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by FABIO 02/13/2009, 8:02pm PST |
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Arbit wrote:
FABIO wrote:
Fortinbras wrote:
• Increased accuracy of small arms against Ripper Swarm to 0.3, from 0.2.
• Ripper Swarm cost increased to 240, from 200.
Rippers were perfectly fine stat wise. They worked at their role of ridiculous damage soakers that tied up ranged units. The only problem was that they could cap points, rendering the other guy totally helpless as his economy and victory score were crippled. I haven't lost one single game as Tyranids since the last patch. It doesn't even matter how balanced your units are, because your opponent can't possibly cope with ripper cap rape.
So instead of just fixing the problem (capping), they weakened their ONE sole legitimate role.
Doesn't increasing their cost mean they'd be less spammable? They're also only 30 req less than a slugga squad now.
Since I play 3v3 where rippers are never used (it's all venom cannon abuse, all the time), I really don't know.
Simply because there is no attrition with them; they reinforce for free. All you need are 2 to keep the other perpetually occupied/crippled. Unless you completely forget about them, they'll never be wiped out. 480 requisition (which is nothing with the new income rate) is a bargain for crippling your opponent.
The actual composition or quantity of your army doesn't even really matter. If he masses his army, you outcap him. If he spreads out to guard his points, you kill his squads one at a time.
Fortinbras has seen the tide turning 2 ripper squads can make, even in 3vs3 games. |
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