RewORKs in Tacticus - Get Stuck In, Ya Gitz
HTML-код
- Опубликовано: 27 авг 2024
- How did the first two RewORKs go? What can we do to ensure that the next 3 RewORKs are good and push the characters into being playable without straight up deleting the old character by the rework? Join me in this quick summary of Snotflogga and Tanksmasha RewORKs and theorycraft the next possible changes together with me!
Credits:
Chad'Gida artwork: Me and Microsoft Paint
Background OST: • Mechanicus Soundtrack ...
My Guild cluster's Discord server: / discord
Motivation and awesome support: You
Snappa n Gulgortz need UNSTOPPABLE to make sense of their vehicle / mecha armor build
Gulgortz may not need it that much since he can reset his movement, so you getting him on Barbed Wire etc. shouldn't be that much of a problem when he can go 4 hexes further from that after using the active.
But overall giving WAAAGH an ability to grant everyone Unstoppable for a turn would be a cool thing!
@@TechPriestFred BG's active Waagh needs to give Unstoppable to all troops instead of a mad uncontrolled charging rush.
This will rival Ragnar warhowl which also gives unstoppable for 1 round.
What I'd like for Big Boss G is his grot machine gun to feel as something apart from the character, like it doing its own things while Gulgortz IS the one you control
I was thinking of the same passive rewORK applied in two different ways, one offensively and other defensively
OFFENSIVELY the machine gun would fire at ANY enemy inside range 3 from Boss G that is attacked in melee by an ORK, which would synergize with the ganging-up-on-an-enemy fight style of the ORKs and would greatly benefit from Snot's Grot summons (Think of it as a ranged Exitor Rho that triggers by ORKs alone)
DEFENSIVELY the passive would work similarly but with the machine gun firing at any enemy that attacks Gulgortz, turning him into a tanky retaliator that'll be really good in horde modes
Either way, I hope the mechine gun gets way more playtime since it's a really cool part of his kit
Also would love for the WAAAGH! to summon Ork Bois since it's literally a WAAAGH! but whatever I'll take the good passive instead
I'd love the Rho treatment for Boss G! Just got my Rho to D2 and I have to say that he is so fun to play around that having part of that being integrated into Gulgortz would make my day since he is already D2.5 with skills leveled up!
The defensive part would also be cool, but I'd consider making it "At the start of the round, the Grot Gunner shoots every enemy in range 3 that attacked Gulgortz or other Orks, dealing X-Y x2 damage." That'd make him other from the rest of retaliators in a way that he has to survive the round to get the hits off and would make him closer to Toth's active, but defensive. Great ideas, mate!
I think gibbascraps passive should give adjacent units the shield when healing them like thalamachus does
I gotta say, snotflogga actually great against 2 of the tyranid bosses. Combining him with thoread, and do some buffing with the eldars. he deals insane damage, and because thoread, each grot deals an extra 1.5k aka total 3k damage/grot. He deals from elevation 12k damage at gold 1, so yeah like this he is great, and those bosses are consistent for me, because of this. Grots are not likely to wonder around to attack adds, so yeah.
Hey, the Snot+Thoread idea is amazing! The fact that Thoread makes Snot go from 3 to 4 makes him get total 6 hits with Get Stuck In!
I'll be testing this out for sure, time to upgrade Thoread!
Tanksmasha is now viable for GR. Built to deal with Avatar
20% dmg reduction n unstoppable makes lava floor n Khaine sweep n strikes easier to deal with
Beast slayer 20% dmg on big target + 50% pierce, n potential 4 hits (6 hits with thoread) due to get stuck in
Damn, I've yet to see anyone with a high level Tanksmasha perform against Legendary Avatar. Would test it myself, but I'm still toying with my Mech team
@@TechPriestFred same here. Wished I had him tho. Many shards away and not actively farming.
Give gibba the same treatment winged has, summon at 2 range but he shouldn't have moved to use it.
Good video I wanted to do it some time particularly about ork reworks before snot was reworked I will look at it later when I have time
Good stuff mate !
The simple fix should have been that he can't pick up the damage buff items by charging through them. The fact that he could do that was almost definitely a failure of the programming rather than an intentional interaction.
Yesn't on that, but his charge for sure is programmed weirdly- the fact that Tanksmasha stops in the middle of it to get shot by Overwatch indicates that it's multiple move actions (1 hex each) stacked in one direction. If only they made him be able to ignore Overwatch when charging...
About Gibba and his passive, give him a (weak and short) ranged attack, so he can stuck behind the orks he's buffing while still be able to attack, and give extra benefits to Get Stuck in, so they keep enhancing the Ork tribal: a turtling battalion that hits a lot. The tank suggestions are great.
If the current kit is kept, Snappa NEEDS resilient.
Resilient? Why that, exactly?
@@TechPriestFred Most times I use his active, he doesn't deal enough damage to himself to actually blow up and do the big damage, or if I'm planning on getting him low enough health to explode later, he just ends up dying. If he were to get to 1 health, I could be sure he would blow up. Of course, it would be good if the active ignored this trait so that he could blow up at higher HP too, but by having him resilient at 1 health, I could be 100% sure it would trigger. It's also one more thing his opponent should be aware of. Not overkilling him/leaving him at 1 health would be a "oh shit" moment.
@@pedronogueira5267 I can imagine the terror inside opponent's head when he notices that he left Snappa at 1HP and can't kill him this round
Just replace the active ability with anything else really
Please keep doing like this video i love it vert specific😊
Thanks! Will try to do some more podcasts in the future once we get a topic worth covering :)
When Gibbascrapz repairs a mechanical unit, he has 75% increase, and 25% chance decrease, the unit's damage in this battle.
Sounds fun tbh, would like that in the game!
Mostly enjoyed your vid, thank you.
One thing I think you may be looking at in too linear of a way: the retreat by the tank is a tactic, that favors the person attacking you. It's a potential weakness that can be exploited in TA for example. It's something you, as the user, must be mindful of and try to keep units unconnected to the tank post-summon turn, which 3 space range makes possible.
To take away both advantages and disadvantages, actually reduces the tactical aspect of the game.
Good take, but right now the problem is that Gibba is so volatile to high pierce burst carries- most of my experience in TA with Gibba was him dying next to the tank after spawning it and it fleeting. You may be right overall, I think that once Gibba got some HP buffs, then it wouldn't be much of a problem.
Or make Snotflogga synergise with Gibba by making Grots and Grot Tanks not affected by battle fatigue - in-faction synergy is important too :)
Interesting thanks. I’ve been really disappointed by Tanksmasha’s buff. Snot was really good but this is poor.
For Gibba, making the tank not have battle fatigue would be good even if only while Snot is around. A great buff for Gibba would be to let him heal and repair. Making him unique.