ with rerolls? A command squad shooting out 6-8 grav shots would still have a great chance of wrecking a Land Raider. The 4+ with rerolls is still ridiculous.
grav-gun doesn't have grav- amp
4 hp within 5+ cover would need 12 hits, 18 shots = 9 grav guns.
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This message was edited 1 time. Last update was at 2016/01/05 15:40:47
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![[Post New]](/s/i/i.gif) 2016/01/05 15:32:44
Subject: How would you change grav weapons for better balance.
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Loyal Necron Lychguard
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Sonic Keyboard wrote: krodarklorr wrote:Sonic Keyboard wrote:Make grav-gun 18" assault 2, grav cannon 30" heavy 1 blast, but reduce grav-cannon w/ amp cost by 15 pts. Glance on 4+ instead of immobilise on 6+.
Glancing on a 4+ with rerolls? A command squad shooting out 6-8 grav shots would still have a great chance of wrecking a Land Raider. The 4+ with rerolls is still ridiculous.
grav-gun doesn't have grav- amp
Well I suppose that helps a little.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:36:41
Subject: How would you change grav weapons for better balance.
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Road-Raging Blood Angel Biker
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vipoid wrote: Slaphead wrote:Would making them small blast templates with the risk of scatter be a compromise?
You mean instead of having multiple shots? Sure, that'd work.
Yeah, pretty much working in the same way as Plasma weapons. Standard Grav-guns fire in the same manner as plasma guns (1 shot, 2 if in rapid fire range), and then the grav-cannons have the blast template like the plasma cannons (heavy 1, small blast that is).
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This message was edited 3 times. Last update was at 2016/01/05 15:40:15
"For The Emperor and Sanguinius!"
My Armies:
Blood Angels, Ultramarines,
Astra Militarum,
Mechanicus |
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![[Post New]](/s/i/i.gif) 2016/01/05 15:53:16
Subject: Re:How would you change grav weapons for better balance.
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Dakka Veteran
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All of my friends play mostly Xenos, so I actually haven't run into Grav Guns much... thankfully.
In my opinion, Grav Guns fill a niche in the game to easily wound models with heavy armor. I think that's great, and that is the role they should continue to fulfill. I think making them AP2 on top of that goes too far. Now not only do they easily wound models with heavy armor, they also automatically deny them any save from that armor. This, combined with their high rate of fire just makes them sick to the point where I'm glad I don't run into them... but then again I play Orks mostly so I wouldn't care that much anyways!
If it were me, I'd default to making them AP- with Rending. Maybe give them a special upgraded version of Rending, where it Rends on a 5 or a 6?
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![[Post New]](/s/i/i.gif) 2016/01/05 15:55:18
Subject: Re:How would you change grav weapons for better balance.
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Veteran Wolf Guard Squad Leader
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Grav is far too OP'd and seems to have been created with little regard to how it effects other options. The overlying problem is a long term tendence by the designers to hand out good AP weapons like candy. 2+ armour is expensive and rare, AP2 weaponry is affordable and common as muck. It makes no f-ing sense in terms of a balanced game, particularely when the majority of those terminator killing guns are perfectly adequate vs other targets too.
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This message was edited 1 time. Last update was at 2016/01/05 15:56:05
I let the dogs out |
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![[Post New]](/s/i/i.gif) 2016/01/05 16:03:57
Subject: Re:How would you change grav weapons for better balance.
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Furious Fire Dragon
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Simply remove Grav Amps.
DevCents are already likely to be buffed with twin-linking (Prescience) and probably ignores cover (Perfect Timing) from Tigurius et. al., Having 100% uptime on re-rolling to wound (Shred) means that buffed DevCents convert over 90% of their shots into wounds (at AP2).
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![[Post New]](/s/i/i.gif) 2016/01/05 16:18:03
Subject: How would you change grav weapons for better balance.
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Fixture of Dakka
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Vaktathi wrote: jy2 wrote:I would nerf grav if they also nerf Markerlights and wraithknights. Grav is the great equalizer that gives Imperial armies a chance against those armies.
It gives 3 Loyalist Marine armies a chance against such armies, most Imperial armies have no access to Grav weaponry at all.
Unfortunately, not everyone gets the goodies due to Codex creep and army playstyle, but Imperial armies have easy access to grav weaponry via Battle Brother allies and formations like Skyhammer. It then becomes just a question of....can you stomach running allies or are you a purist?
Orock wrote:
While I agree with you two, that MC's super rules are what really started the arms race, I dont agree with the 4/6 like tataprhons for 2 reasons. One, their BS is lower naturally, and cannot benefit from skitarii canticles. Only a once a game (outside convocation) reroll ones or twos usually. And Two, they do NOT have grav amps, meaning no rerolls on failed armor or wounds. Even devastators (assuming no moving or devastator doctrine) put out more damage than them with the similar weapon.
Just kidding about the Salvo 4/6 for GravCenturions. Grav-Cannons don't need a boost. Instead, what centurions need is to be able to buy Omnispexes for everyone in the unit. HAHAHAHA.....
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![[Post New]](/s/i/i.gif) 2016/01/05 16:50:50
Subject: How would you change grav weapons for better balance.
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Pulsating Possessed Chaos Marine
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Kid_Kyoto wrote:What about going back to the original mechanic where it doesn't kill but pins?
Something like S check or be pinned?
I'd go for something like this.
As I see it grav weapons should be great tools to disrupt your enemy's movement and pin their units down. Is that squad going to capture an objective marker? Shot the grav gun to their faces... and as long as one model in the entire unit gets hit by the small blast template, pass a test or they get pinned down. It should be a crowd control weapon, not an all-powerful weapon able to deal with virtually everything save for armorless units (against whom the bolters are already enough).
It should be also useful to non-permanently inmobilize vehicles and MCs (the "cannot move until next turn" kind).
Not only grav needs to be nerfed, it needs to be changed completely.
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Progress is like a herd of pigs: everybody is interested in the produced benefits, but nobody wants to deal with all the resulting gak.
GW customers deserve every bit of outrageous princing they get. |
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![[Post New]](/s/i/i.gif) 2016/01/05 16:59:08
Subject: How would you change grav weapons for better balance.
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Locked in the Tower of Amareo
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There must bev a way to remove riptide and/ir wraithknight at range. You see how good the armies are that can't. Like ba and orks. The standard grav gun is only op against lists that are already overpriced. Scatterlasers are better.
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![[Post New]](/s/i/i.gif) 2016/01/05 18:27:23
Subject: How would you change grav weapons for better balance.
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Martel732 wrote:There must bev a way to remove riptide and/ir wraithknight at range. You see how good the armies are that can't. Like ba and orks. The standard grav gun is only op against lists that are already overpriced. Scatterlasers are better.
No, Grav is busted as feth because it combines huge volumes of accurate ap2 firepower + re-rolls out the wazoo (between amps + psychic supports), and is only objectively worse against the only target type that Marines in general don't need help killing in droves.
Toning down Grav by itself still isn't enough to keep it from being the no-brainer choice however. Even with less shots overall, it's still the standout 'catch-all' option for Loyalists as it will still gun down every threat bar Super Heavies and basic T3-4/5+ grunts.
Instead, you need to also buff the other guns that never see play, such as ramping up the Heavy bolter to something like Salvo 3/4 + Shred.
Now it's the go-to basic cleaner for all forms of T3/4 models, and in numbers, can threaten T5/6 through sheer weight of fire. (plus the change would also filter on through IG and Chaos Marines who are especially poor in the volume of fire department these days!)
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