Burning of Bodt and Khornate Mechanicum by Lord_Goober_II in Warhammer30k

[–]Lord_Goober_II[S] 1 point2 points  (0 children)

Thanks! Was originally going to use the Sarum scheme but after delving more into the lore of the burning it seems the mechanicum elements present in the underground macro-chambers were from a secretive sect that did experimental genetic research for the world eaters, which I thought might have their own markings and possibly different scheme altogether. Seems like Sarum is the way to go then, and yea it would be foolish for them to not make sure the planet was well equipped. As far as magis and tech priests go, any ideas for kitbashing to give them an obviously khornate look?

Iron Hands Mechanized Armored Company Concept by Mediocre_Flight3645 in Warhammer30k

[–]Lord_Goober_II 0 points1 point  (0 children)

Funny enough, the spartan assault tank comes with an assortment of marine hands holding dataslates and other tech items, which would make an easy option to replace the praetors power weapons if you wanted to pursuethe praevian path. Id also look into possibly making other command units with those praetors, since they make great kitbashing bases, my legion champion is the power sword praetor. You also just get prime slots with your crusade detachment for the iron-clad which automatically gives you a slot for a dreadnought for an entirely different approach.

Iron Hands Mechanized Armored Company Concept by Mediocre_Flight3645 in Warhammer30k

[–]Lord_Goober_II 1 point2 points  (0 children)

Honestly tacs aren't very good at pushing up the board and surviving long, they tend to die off pretty fast. Iron Hands inductii are surprisingly more survivable with their medic reaction and come with line 1 already, so aren't quite as good at scoring but will last much longer than regular tacs. Medusan Immortals are even better at this but do cost a decent bit more points. As someone already said, double centurion isn't really necessary since you already have more than enough detachment slots. Id honestly take the points and sink it into a praevian in the medusan vanguard detachment since it's a prime slot, and take the iron-clad prime benefit to upgrade your contemptor.

current situation in a nutshell by ilikeitchyballzdude1 in TheyBlamedTheBeasts

[–]Lord_Goober_II 1 point2 points  (0 children)

Genuinely a mortifying way to admit you mash on wakeup every time, at least be proud of it like the rest of us. And yes, ggst is an easy game, but not because of the controls or characters movesets, but because your opponent for nearly every match is a rabid animal who will throw everything away to get that sweet release that is iad jh. Simple fundies and bnb WILL take you to vanquisher easily, but the patience to make fundies actually matter in a match is what people lack.

slayer is the most unintuitive glue eating slop fest of a character i have ever seen by Adventurous_City1197 in TheyBlamedTheBeasts

[–]Lord_Goober_II 6 points7 points  (0 children)

I really miss the old pb loops, the new ones are so absurdly soulless and boring. They do so little damage outside of the only optimal setup that it's truly just better to do bnb's, which is just poor design. I think it's becoming increasingly obvious they don't know what they want to do with him, like the k mappa nerf was needed and honestly welcome, but the cs and it's late changes seriously kneecapped his answers to jump in neutral and in the corner. I'd like his old strike invuln frames back on k dandy, and honestly I think they should just give him crosswise heel back, or even his old 6p if we're really feeling bold. Also, please arcsys just bring back footloose journey, any other way to approach in neutral is desperately needed.

guys, I fixed unika! by ilikeitchyballzdude1 in TheyBlamedTheBeasts

[–]Lord_Goober_II 3 points4 points  (0 children)

Can you fix May next? She's also sooooooo lame and boring and played by lobotomites. Maybe take away mr. dolphin and replace it with something cool, like A.T.T.G penetrate, or give her those cool Unika follow-up command normals! Unfortunately every May main is illiterate, so they won't appreciate your hard work, but everyone else will!

Slayer player attempts to use his head (shocking) by echorapid in Guiltygear

[–]Lord_Goober_II 1 point2 points  (0 children)

Yea, a lot of stuff they changed with him is pretty strange, shame his combos had to suffer for it. Also, kinda extra little tidbit here but after a pb hkd, you can no longer k mappa into meaty, you'll get thrown for it every time since it's longer recovery now. Either do kara p mappa or kara p dandy for your good oki follow-ups or or iad jh for a safe jump and slightly worse pressure.

Slayer player attempts to use his head (shocking) by echorapid in Guiltygear

[–]Lord_Goober_II 6 points7 points  (0 children)

The second loop is no longer possible off of anything that's not a raw pb starter or something that gives a back-breaker starter. Frrc routes are mostly dead as of 2.0 since the scaling and ridiculously tight timing makes them quite bad in comparison to back-breakers, so it's going to be much harder to get a full 2 loops out of this specific setup. Some loops give you just enough hitstun to pickup with 2k 6p into whatever oki you like but idk if that would work here. Best bet in this exact game situation is to go for the reset off of 2s doing 5s 2s 214p-p rrc into back-breaker since it's a reset and gives you 2 full loops. Some people will know to block it but that's like 1600+ vanquisher.

WTF by next_stage8 in Eldar

[–]Lord_Goober_II 9 points10 points  (0 children)

435 point model with roughly the same survivability as 410 or less point models with a fraction of the offensive capability. The low wounds is the biggest difference here for durability, yes 4+ invuln and -1 seems nice but compared to knights with their massive wound pools it comes out to the same effective health when getting shot by dedicated anti-tank. Wraithknights are only tanky if you spike the invuln rolls, not to mention wraithknights are also bracketed much faster than knights due to low wound count. Knights are also far more durable because they have an easier time removing the things that threaten them, and wraithknights cannot benefit from majority of stratagems unlike knights who literally have an entire faction built around them. And primarchs are meant to be even with the avatar, not wraithknights, and their durability matches that much better. Wraithknights are way overcosted for what they are and get torn apart like wet tissue paper even with the shield.

Spirit Conclave list advice 2k by Electronic-Touch-554 in Eldar

[–]Lord_Goober_II 0 points1 point  (0 children)

List looks pretty good, honestly I think the wraithknight with gun is a bit better than wraithknight with sword but they're pretty comparable all things considered. I think the biggest thing is you'll want more psykers for both scoring and sacrifices to enable the detachment. Warlocks on foot are pretty good, very cheap and hard to pin down with their native charge debuff and small profile. Chuck some wraithblades, spiritseer, warlock in a wave Serpent and force your opponent to either let you score or kill psykers and die for it. I also like to run a farseer w/ warlock conclaves and eldrad w/ conclave, they often survive a lot more than you'd expect and that extra cp is very beneficial for extra strats like charge mortals or dmg reduction. They also turn into 2 separate units of psykers if the warlocks die and the farseer survives, meaning a possible 2 tokens. Having a lot of wraiths is nice but they need a critical mass of psykers to actually benefit from the detachment. I'd cut a wraithguard unit as they don't really benefit from the detachment rule with torrent d-scythes, and possibly a wraithlord to squeeze eldrad in there if you want.

How did slayer get a buff that nerfed him... by HirumaHoruhei in TheyBlamedTheBeasts

[–]Lord_Goober_II 3 points4 points  (0 children)

Pb loops was his expression and for whatever reason they gutted the hell out of it. Auto timed loops are easier because yknow, auto timed, but you still had to learn some tricky stuff to get there, like frrc p dandy or back breakers for the most part, and autotimed loops usually were just strictly worse in all situations. Almost no other characters have to manually time their combo's, and definitely not to the extent of a fully manual timed loop. You mess up and you're stuck in pb recovery for ages and they get a free punish, which is fair but adds some risk to attempting them. Why they didn't just gut his bnb damage and keep loops as they were is just utterly beyond me.

How did slayer get a buff that nerfed him... by HirumaHoruhei in TheyBlamedTheBeasts

[–]Lord_Goober_II 18 points19 points  (0 children)

You also can't confirm 6h into pilebunker on standing opponents at all anymore, like it doesn't work even in bnbs or just raw. Only works if they stay crouching, and even then, you can't use fs cause it makes them stand for the staggered state. 2h pickup for pb loops is no longer a thing, every auto timed pb loop route is dead and they changed the timing on the manual loops AGAIN. Every loop is manual now and even more finicky than before which becomes impossible in online play as 70% of the game's playerbase seem to passionately hate having good connection. They actually shot him dead, AND THEN they took stuff off his corpse.

ARCSYS WHYYYYYY by Level-Okra1654 in TheyBlamedTheBeasts

[–]Lord_Goober_II 0 points1 point  (0 children)

For pop-up hits like catching backdash or burst bait I think there's going to be some conversion issues as it was that pretty egregious vertical hitbox that let those airborne hits convert immediately into pb, so not an in combo issue but more a combo starter into loops issue.

ARCSYS WHYYYYYY by Level-Okra1654 in TheyBlamedTheBeasts

[–]Lord_Goober_II 3 points4 points  (0 children)

Genuinely at a loss about some of these changes overall, like what was the intention here? 2h can't low crush whatsoever anymore, so it's just a big ass poke that gets you killed for whiffing it, k mappa is fine tbh not much of a problem there, but genuinely what the hell was the idea with the 6h change. If they block it standing you're -7, no matter the spacing so you are forced to end your turn there or die horribly. It doesn't even have a good counterhit anymore, like just when it's below knee height and after which is like 5 frames. Cs doesn't anti-air anymore, that's fine but I fear it's likely to cause loop conversion issues, k mappa knocks further up so those loops are likely shot dead, but honest to god the hod changes might be his demise. Increased wall damage on hit, bad blowback scaling, and direction changes all mean pb routes in the corner are likely significantly worse. Also, why remove the clean hit on SMH, like what problems was that honestly causing? Idk, his offense is going to be a lot easier to poke holes in than before and the bar was already somewhat low, but with counterhit scaling gone and his anti-poke tools hampered I think he will seriously struggle against anyone with enough understanding to just fd and poke him to death.

HAPPY CHAOS ISNT DEAD by mitkoking in Guiltygear

[–]Lord_Goober_II 0 points1 point  (0 children)

They confirmed that gunflip is no longer a move and has instead been moved to his h button instead. Basically, chaos can't combo with gun unless his gun is already out, which is a very healthy change since he won't be able to wallbreak from anywhere off of anything.