}
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
Stop throwing a pity party for yourself and just start thinking of counters, godamn. Over the past two weeks or whatever we've still got a 6-1 win ratio.
We've known the counters since ages ago. But they are now worse than in 1.3 Power cost suppression, and 1.3 grenades > 1.5 grenades. It's fucking sad. The only lucky ones are the heros who get BS AOE attacks that rape little mans like there's no tomorrow, ie Apoth, Lictor, Ravener, WB ,HT, etc
Suppression teams can never be fixed. There are too many easy counters. The best they could do is remove tear down time and shorten setup again.
So that scouts and shield defend game was really fucking stupid. That asshole warlock swift movemented at least two tac squads and a hero. I really wish fucksticks like that would just quit playing the game.
On a serious note, you really don't have any room to complain when you do stuff like that. You're as bad as a lictor complaining about time shift and a singularity.
You guys should post some of the replays of these games so us shitty players know what you're talking about. I'm having a hard enough time as it is keeping up with all the terms for stuff.
To you SM players, are you finding better results with nade spiking or double shotties in T1 vs. melee blobs (2-3x squads)? I just started playing 1v1s and I am sitting near TS30, but f, it seems like mass melee every single game.
Medan on
0
BethrynUnhappiness is MandatoryRegistered Userregular
edited August 2009
Shotties:
A knockback that sometimes bugs out.
Improved damage at close range
'nades:
Slightly improved damage at all ranges
4th squad member and more hp
Detection (synergises nicely to stop stealthers screwing up possible devs)
A counter that actually does dangerous damage to the enemy unit without requiring backup units to put the hurt in when the melee unit is knocked back.
The 'nades do knockback as well, but never bug out on it.
It costs more, but it's much more effective than shotguns in my experience in Customs (screw Ranked, I meet enough abusers in Customs as it is).
The other thing to mention is the Master Crafted Bolter for the Techmarine. It has an instant suppression ability which can stop melee units reaching you, or allow you to peel them from a ranged unit they have tied up. And the TM gets the Bionics ability, meaning he has a hope of escaping a melee blob.
Thanks for the input... I will play around with the Mastercrafted again, but I had terrible luck with the thing during beta. I usually try two shotties with mines in my retreat paths... need to switch it up, see if something else works.
So I was watching a replay and did you know that a LA can run into your army and not flash red? Yeah, turns out the only ways to ever spot it are having it hit you or detecting it, unlike every other stealth unit in the game.
Goomba on
[SIGPIC][/SIGPIC]
0
Custom SpecialI know I am, I'm sure I am,I'm Sounders 'til I die!Registered Userregular
Posts
Whipped this up real quick.
"Orkses never lose a battle. If we win we win, if we die we die fightin so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!".
We've known the counters since ages ago. But they are now worse than in 1.3 Power cost suppression, and 1.3 grenades > 1.5 grenades. It's fucking sad. The only lucky ones are the heros who get BS AOE attacks that rape little mans like there's no tomorrow, ie Apoth, Lictor, Ravener, WB ,HT, etc
Suppression teams can never be fixed. There are too many easy counters. The best they could do is remove tear down time and shorten setup again.
Shep, Akira, and of course your humble narrator, against three orks. Definitely a good one.
A knockback that sometimes bugs out.
Improved damage at close range
'nades:
Slightly improved damage at all ranges
4th squad member and more hp
Detection (synergises nicely to stop stealthers screwing up possible devs)
A counter that actually does dangerous damage to the enemy unit without requiring backup units to put the hurt in when the melee unit is knocked back.
The 'nades do knockback as well, but never bug out on it.
It costs more, but it's much more effective than shotguns in my experience in Customs (screw Ranked, I meet enough abusers in Customs as it is).
The other thing to mention is the Master Crafted Bolter for the Techmarine. It has an instant suppression ability which can stop melee units reaching you, or allow you to peel them from a ranged unit they have tied up. And the TM gets the Bionics ability, meaning he has a hope of escaping a melee blob.
DoWII Continues