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![[Post New]](/s/i/i.gif) 2018/06/08 14:45:46
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Fixture of Dakka
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The niche for Melta should be that it's the best for doing lots of wounds to well armored targets that are close up.
Plas having D:2 and the same strength while having twice the shots or twice the range means that it's going to outshine Melta.
If you bring Plas back down to what it was before 8E, it becomes inefficient at killing vehicles. Melta is more likely to wound per shot, ignores more armor, and does more than triple the damage to multi-wound models than Plas per shot. But has half or fewer the shots, and much lower maximum range. That sounds like 2 different niches to me. So Plas to kill Tacs and elite infantry, Melta to kill the really big stuff.
Invulns might need punishment, but shouldn't it be tools that aren't designed to punish relying on armor saves?
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![[Post New]](/s/i/i.gif) 2018/06/08 14:51:57
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Omnipotent Necron Overlord
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SHUPPET wrote: vaklor4 wrote:I think the flamers are fine at d6, but the range should be increased. Maybe to 12"? That way it's an actual anti-charge gun, instead of just being...Well, useless..
Melta just needs a price reduction, BADLY. Like, down to 13 or something.
Plasma would be pretty good at strength 6, 7 on overcharge, but keeping its -3 and 1/2 damage. It should be anti-elite, but NOT anti-tank, like it so often is.
These are the best suggestions on all accounts imo. Nailed it.
I like these too. Fair changes to make all options worth considering.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2018/06/08 15:44:14
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Killer Klaivex
The dark behind the eyes.
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I think Plasma needs the D2, otherwise it's just too ineffective against so many targets (not just vehicles but infantry with multiple wounds, monsters etc.)
vaklor4 wrote:I think the flamers are fine at d6, but the range should be increased. Maybe to 12"? That way it's an actual anti-charge gun, instead of just being...Well, useless..
Melta just needs a price reduction, BADLY. Like, down to 13 or something.
Plasma would be pretty good at strength 6, 7 on overcharge, but keeping its -3 and 1/2 damage. It should be anti-elite, but NOT anti-tank, like it so often is.
These seem like by far the best changes.
However, there is something I feel needs to be said again. The problem with meltaguns has nothing to do with plasmaguns and everything to do with Lascannons. Basically, we now have weapons that can do the same damage as a meltagun from 48" away.
If you want meltas to retain their role, then they need to be much more reliable in terms of damage. Something like '3 damage at long range, 6 damage at half-range' might work. As it stands, even at half-range, they're barely better than a Lascannon firing at 8x the distance.
And that's before we even get into the problem that plasmaguns can deep-strike into optimal range but meltas can't.
Actually, another alternative - what if, instead of the current rule, meltaguns rerolled damage against vehicles regardless of range? Now you've got an anti-vehicle weapon that can be deep-struck into optimal range.
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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) 2018/06/08 15:51:52
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Fixture of Dakka
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I really liked Vaklor's suggestions, but here's where I'm not sure:
-Flamer still feels weak. I wish it did more.
-With Plas doing 2 wound, and getting twice the shots at 12" range, Melta will still average fewer wounds provided they both wound.
The lower strength and Gets Hot does give the Melta some room, but it looks to me like it'd still be crowded out.
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![[Post New]](/s/i/i.gif) 2018/06/08 16:10:30
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Deathwing Terminator with Assault Cannon
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Melta gun is the new plasma pistol - ridiculously expensive for extremely situational situations.
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![[Post New]](/s/i/i.gif) 2018/06/08 16:33:03
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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skchsan wrote:Melta gun is the new plasma pistol - ridiculously expensive for extremely situational situations.
Plasma pistol's aren't very expensive in the Guard codex at least. 5 points for putting one on an officer seems fair considering it is basically half of a plasma rifle, and those cost 13 points to put on a BS 3 model.
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![[Post New]](/s/i/i.gif) 2018/06/08 16:54:52
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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Plasma is obnoxious and needs fixed
Strength needs to be returned to S6 for safe and S7 Overcharged.
If it keeps the D2 it needs to overheat on 1or 2's that would really make people have to think before spaming that overcharge because the model costs nothing compaired to the gun.
Melta and Plasma shouldn't be equal given the difference in range and points cost. Melta should be better.
Flamers need to be 2d6 upto the number of models in the target unit.
Heavy flamers should get 2d6 upto the number of models in the target unit and range pushed out to 10 inch.
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![[Post New]](/s/i/i.gif) 2018/06/08 17:06:47
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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Why not make Flame (or other "aoe") weapons have a "splash" factor? Each model removed as a casualty lets you make a follow-up to-wound/to-save sequence or so.
Or admit that maybe slow-play exists independently of whether a game uses aoe weapons...
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![[Post New]](/s/i/i.gif) 2018/06/08 17:10:54
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Killer Klaivex
The dark behind the eyes.
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Ice_can wrote:Plasma is obnoxious and needs fixed
Strength needs to be returned to S6 for safe and S7 Overcharged.
If it keeps the D2 it needs to overheat on 1or 2's that would really make people have to think before spaming that overcharge because the model costs nothing compaired to the gun.
Also, you have to perform a handstand every time you fire, and if you fall over then the entire unit dies. Plus, for each plasmagun you have in your list, your opponent can take any model from his case and add it to his army for free at the beginning of the game.
That about make plasmaguns fair?
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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) 2018/06/08 17:25:58
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Focused Fire Warrior
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MagicJuggler wrote:Why not make Flame (or other "aoe") weapons have a "splash" factor? Each model removed as a casualty lets you make a follow-up to-wound/to-save sequence or so.
Or admit that maybe slow-play exists independently of whether a game uses aoe weapons...
I like this, there are plenty of similar situations where extra hits are scored for an action so it's not too unique while doing what it's supposed to do. I had wanted flamers to be able to spread to nearby units but this is much more streamlined.
Haravikk wrote:While I agree with the intent behind this thread, I think the proposed fixes are more complex than they need to be.
Flamer and Melta weapons just need to become cheaper; they're both too expensive for what they can do. There's nothing otherwise wrong with their basic stat lines right now, and the big advantage of having the separate points list is that you can more easily rebalance things, it's basically what it's for.
Meanwhile Overwatch should gain the addition that weapons fired during Overwatch are fired at either the charge distance, or the weapon's maximum range, whichever is shorter. This means you can always fire all your weapons, but you will only get half-range bonuses if the enemy charged within that range; i.e- the assumption is that you fire at the first available opportunity before readying melee weapons. Stratagems or abilities can then be used to maximise fire for more disciplined forces.
The overwatch change makes sense and would help other weapons like 6" pistols as well. I don't see why everyone dislikes the better of 2d6 melta rule, but it is a bit too challenging to use on basic meltaguns. I agree that if GW isn't going to mess with profiles some points changes are in order.
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![[Post New]](/s/i/i.gif) 2018/06/08 17:34:04
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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vipoid wrote:Ice_can wrote:Plasma is obnoxious and needs fixed
Strength needs to be returned to S6 for safe and S7 Overcharged.
If it keeps the D2 it needs to overheat on 1or 2's that would really make people have to think before spaming that overcharge because the model costs nothing compaired to the gun.
Also, you have to perform a handstand every time you fire, and if you fall over then the entire unit dies. Plus, for each plasmagun you have in your list, your opponent can take any model from his case and add it to his army for free at the beginning of the game.
That about make plasmaguns fair?
If reroll ones didnt exsist in spades, so unless you have a -1 or more to hit modifier the enemy have a 1in 36 chance of overheating with plasma, my suggestions wouldn't be as extreme.
Plasma is cheaper and better thats too much and needs significant changes to make it inline with its points cost.
I don't subscribe to the race to the bottom theory that some propose.
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![[Post New]](/s/i/i.gif) 2018/06/08 17:38:18
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Steadfast Ultramarine Sergeant
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Imo, storm bolters should/are the cheapest upgrades then flamers, grav(it's basically a straight upgrade from a bolt gun), melta then plasma.
Melta just needs to be cheaper or maybe 2 shots to justify the cost.
Flamers need to at minimum ignore cover, then maybe 6 hits against something in cover
Grav is fine-is, I just don't like how swing it is when you actually shoot something with a 3+. Maybe change it to assault 2
Plasma, with it being the most expensive (not necessarily any more expensive) I think people I think people would be more inclined to grab a gravgun or melta instead
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![[Post New]](/s/i/i.gif) 2018/06/08 18:23:51
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Focused Fire Warrior
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Does Grav have a role that plas doesn't do better?
Plasma overheat is a bit of a joke and counter intuitive. I'd much rather see it be 1MW for each roll of 1 before rerolls and modifiers. That way 2W models and characters aren't overpriced for blowing themselves up. Depending on the wording it might not even hurt rerolls (2 rerolled to 1 shouldn't blow up in your face). Couple that with a reduction in str and it generalist nature is reduced enough to get off of meltas toes.
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![[Post New]](/s/i/i.gif) 2018/06/08 18:50:07
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Decrepit Dakkanaut
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Shas'O'Ceris wrote:Does Grav have a role that plas doesn't do better?
Plasma overheat is a bit of a joke and counter intuitive. I'd much rather see it be 1MW for each roll of 1 before rerolls and modifiers. That way 2W models and characters aren't overpriced for blowing themselves up. Depending on the wording it might not even hurt rerolls (2 rerolled to 1 shouldn't blow up in your face). Couple that with a reduction in str and it generalist nature is reduced enough to get off of meltas toes.
It's partly the issue of the weapon profile and price. Make it Assault 2 and 13 points, and suddenly it makes a bit more sense.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2018/06/08 20:12:39
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Steadfast Ultramarine Sergeant
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Let's go through it!
Shooting at marines seems fine. Plasmas better
Shooting light vehicles is alright (T5). Plasmas better
Shooting most transports? I guess? Plasmas better anyway
So no I don't see a situation where I'd rather take Grav over plasma. Paying more for a more rigid weapon is not ideal
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![[Post New]](/s/i/i.gif) 2018/06/08 21:45:35
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Killer Klaivex
The dark behind the eyes.
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Shas'O'Ceris wrote:Plasma overheat is a bit of a joke and counter intuitive. I'd much rather see it be 1MW for each roll of 1 before rerolls and modifiers.
That would be even more unintuitive, as it would basically ignore the entire point of a reroll mechainc.
What if plasma overheated on a roll of 6+?
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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) 2018/06/08 22:45:12
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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vipoid wrote:Shas'O'Ceris wrote:Plasma overheat is a bit of a joke and counter intuitive. I'd much rather see it be 1MW for each roll of 1 before rerolls and modifiers.
That would be even more unintuitive, as it would basically ignore the entire point of a reroll mechainc.
What if plasma overheated on a roll of 6+?
Not that I would be opposed as I don't run a -1 to hit army but vrs Alitoc overcharge all the plasma as the highest I can roll is a 4+
I get the idea but with the to hit mechanics of 8th edition it would have some odd interactions. Plasma just staight needs its ability brough back to match its points cost.
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![[Post New]](/s/i/i.gif) 2018/06/09 20:51:16
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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The abundance of rerolls and to hit modifiers just weren't thought through very well for 8th edition.
Without them, it's okay that plasma is about as good as melta, because a 1/6 chance to lose the shooter is pretty risky and seems fair. I could see being able to spend CP to reroll a failed shot, but just having a captain around is too good.
Flamers ability to be good overwatch seems to be overrated because of how frequently the charging unit is out of range, and when you ignore that aspect of flamers, they are worse than storm bolters. So they either need a price drop or damage buff, or both.
I don't know why they got rid of salvo weapons, but current grav is actually better than normal Plasma against high armor multi wound models. Again it's just the ability to reroll or modify hits that make OC plasma better than grav. I agree that assault 2 would suit it better.
My only issue with current melta (Las as well) is that 1d6 damage is too random. I'd be okay with both of those weapons having a "to wound rolls of 1, 2, or 3 count as 3 damage" rule. This only ups their average damage from 3.5 to 4, but gets rid of those annoying 1s and 2s, especially the 1s rolled against things with only 2 wounds that make plasma once again more reliable than melta.
So in the end I think that the biggest relevant change to fix these weapons would be a change to the space marine auras.
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![[Post New]](/s/i/i.gif) 2018/06/09 23:00:29
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Killer Klaivex
The dark behind the eyes.
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Yet another idea for Meltas - what if they did 2d3 damage at full range, and d3+3 damage at half-range?
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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) 2018/06/09 23:15:12
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Adolescent Youth on Ultramar
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It's not that plasma's too strong it, most of the other options are too weak.
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This message was edited 1 time. Last update was at 2018/06/09 23:15:32
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![[Post New]](/s/i/i.gif) 2018/06/10 04:54:07
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Confessor Of Sins
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My thoughts:
Flamers: Are fine except they are overpriced compared to Storm Bolters. Ignores Cover would be nice, but not critical to balancing
Melta: Need to do it's job better. I'd go with "Within 1/2 Range gain, Damage rolls of less than 3 do 3 Damage."
Plasma: Needs to come down a notch. S 6 normal. S7 D2 MW on Attack roll of 1 when overloaded.
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![[Post New]](/s/i/i.gif) 2018/06/10 15:54:49
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Towering Hierophant Bio-Titan
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Flamers need 4" more range. Even if the rules only specifically let them do it on overwatch.
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P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. |
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![[Post New]](/s/i/i.gif) 2018/06/10 20:47:55
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Hooded Inquisitorial Interrogator
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SHUPPET wrote:Flamers need 4" more range. Even if the rules only specifically let them do it on overwatch.
A lot of people bring up Overwatch, but surely the fact that flamers can be denied the ability to fire is a failing of Overwatch, rather than flamers? Overwatch really needs to be modified to allow a weapon to fire at either its maximum range, or the enemy charge distance, whichever is shorter, so that weapons can always fire.
Of course it would need to be balanced by fixing Fall Back, which is another major complaint of this edition; make Fall Back D6", with unengaged enemies getting a D6" consolidate (that counts as having charged if you get within 1", but doesn't trigger Overwatch) and you've largely fixed this edition, barring Codex-specific fixes at least.
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This message was edited 1 time. Last update was at 2018/06/10 20:48:49
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![[Post New]](/s/i/i.gif) 2018/06/10 23:50:44
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Battlewagon Driver with Charged Engine
Between Alpha and Omega, and a little to the left
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Why does Overwatch need to always be able to hit? having the choice between making a longer, riskier charge to avoid certain weapon, vs taking more damage for better chances to get stuck in is a nice bit of tactical choice that this game is sorely lacking in.
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![[Post New]](/s/i/i.gif) 2018/06/11 00:15:36
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Towering Hierophant Bio-Titan
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Since Overwatch was first implemented it's specifically been a role Flamers excelled at. Now they can't reach the range to actually do it. Being that they are lacking as a weapon, they could at least let them reliably do their role, that they now only sometimes get to do. It's really awkward play if you are moving your models AWAY from your enemy to charge from outside the range of their 8" anti-assault guns. And yeah it could be fixed by changing the Overwatch rule slightly, but I think the game having weapons to short to overwatch is fine, I just don't think that should be the case with Flamers, and similar weapons either honestly.
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This message was edited 2 times. Last update was at 2018/06/11 00:17:36
P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. |
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![[Post New]](/s/i/i.gif) 2018/06/11 01:22:35
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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Luke_Prowler wrote:Why does Overwatch need to always be able to hit? having the choice between making a longer, riskier charge to avoid certain weapon, vs taking more damage for better chances to get stuck in is a nice bit of tactical choice that this game is sorely lacking in.
Because the squad flame trooper not shooting his flamethrower at the charging horde of xenos because they were too far away when they started the charge is stupid. The flamer is the only weapon that I know if this edition that has this issue.
Additionally, mortars and artillery pieces being able to fire overwatch is equally stupid.
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This message was edited 1 time. Last update was at 2018/06/11 01:23:27
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![[Post New]](/s/i/i.gif) 2018/06/11 02:27:50
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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w1zard wrote: skchsan wrote:Melta gun is the new plasma pistol - ridiculously expensive for extremely situational situations.
Plasma pistol's aren't very expensive in the Guard codex at least. 5 points for putting one on an officer seems fair considering it is basically half of a plasma rifle, and those cost 13 points to put on a BS 3 model.
See, this irritates me. For plasma, you pay for the gun. Why do guard get plasma pistols at 5 points, and marines get them for 7. Why do marines get plasma rifles for 13, when stormtroopers get them for like, what, 9?
This should be made consistent as well.
Otherwise, best options I've seen for these weapons are..
Flamers -2 points, 2d6 shots take the highest, ignores cover
Melta -4 points, +1 to wound at half range, change damage to 2d3 damage
Plasma Str 6/7, AP-3, d1/2 (still overheat on overcharge as normal)
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This message was edited 1 time. Last update was at 2018/06/11 02:33:14
Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2018/06/11 06:22:44
Subject: Re:Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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iGuy91 wrote:
See, this irritates me. For plasma, you pay for the gun. Why do guard get plasma pistols at 5 points, and marines get them for 7. Why do marines get plasma rifles for 13, when stormtroopers get them for like, what, 9?
Plasma rifles in the guard dex are 13 points for BS 3 units.
You have to take into account the platform you are buying the weapon for. T4 and 3+ is a better than T3 and 5+. Sure weapons have the same damage output, but because of their durability they last longer so they need to be more expensive.
Having flat costs for weapons was tried in the guard dex and it benefited the elite units so much they were forced to change it.
The problem is, marines pay too much for their durability. Too much of the points they are spending are going towards this "durability" that they end up lacking in damage output.
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This message was edited 2 times. Last update was at 2018/06/11 06:24:06
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![[Post New]](/s/i/i.gif) 2018/06/11 07:02:31
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Lord of the Fleet
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Luke_Prowler wrote:Why does Overwatch need to always be able to hit? having the choice between making a longer, riskier charge to avoid certain weapon, vs taking more damage for better chances to get stuck in is a nice bit of tactical choice that this game is sorely lacking in.
Deep striking asaulters will be charging from 10" away without giving you any opportunity to shoot at them. This is the perfect chance for flamers to do something useful except they don't get to fire overwatch in this circumstance.
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![[Post New]](/s/i/i.gif) 2018/06/11 10:43:38
Subject: Weapon Rebalanceing - AKA Make Melta/Flamer Great Again*
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Longtime Dakkanaut
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From the 40k Rules Blooper Reel:
Anti-Air Flamethrowers: Flamethrowers in 8th edition no longer use an AoE "teardrop" template, but instead inflict a random number of automatic hits on a unit. For example, a Hellhound's Inferno Cannon inflicts D6 automatic hits. Due to these changes, regular flamers are less important as a crowd control weapon, and more as an anti-hitmod (and anti-aircraft) weapon; this is especially true of weapons that have a multi-damage value like the aforementioned Inferno Cannon. Where it gets silly though is how Flamers interact with "ambush/deepstrike" abilities. See, regular flamers have an effective range of 8 inches, but most "strike from Reserve" powers require you to set up more than 9 inches away. This means that flamers are useless when you appear from Reserves, but it also means they're useless for defending against units Charging from Reserves, since the flamers are out of range and thus unable to actually lay down a Wall of Death like in 6th-7th Edition, or interrupt movement like in 2nd Edition.
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This message was edited 1 time. Last update was at 2018/06/11 10:44:02
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