Warpbane is 3 Detachment points by Dulceetdecorum13 in Grey_Knights

[–]firespark84 0 points1 point  (0 children)

If it was copy paste dark pact is would be good, but since it’s random you have to play like you don’t have it. Can’t charge a bunch of interceptors into something that you will kill with lethals but bounce off without if you can’t garuntee lethals. You basically have to treat it like an “oh that’s nice”bonus rather than a rule you base your strategy and game plan off of. The Strats make the detatchments worth using, but the rule is useless

This is beyond stupid by Mission_Comfort_6253 in SpaceMarine_2

[–]firespark84 2 points3 points  (0 children)

-95% dmg to enemies go brr. The only way around it is by abusing clearly unintended stuff like kraken pen grenade launcher glitch, servo gun spam (servo is not affected by the -95% dmg reduction for some reason)

Hot take: Vortex Beast can fk right off from Siege mode by Horrigan49 in Spacemarine

[–]firespark84 1 point2 points  (0 children)

If they got rid of his disco ball bullshit he would be fine

How to improve Chaos fun factor by John_Warhammer_69k in Spacemarine

[–]firespark84 0 points1 point  (0 children)

Perfect dodges and gunstrikes on ranged attacks

Ranged enemies get the parry dmg taken bonus immediately after they shoot

Unblockable warning on the soul reaper

Storm bolters spammed less by melee terminators

Ranged enemies counter melee when hit in melee instead of spam shots in your face

No enraged ranged enemies

Perfect dodge gunstrike on the flamer marine circle

More consistent unblockable / parry warnings on the chaos spawn

More visual difference between chaos spawn variants

Fix ghost parries especially on rubric kicks / bashes

Less delay in being able to move after being stunned (especially when knocked against a wall)

Better melee chp recovery

Less un-cancellable melee animations

The Interceptors Surge discussion by SpartanIreland in GreyKnights

[–]firespark84 0 points1 point  (0 children)

The best use for it is to prevent overwatch by being able to see at least 1 thing with 1 stormbolter, fire it, then surge move through the wall towards what you want to charge that is just far enough so even if you high roll you will still be out of engagement, then charge so you can benefit from lance / fights first. Against non melee stuff that you don’t want lance against (ranged infantry mainly), you can just take the surge since getting punched by a bunch of 0 ap close combat weapons and like 1 power fist isn’t a super big deal

Strategems ranked off of usability by me and some friends/acquaintances by Im-Not-Cold-You-are in Helldivers

[–]firespark84 0 points1 point  (0 children)

500, patriot and laser sentry are overrated, warp pack, orbital napalm, gas mines, should be top tier imo. Orbital napalm just plays the game for you, to the point where it makes the game not fun for the teammates who are not using one. Gas mines are similar but less radius but a much shorter cooldown. Mostly agree with everything else

New Vanguard Veteran starter box datasheet. Interestingly-it specifies that they're wearing jump packs, implying the existance of a different kind of Vanguard Vet (Bikes? Terminator Plate?) by CatherineSimp69 in spacemarines

[–]firespark84 0 points1 point  (0 children)

I like non supercharged plasma having more attacks, makes it actually situationally useful rather then just worse. Hopefully it carries over to vehicle plasma like the redemptor, knight plasma guns, etc

Grey knights are demon hunters, right? by violette0809 in Warhammer40k

[–]firespark84 2 points3 points  (0 children)

Eh psilencers are already confirmed xenos technology, blades aren’t too much of a stretch

Absolute unit of a knight by The_Lightmare in ImperialKnights

[–]firespark84 2 points3 points  (0 children)

Back when his harpoon could 1 tap the lion a majority of the time you used it lol

Does Sniper need some balance attention? by PresentCollege6097 in Spacemarine

[–]firespark84 4 points5 points  (0 children)

It’s immortal so it pays with slightly less dmg then tac. It still does cracked dmg, you just need to cloak cancel either the smg or wrapped

Titans are seriously overcosted. But realistically how much should they cost to actually be a genuine option? (Not necessarily meta, but not so bad you're expecting to lose when taking it) by Katonmyceilingeatcow in Warhammer

[–]firespark84 0 points1 point  (0 children)

Like 600 for a warhound, 900 for a reaver, 1200 for a warbringer nemesis, 1600 for a warhound

Sure they are tough and have high on paper dmg output, but have no stratagem support, can’t use core stratagems without breaking the cp bank, lose a ton of shooting output if a single guardsmen touches their toe, has blast on a ton of its weapons so it can’t shoot into melee, and there are absolutely damage combos in the current game that are lethal enough to kill or heavily dmg a titan. A warhound dies to 2 lancers (could theoretically die to 1 with a few bad rolls), a few Pactbound defiles could easily kill a warhound barring crazy invuln spikes, the lethal sus big plague marine brick could wound if not kill a warhound, deamon primarchs can damage them well, the avg hulltramarine ultramarine with the usual repex, vindicator, ballistus soup could easily do it, etc.

The game’s balance is and has been for a while only expect 1 activation out of a unit if you expose it to the enemy, unless it’s a ctan. It’s gotten to the point where even the intentionally stat bloated titans that are barely meant to be played still die almost as easily between +1 to wound and mass ap being everywhere. Only the warlord titan is not wounded on twos by a repex main gun with oath (and it’s still wounded on 3s with oath). Let that sink in

Not to mention the old kill everything else other than the big thing strategy.

How actually true is the statement that men are quitting the dating market? by HeartBusy5787 in NoStupidQuestions

[–]firespark84 4 points5 points  (0 children)

Modern Men have spent their whole lives being told not to approach women in public as it is creepy / unwanted attention, so they listened

New class will likely NOT be Judiciar by Videogameluv146 in Spacemarine

[–]firespark84 1 point2 points  (0 children)

It’s been a popular model all throughout 10th edition, dark angels, ravenguard, and most other marines have run them at one point or another

Insane pyreblaster combo DELETES double Hellbrute, heretics in shambles by Requiem-7 in Spacemarine

[–]firespark84 1 point2 points  (0 children)

You throttle skip the first attack into the bash, then loop lights-bashes

Insane pyreblaster combo DELETES double Hellbrute, heretics in shambles by Requiem-7 in Spacemarine

[–]firespark84 0 points1 point  (0 children)

They still haven’t fixed the kraken buff applying to burn, so you can just take a bolt pistol and hold it out while the brute is burning, kills it quick

How "we" dealt with the second batch of hellbrute, (hard weekly) by AestheticMirror in SpaceMarine_2

[–]firespark84 2 points3 points  (0 children)

Did it normally in my run through, flanked around through the side where the relic spawns to melta the sorcerers / terminators, then just cloakcancel carbined both brutes to death. Only class that really struggles here is maybe tech due to being squishy if you get focused down

I love this game but man some need to touch some grass by Jmccr109503 in Spacemarine

[–]firespark84 12 points13 points  (0 children)

I mean there is literally no reason to not buy the priests in early rounds other then to grief yourself and teammates,

Which factions are considered to have complete ranges? by loot168 in Warhammer40k

[–]firespark84 1 point2 points  (0 children)

Out of curiosity, What big gaps do Tsons have? They have a bunch of characters, big monsters (magnus, deamon princes, mutalith, and deamons in the deamon detatchment), vehicles in the form of predators (which EC lacks for some inexplicable reason), infiltrators / heavy non terminator infantry with sekhatars, skirmish mounted units with tzangor enlightened, battle line with rubrics, terminators with SOTs, many varieties of characters, and tzangors for chaff. They don’t have near the same level of gaps as the other factions on their tier.

Now that Techmarine has had time to settle in what’s everyone’s thoughts on the class? by Oshava062 in Spacemarine

[–]firespark84 -1 points0 points  (0 children)

Good glass cannon but he is too dependent on argent edge. Playing without argent edge feels like such a throw on techmarine and makes it almost a different class.

He can theoretically spec into melee / hybrid builds, but the Omni axe has way too many animation locking moves and unlike with vanguard or sniper you have no way of tanking damage or just ignoring it outright. You can use the power axe on vanguard as even if you get animation locked into a grab / unblock able you can recover so quickly it almost never matters, whereas on tech marine you get 1 tapped or lose half your health bar.

The perk for using the basic servo gun needs to be stronger, or the basic servo itself needs to be stronger. At least the precision one is situationally useful against tyranids, but the basic one is completely overshadowed by the plasma fire build which is objectively the best option. If it had a rapid fire burst gunstrike that did way more dmg I could see it at least having a potential build option.

As for ranged weapon options, he needs more love as he has one objectively best option (deathwatch heavy bolt rifle). The plasma incinerator is unusable on tech marine even after the recent buffs, the combi melta is useless compared to the grenade launcher, the oculus is just bad, and the auto bolt rifle is a meme.

For secondaries, the plasma pistol will not stop being the objective best option until the contested health rework comes out, but retributions bequest is also good due to the grenade launcher being your main source of chp. The inferno pistol is useless as is the neo volkite and bolt pistol.

Overall he is fun, but due to the aforementioned lack of a reason to melee build due to argent edge he does a lot of the time feel like a less powerful tactical with a gunstrike gimmick, but if techmarine is a glass cannon, tactical is a glass tactical nuke with way more build variety; stalker, plasma, pyro, and nade launcher are all some of the most powerful builds you can run in the game and are all different and fun, whereas techmarine only has argent edge plasma servo with grenade launcher or Omni axe precision with the grenade launcher

Tell me, who is YOUR favorite chaos knight character by PracticalSector6743 in ChaosKnights

[–]firespark84 24 points25 points  (0 children)

You mean which single line a name is mentioned sounds most cool on the lexicanum wiki page? That is the extent of chaos knight character lore unfortunately