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How would you change grav weapons for better balance.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Krazed Killa Kan






I am not really a Space Marine player so take my suggestion with a grain of salt but I would either of the following.

Option 1: Each profile has 1 less shot. So Salvo 1/2 and Salvo 2/4. Less shots = less damage output. Give plasmas some wiggle room as a useful tool, especially when compared to grav guns.

Option 2: Grav Amps give +1 to wound or vehicle roll instead of rerolls and grav weapons cause vehicle stunned results instead of immobilized. Would still be strong against infantry/MCs, less devastating against regular vehicles, same against super heavies. Grav Amp change means it could get stronger if you have shred, preferred enemy, or tankhunter.

Option 3: Combine option 1 and 2. In the event that neither of them have enough impact.

Of course this needs to be play tested to see how much of an impact this would make but I think grav needs to be less of a "do everything" gun and more of a tool for particular targets.

This message was edited 1 time. Last update was at 2016/01/05 00:28:08


 
Made in us
Krazed Killa Kan






Torquar wrote:
I'd give it to everybody.


The Ork version would be the opposite with the weaker the armor the higher the chance to wound, it would be sorta like the bubblechucka except even worse
Made in us
Krazed Killa Kan






Even +4 armor is vulnerable to grav when they have amps. 75% to wound per hit is fairly good damage. Its just when you get down to AP5/6/- when you can start to survive grav (and then the bolters mow you down )
 
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