Change blessing to buff vehicles in other ways as well like dmg, etc. make it only work on a single target. Make it work on turrets, base, really bacons and bunkers (useless, yes, but why not)
blessing of whatever it is isnt even usable in T1 and late game its crap. Yes im still new but i felt i had to point that out
blessing is a teamglobal same as larra. You can give your allies global repair, even in t1. And this global can decide a tankheavy game, especially when you have 2 tms in your team. But an additional repair for turrets and generators would be great.
blessing is a teamglobal same as larra. You can give your allies global repair, even in t1. And this global can decide a tankheavy game, especially when you have 2 tms in your team. But an additional repair for turrets and generators would be great.
As bC has said, game is balanced at 1v1, not Team Games. So it is shit in 1v1, and, according to bC, then it should be buffed.
As bC has said, game is balanced at 1v1, not Team Games. So it is shit in 1v1, and, according to bC, then it should be buffed.
then you have to buff a lot of units and abilities. Ofc focus is on 1on1, but you would break teammodes completely, when you have teamglobals, balanced on 1on1. Nevertheless the global is useable, even in 1on1 and after all those nerfs.
This is a topic hasn't been touched much. In some cases this is quite difficult, for example Malignant blindness, this global is 3x times more effective in 3on3 than in 1on1. There are a lot of globals and abilities which work in that way. Sadly, relic won't do a separate balance for teamgames and 1on1.
Drop Pod whilst having it's uses underperforms strongly. I wouldn't mind if it got cost increase and dropped a Tac squad
You have to be careful about adding more Tacs into the game as team game players start complaining about Tac wrecking balls since it's viable over there. As for how it is now it does have a place to cheaply reinforce your units after a big battle, but has some disadvantages such as costing 200 zeal and having a long cooldown. I would like it if they reduced the zeal cost and cooldown so then we can have the skies showering drop pods
It used to....once upon a time...when DowII was young and carefree...
And it could really be brought back to that state, IF it was the appropriate cost- whats wrong with being able to drop a vanilla tac squad?
The damage output and all around killer that they were back then was the reason for the change- if a melee squad was able to close the distance without melting before reaching you, tacs could just punch most squads to death. Thats not the case anymore. The way they are balanced now it would not be much of a game breaker to have droppods spawning a tac squad.
This is though what is happening with Tyranid call ins - a cheaper squad (you don't pay any power as you usually would, that wouldn't even be the case with Tacs since they don't cost any power anyway) + free reinforcement. Of course the Drop Pod would need then a higher req cost, but so it was in the past as well.
I just wonder if that will really make the ability more used, since level 1 Tacs in T2 are not really that great of a choice nowadays as they used to be.
Give Tacs the option of loading into base to perform a "skyleap" like the autarch (removed from play until called down again, retain weapons and level, this must be done while in range of base), then for an appropriate amount of red drop pod into anywhere with line of sight. Would be very fluffy and very useful.
I would of course prefer if I could do this to 2 tacs then drop both of them in their own pod as MULTIPLE SIMULTANEOUS DEEPSTRIKES!
I just wonder if that will really make the ability more used, since level 1 Tacs in T2 are not really that great of a choice nowadays as they used to be.
I think it wouldn't be that useful anyway. From my experience with playing TM (occasionaly FC) 2x tacs BO is one of the worst things a SM player can do in 1vs1. Tacs are generally used to tank some damage while a rest of your forces inflict losses. For that purpose one tac squad is just enough. Also in later tiers tacs scale pretty bad.
As for globals, my 2 cents: Blessing of the Omnissiah could get 20-30% buff to repair. Drop pod... Additional tac squad and reinforcing nearly units could work but I'd be interested in using it only for a bargain price, let's say 400-450 req and 200-250 zeal. For orbital I'd like to see it preventing levitating units from retreat. It still wouldn't do much harm to them by itself but properly used it'd allow your troops to inflict full ranged damage. TM still wouldn't have any useful global in T1 but well, I can live with it. The rest is quite fine imo.
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