Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But Necro shall be at the second place after the ASM nerf - decent hero, best units and best economy.
One thing I did noticed is Guardsmen still have a huge strength with gernades that literally wipe the floor with necrons as well as the orc player. Other than that there wasnt any problems. It was a lose since we played teams 2v2 and the orc player who was on my team was getting 1 shotted by guardsmen gernades (which is nuts....I got hit with one and took 10.3 damage on my warriors from one unit with gernades and the AM player had another 3 guys with). All in all this is way more balanced in a standard game. I still have my complaints about lack of range and armor piercing, and I understand that guass weapons scale.....but man when it takes 3 rapid fire shots, a hero melee and 4 more range 2 shots to ALMOST kill a sentinals and it walks away.....it is pretty upsetting.
Glad I could help :)
Gauss weapon scales based on enemy unit size.
However, sentinels aren't exactly a "large squad" type unit; It's 2 vehicles.
Heavy destroyers do much better against them :)
Actually, warbosses don't really become unkillable until they level up a few times.
Especially since forest had their damage reduction decreased.
For MP, I think necrons have a "power spike" early (once they have access to HD), while Orks spike a bit later (access to MegaNobz + dakkajets + multiple painboyz + warbosses that are unkillable with 26-32 HP).
you could also try to play with higher tomb density settings while keeping fast speed.
Maybe I'm wrong though, I dunno.
Edit: Maybe it depends on the hitpoints of the model and not the unit. I'm comparing the damage of tactical marines and warriors against scout sentinels and predators. Warriors only do a little more damage against sentinels compared to the marines, but they do more than double as much damage against the predator compared to the marines.
Yeah, it must be based on model health because warriors and marines both do the same amount of damage vs guardsmen. So, gauss is best against low model, high hitpoint units like vehicles.
Hah I knew that. Not sure why I said something else entirely. -_-;
I mean, there's a reason they're good against Castelan robots.
Hmm even in rapid fire rang the best I could do against a sentinel was like 8-9 damage.....which is pretty low given this is a non tech based unit. that means I would need to hit a level 1 sentinel with no upgrades with 5 rapid fire shots, but a sentinel can hit me 2-3 times depending on cover and if it is upgraded. Also you cant catch sentinels due to move through cover. All around it is probably the best early to mid game unit by far and SOOOO easy to pump out hordes of them
Also since each sentinel DOESN'T actually have 25 health. each only has 16 hp each but is grouped in 2 you arent seeing much damage. You see more when the single model has 24 or more hp.
Don't complain about balancing if you're not speaking of 1v1 terms then. Because if you want to balance the game for a 4 players game, it's going nowhere.
You're wrong, Necrons don't need to expand that much, you can play a Loyalty heavy game and pulverize everyone with just 1 expand, going further is not cost effective.
That's wrong, the Canoptek remains great even late-game.
I played enough games to know where I stand regarding the game balance. I even nerfed the Devastator Squad and Relics before the official patch with the input of a friend, so i'm pretty sure I have a good grasp on the meta.
You're probably playing on an insanely large map with 4 players and then complain that the Necrons are weak, but that's not a good benchmark.
Necrons can reach the Pretorians turn 45 no problem, the only weakness of the Necrons are the IG with a build that focus heavily on vehicles, but their eco won't sustain the push well enough.
Edit: Yep, turns out you're complaining about Necrons being weak on very specific map settings.
"AAAAAAAAAHAHAHAHAHAHAHAHAHAHA..... AAAAAAHAHAHAHAHAHAHAHAHAHAHA.......AAAAAAHAHAHAHAHAHAHHA."
necrons weak .... omg funniest thing ive seen today so far. hahahahahahahaha
Healing - The ability to retreat the unit and have it useful again in a few turns is the advantage they have vs the late game healing ability of the other races with the exception of AM as they have no healer unit and all higher tier units roast guardsman so a once every 10 turns heal late game is negligible. but you have to understand that the necron kit more than makes up for every turn healing;
1) EVERY necron unit can be healed for influence. early game the heal is massive, late game not as much but can be the difference.
2)main hero unit grants additional armour to all nearby units (once every 3 turns). as that levels the armour buff is big.
2) heal from support hero every 3 turns (not as good as every turn but marines dont get a heal until apothicary or the chaplain heal at lvl6, AM only have med kit and orcs have the pain boy who is the best healer).
3) support hero grants up to 60% damage reduction at ability level 3 every turn. no one else has that. the 20% alone is fantastic. 40% is really good and 60% is crazy.
can only heal every 3 turns by a skill ... it doesnt matter cause the rest of the kit is so good by themselves and devistating in combination. . you can create an unkillable unit and charge him with + armour and 60% damage reduction. so many options. i dont think you have really played with their kit enough.
No Range or anti-armour - Warriors are the best t1 unit in the game (not including access to higher tier addons and buff spells etc), they are so good infact that they dont need access to frag or krak grenades. they are the only race that can charge kastellans with their t1 units and have a hope in winning. when a kastellan surprises your necron unit, its no way near as bad as any other race because they can retreat and heal without the need for a healer or to stop and heal. the only race better at beating the neutrals is orks and thats cause or the warboss eats everything for breakfast.
Necrons and orks are the fastest researchers, but necrons research fastest early game as its only after you get the weird boy that you start researching quickly as orks. but regardless the flexibility of the warrior squads makes waiting for t4 a non issue and only relevant vs other races tanks/vehicles and heros.
weak vehicles - every starter vehicle unit is a light armoured scout, none of them are particularly good except for sentinals with a commisar bring it down buff. they are excellent for snatching your enemys resources points and getting away, and good back up fire but never a main stay army unit, this is true of all races. vehicles are very fit for purpose and as such while I would agree that the doomstararc is rubbish (cause you lose the 3 range attack if you move), the annihilation barge is anti infrantry and has jink to protect itself and is a good unit, much like the SM hunter is useless against infantry units it is good against flyers and thus is SMs answer to the annihilation barge in vehicle form, tho personally i think meltas do the job better. the Mono is the single greatest unit in the Game at its tier level.
Lets be honest tho. most vehicles suck in this game across all races.
Useful Tiers - i think their tiers are kinda similar across races and the gap for useful units is about the same. i just cant agree with you.
Necons expand the fastest and easiest.
Can you elaborate or provide a build order / tech plan? researchs to prioritize? Honestly I'm a few games in and about to ditch necrons cause I agree with OP, initial impressions leave me with them feeling weaker than other factions.
A simple start strategy:
Research Order: hero building, vehicle building, Cryptek, Cryptek Spyder
Infantry Trainer
Energy
Hero Trainer
Ore
You figure it out from here. :) You want more infantry trainers, energy / ore / research to train / upkeep / get more tech.
- Warriors + lord + cryptek easily handle the early game.
- 2nd expansion is key. That should be your vehicle trainer while your main trains infantry.
- I like to get +population skill for Lord, so I don't need to build population buildings. You need to make sure to keep the lords alive if you do this, but I find Lords are more of a support hero anyways (summoning praetorians and boosting armor rather than attacking).
- Research towards Praetorians and monoliths asap. Then smash the enemy and laugh.