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For example:
a) Sisters of Repentia cannot one-shot Space Marine heroes with full tank items. This is impossible, by just simply using their stats. They cannot even one shot them without tank items. Take Captain for example. He has 50% hero dmg reduction and 50% inv damage reduction, 10 armor, and 9 hp. Sisters of repentia, if at full hp, can deal 11.25 dmg with 8 armor penetration, so the Captain still retains 17% armor damage reduction as well (more if he has armor items). Basically they are only going to do around 2-3 damage, without tank items. Perhaps even only just 1, with tank items. Nowhere near "one shoting" him. If you leave your heroes too close to the battle line when wounded, that is a L2P issue, not a balance issue.
b) The Battle Sisters are far weaker than Tactical Space Marines, without using the special sister buffs and synergies. For one, Tacticals have +50% hp, which is huge. Both units are not offensive units, they are more of a basic defensive/all around unit. Their ability to take punishment when in cover is more important than their pathetic boltguns that you are only going to use vs neutrals anyway. Still, both deal the exact same damage, their boltguns are the same. Tacticals will retain more models when wounded due to +50% hp, so they can win more early exchanges. Instead of buffing units next to them when dying to receive less morale loss, they have inherent morale loss resistance themselves. And if not moved, they have 2X the rate of fire... At the same price... They can also be buffed with a faction buff to gain +2 accuracy, and can exploit better transports, and even teleports...
c) As for their elite infantry, again, Space Marine elite infantry is far better. Space Marines have both Terminators, and Devastator Centurions.... I won't count the Centurions because it really is not a match, the Sisters do not have infantry at that level. As for Terminators vs Celestian Sacresants, they both have the same inv. damage reduction, but Terminators have +50% hp, so again, they are far more resilient and less likely to lose models and thus offensive power in exchanges. The Celestian Sacresants gain a +17% witchfire buff, but it is minor, too few attacks are witchfire anyway. The Celestians cannot overwatch, but if they haven't used an action this turn they gain 50% inv damage reduction instead of 33%, not bad but requires to be a sitting duck. The Celestians have a melee attack of 10dmg with 6 armor penetration, Terminator melee attack is 11.25 dmg with 6 armor penetration. Celestian ranged attack is just a bolt pistol with 5 dmg and 1 armor penetration, while Terminators have Storm Bolters with 10 total dmg and 1 armor penetration. Basically the Celestians main thing is passively buffing the defence of heroes next to them, which is very useful as heroes are important for the Sisters. In terms of sheer power, they are weaker than Terminators, and let's not even start vs Centurions....
So no, they are not that strong, and they certainly have no need of heavy nerfs. Why people insist on talking about balance without knowing what they are talking about?
Just wanted to share my experience based on few games vs them and playing as SM was the hardest one for me. Well the early game mostly as they deal ton of damage with Repentia being an early tech tree unit. And SM are usually the tankiest race so i was a bit took by suprise when i couldnt hold the line against some of their pushes when i have no problem doing that against other races.
About one shoting i said "almost", but yeah maybe i went a bit overboard with that, because Repentia deal a ton of damage overall. Yes Captain can tank them pretty well, by my Libriarian wasnt so lucky when i was retreating after they started spamming aircrafts and he was quite healthy.
Yeah, nobody needs to start talking about Centurions, they are one of the most powerfull units in SM roster wchich i use sparingly only against the heaviest of threats as spammimg them makes the game boring.
But that regen of theirs is really strong as they can mostly ignore standing in place to heal on outpost or not and playing as them i never really needed to make any retreats to a better position. Their pushing power is quite strong.
Thx for your opinion on this topic.
Already played against Nekrons on Ultra hard and Sisters had no problem steamrolling them like i said. With that healing rite i feel no urge to back down on my assault and even when outnumbered. The damage from their air unit really keeps enemies at bay.
Also i found out why Repentia girls got such big dmg on my SM heroes, i didnt notice it but in both cases where my Librarians and Chapelans were decimated by them they suffered from the +33% dmg buff from one of the Sisters heroes ability. Quite the powerfull ability.
Used one time, sure, it isnt.
But used every turn, its quite helpfull. Its still worse than Necron regeneration but it still shortens the time a units needs to spend healing making them go back into the fight faster than your average joe.
plus factor in with the proper research it will affect almost the entirety of your army, every turn, for only 6 influence so yeah 2 HP is not that much but drop that over say 30 units and you can a pretty substantial amount of healing for the cost. Even better if you heal enough to bring back a model in the squad which equates to a big damage increase.
Though their best rite is the move through cover one, it's amazingly powerful for flanking and falling back since in many cases it can save a lot of models.
As for unit power I can say that yes overall the space marine version of their units is a better overall unit on a flat level. But the Sister's greatest boon is the sheer amount of support power they have that can very much swing fights in your favor.
If you are talking about AI controlled Space Marines they are by far the weakest of all the factions (mainly because their miltary production can not keep up with other AIs at higher difficulty levels). Using SM as a human player to this day I still argue they are one of the hardest factions in Gladius if you want to compete with other factions economies in the mid/late game. Not even Centurious can carry you if the enemy factions are making 2 times more resources and putting it in the field faster than you.
Sisters, cannot repair their vehicles. And their vehicles are their stronger end-game units (by the time you get that rite). And +2hp per turn is not a big deal on their vehicles.
Their infantry is lesser than the Space Marine infantry, on its own. It needs support by the heroes and hospitalers and even then, it mostly gets one-shot in the later game. So, you get the ability to heal +2hp to their infantry, that is not going to save them anyway, and their vehicles, which is far slower than having the ability to repair them, like other factions do.
In the end, i would argue that Sisters are on the weaker side, and not need nerfs. They may seem strong because of their economy, not because of their units per se. Space Marines have powerful units but getting their economy up to speed to dish them at the same rate as other factions is harder, hence why people find them weak.
Vehicles are kind of mediocre. There are no real standout upgrades and like was said above, not having repair abilities really hurts them. Their first walker unit is good against infantry... but so are your flamer infantry and that walker is kind of fragile too. They do not have a dedicated anti-air unit either, or a scout vehicle. The tank and missile launcher are solid however. The elite walker is very strong.
Sisters get two aircraft. The anti-air fighter is very fast but has 20 HP. Its fine. The A10 Warthog-style ground assault craft is pretty good.
Heroes are unusual. They really excel at buffing neighboring units, which then requires some setup to do.
I do not think they are OP. You really need to set things up and use different units and abilities together to get the best value. So far I like them, but I'm nowhere near expertise yet.
It doesn't mention it in the tech tree, but dominus or whatever the flame thrower infantry is called has the scout ability. It's not a vehicle, but at least they get a scout somewhere.
For sure! They are not really a scout unit otherwise however, like Scout Bikers are for example
Understandable but the Vehicles are just Support for their infantry. The main Force of the SOroritas are the infantry with a lot of buffs and some support units like healer and dialogus behind them and the celestine hero in the middle of the frontline. ( i dont remember the right name) the hoplite unit, paragon warsuits, dominator squad and retributors is all you need together with some healer and dialogus to kill everything. The tanks are just support on the flanks or to punch a hole in the enemy line. So just my opinion :)