Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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albertx Jan 17, 2019 @ 7:58am
Tyranids:Colonial Guardsmen. Please balance Militarum faction.
I played a match where I was Space Marines against with 2 very hard AI, Militarum & Tyranids. So far, is there no any unit balance on Baneblade? The AI keep spamming Baneblade that is impossible to counter them. And another thing is Tyranids lost to Militarum, Woah! Baneblade just made my game match to the point of no hope on countering them, if Tyranids lost to Militarum so bad, then why Wahammer 40k lore don't let Tyran Primus Militarum keep manufacturing Baneblade, then the Tyranids invasion will be ended easily by Baneblade spammig, then Tyran Primus; Happy Ending (Fin). Well idk about you but I don't think this is Wahammer 40k lore accurate (Maybe only). Tyranids lost so easily when facing Militarum, then Tyranids won't be the most feared creature in the Universe of 40k and the UltraMar Space Marines won't having so much heavy casualties that took centuries to rebuild their chapter world.

Baneblade always kicking balls hard on every units I spammed like "all tech-upgraded" units and tanks like Land Raider & Land Speeder. Even Land Raider receiving 20-25 damage from Baneblade while Land Raider giving Baneblade only 10-12 damage???

The Astra Militarum in this game totally making Tyranids faction a laughing stock.
But overall, still worth and good expeirences when facing other AI opponents other than Militarum.
Last edited by albertx; Jan 17, 2019 @ 10:17am
Originally posted by Nitroglycerine:
even a small map victory against an impossible AM is impressive.
That 100% loyalty boost gives them such a huge production increase...

But yes, on larger maps, that production reaches overwhelming levels.
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Showing 1-15 of 35 comments
Godwin Jan 17, 2019 @ 9:04am 
Agree after my first game. The Tyranids just have no answer to the range and armor and high hitpoints of them.
I mean, the Tyrannofex, arguably the apex of the Tyranids, has 40 hitpoints. While the Baneblade, the apex of the AM, has 150.
Similar armor and the Tyrannofex does less damage.

Their flying unit is also weak.
In general I find their damage potential lacking quite a lot in the ranged department and in the armor penetration department.
Elich Jan 17, 2019 @ 9:08am 
Baneblades are crazy overpowered, should be a limit how many you can build or double or triple upkeep.
Godwin Jan 17, 2019 @ 9:10am 
Leman Russ Tanks also own Tyrannofexes anyway (especially with Bolter upgrade, no matter the Tyrannofex havingg 2 upgrades researched), it was just to really make my point clear. But without Baneblades it still stands.

And once they get those long range missiles it's over.
albertx Jan 17, 2019 @ 9:27am 
Originally posted by Godwin:
Leman Russ Tanks also own Tyrannofexes anyway (especially with Bolter upgrade, no matter the Tyrannofex havingg 2 upgrades researched), it was just to really make my point clear. But without Baneblades it still stands.

And once they get those long range missiles it's over.

I agree with you on long range missile on every vehicles. Astra Militarum is by far the most unbalanced faction in this game even after so many patches. I started to think whether the devs are not even care about on balancing factions' powers and abilities, or they just fanatics on Astra Militarum then they worshipping their Emperor God "Imperial rules, F*** every heretic factions".

Everytime when I was about to win very hard AI match with Imperials, then Baneblade shows up and crashing everything what I had worked so hard for in just lesser minutes.
Last edited by albertx; Jan 17, 2019 @ 9:29am
albertx Jan 17, 2019 @ 10:09am 
Originally posted by Godwin:
Agree after my first game. The Tyranids just have no answer to the range and armor and high hitpoints of them.
I mean, the Tyrannofex, arguably the apex of the Tyranids, has 40 hitpoints. While the Baneblade, the apex of the AM, has 150.
Similar armor and the Tyrannofex does less damage.

Their flying unit is also weak.
In general I find their damage potential lacking quite a lot in the ranged department and in the armor penetration department.

At first, before Tyranids expansion I always thought Space Marines are specialized in Infantries while Militarum specialized in vehicles. Even back then Militarum was so overpowered that I thought it was just factions' specialties and tactics in specific unit types, and blaming myself why I can't beat Militarum in more resonable way. But after this Tyranids expansion released, everything is magnified. The devs just ignoring on balancing Militarum while (Maybe just maybe) keep nerfing other factions than Imperial factions.
When we saw or played that badass Tyranids intro, it gave us first great impression "Oh no, look at these Tyranids, they are going to devour us alive.". And then played with Astra Militarum, this is what we get "Tyranids (Aliens): Colonial Guards" scenario.
Turn the difficulty down if you're losing. Baneblades are very expensive and without the higher difficulty loyalty bonus given to the AI, they won't be able to spam them.

I beat an Impossible difficulty Astra Militarum AI as the Tyranids yesterday, so it's totally doable.
Rok  [developer] Jan 17, 2019 @ 10:37am 
Originally posted by His Majesty, the Lord of Space:
I beat an Impossible difficulty Astra Militarum AI as the Tyranids yesterday, so it's totally doable.
Impressive!
Hide Jan 17, 2019 @ 10:52am 
Originally posted by His Majesty, the Lord of Space:
Turn the difficulty down if you're losing. Baneblades are very expensive and without the higher difficulty loyalty bonus given to the AI, they won't be able to spam them.

I beat an Impossible difficulty Astra Militarum AI as the Tyranids yesterday, so it's totally doable.

Yeah but was it a 1v1? At what point in the game did you fight the AM. I don't think fighting AM in a 1v1 is a problem because you can fight them before they become too big but if you play a 8 player FFA and the AM is the last one you have to fight against that is when they become a problem.

How did you beat them then?
Yes it was a 1v1 on a Small map. I want to say around turn ~50 is when I pushed into their territory.

They had an absolutely massive army of Leman Russ, Hydras, and Basilisks which I skirmished with some units, while I maneuvered the rest around it. I basically pushed in, cut them off from their capital city, then killed it. Then had to push down a bit against their forces to kill their last city, which I completed at turn 63.
Originally posted by Rok:
Originally posted by His Majesty, the Lord of Space:
I beat an Impossible difficulty Astra Militarum AI as the Tyranids yesterday, so it's totally doable.
Impressive!

Thanks! And also thank you guys for designing and implementing Tyranids, such a fun team to play!
Quasicide Jan 17, 2019 @ 1:33pm 
The Tyranids have several counters to Baneblades. Having defeated the Guard with Tyranids, I encourage you to take another look.

There are better combos and more options than Tyrannofex.

Also keep in mind, if the AI is reaching the point where it is mass producing the most powerful unit in the game then your strategy should be refined.

Of course, if you're running into Baneblade-fest solely due to huge maps, this may be revealing how balance can't be achieved for every permutation of setup. A nerfed Baneblade might make sense for huge maps, but it might ruin the unit for medium sized maps.
Godwin Jan 17, 2019 @ 2:22pm 
AM is very hampered in the early game, so that's a nice trade-off imo.

I definitely haven't got enough experience with Tyranids yet, but it's just my observations so far.
albertx Jan 17, 2019 @ 3:43pm 
Originally posted by Quasicide:
The Tyranids have several counters to Baneblades. Having defeated the Guard with Tyranids, I encourage you to take another look.

There are better combos and more options than Tyrannofex.

Also keep in mind, if the AI is reaching the point where it is mass producing the most powerful unit in the game then your strategy should be refined.

Of course, if you're running into Baneblade-fest solely due to huge maps, this may be revealing how balance can't be achieved for every permutation of setup. A nerfed Baneblade might make sense for huge maps, but it might ruin the unit for medium sized maps.
Yes, I played a match on large maps on dealing with both Tyranids and Astra Militarum.
If you're going to bring up concerns for balance then please do so from a gameplay perspective. Balancing with regards to lore is completely irrelevent and is what actually breaks games and makes them un fun to play.
Quasicide Jan 17, 2019 @ 4:20pm 
Perhaps an Elite unit cap is the answer? Or having their cost increse in the same way heroes do?

Normally you don't need to worry about limiting Baneblade production on a medium map, but on a Huge map it might be necessary.
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Date Posted: Jan 17, 2019 @ 7:58am
Posts: 35