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As to adjustments, I think I'd like to see the Leman Russ cost just a little more and be just a little more powerful. The battle cannon should be pretty devastating, especially to vehicles.
They have no utility, they're worse than Warriors and most of the time you play Tomb Blades with Necrons in the early game.
Warriors have hp scaling, Immortals have not, they should at least have 3 range or a bonus at 2 range and a malus at 1 so that they'll atleast have a strongpoint.
Given that Warrior are the lowest tier unit anything is good in combination with Warrior as any other unit will make the Warriors more effective.
New ability:
Immortal Tactics
All* adjacent Necron Units deal 10% more damage and have 10% damage resistance.
Game mechanic rationale:
We can buff their weapons or self-repair easily enough, but what makes units interesting and worthy of being a separate unit altogether is a unique trait.
Therefore the fix is to give them a new ability, imo.
Lore rationale:
Immortals have a far wider range and depth of reaction than Necron Warriors, for they have retained much of their tactical and strategic experience from eons ago. Indeed, in many ways, the biotransference to machine bodies and minds only sharpened the Immortals' ability to prosecute war in an efficient fashion. Left to their own devices, a phalanx of Immortals continues to strive for victory using every tactic and stratagem at their disposal.
Immortals are capable of speech, albeit in flat and emotionless tones that are even more soulless than the hollow voices of the Necron Overlords. This enables them to not only provide clinically precise battlefield reports to their superiors but also to issue orders to Necron Warriors, a factor that often increases the efficiency of the entire battlefront.
Unlike Necron Warriors, Immortals are capable of independently reacting to shifts in battle, adapting their tactics accordingly. This means Immortals are much better suited to countering the unconventional tactics often employed by Deathwatch Kill-teams. It even seems that Immortals are capable of issuing orders to Warriors, allowing a combined force to present a potent threat even when deprived of proper leadership.
(from the Warhammer Wiki)
(the 10% is chosen as an example, obviously it needs to be balanced well. I also would like to buff the Immortal's own damage as well, with at minimum 10%, as they will not get this buff and the difference between them and Warriors should remain decent)
*: I'd ideally want them to only affect:
- Warriors
- Heavy Destroyers
- Tomb Blades
- Annihilator Barges
..but I don't know if that can be worded in an elegant and short enough manner.
Accuracy is a better idea than straight up damage, nice!
Choice on levelup is reserved for the commanders/heroes/leaders. If one normal unit gets this other units should reasonably be adapted to levelup choice then as well. I think that boat has sailed.
They're far better than the Tempestus Scion, which is the most fragile infantry unit in game. And they're at Tier 4, with a weapon only fully-efficient at close range.
Tempestus Scions are a straight upgrade over normal Guardsmen in basically every situation. They are almost identical in survivability (slightly more armor vs slightly more health), but Scions can move through rough terrain for free and do almost double damage compared to Guardsmen.
Edit: I just did some testing with Immortals and Warriors and noticed that close range Warriors actually ALWAYS do more damage than Immortals, but at range Warriors only do more damage against high health targets like vehicles and Immortals start outdamaging Warriors against most other units. So, if you want to be optimal, you're still encouraged to have a mix of both units. With the Scions on the other hand, if you have researched them, then you have 0 reason to ever produce a Guardsman again. (If you ever had a reason for that beforehand.)
I 10000% agree. frankly i think necrons in general are way to weak and need a lot of help. (made a seperate post about how weak they are in a competative game against someone who has played the game for a bit) I think sentials from AM need a heavy nerf. Sentials kits are so over bloated with great damage for a level 0 unit along with stupid surviavbility from decent armor and stupidly HP. Along with the fact that they can freely move through cover and have a scout ability so they are never suprised makes this the hands down strongest unit in the game.
lol
They don't.
Necrons only weakness are high hp/low model units, the Sentinels and Hydras are very difficult to counter as a Necron player, but that's it. They have the best eco and IG has the worst.
If you think Sentinels are OP, I can't wait to see you playing against an Ork player that will obliterate your Sentinels with tankbusta or a SM player that will laugh at your puny unit while he rapes them with melta charges.