Discussion in 'Space Marines' started by Gamezdude, Jan 14, 2018.
so balance for race sake
thank u again
now we need lsm burning weapon or poison then game is balance
got both in form of flame rounds and narth.
Yeah they are. You can 1v1 any heavy with ease, ambush occupied enemies, charge into a well defended point first to divert attention while your allies rush behind you and so much more (blackbolt B point is a perfect location for this).
There's so much utility for jump packs, ranging from surprise attacks and unexpecting flanking manoeuvers to hit and run several times over.
Yes they're squishy, but i prefer the superior mobility. Shield bros cant even touch them.
Assault marines are the most dangerous of enemies for LSM if they are experienced.
Explain how flying troops have alot more iframes over ground troops?
17 of january ....
assaults have more iframes on the dash/lift-off than the basic roll and they are much more effective
Badass. Nice trick with that grenade I'll have to give that a crack!
The ironic part about jump-classes, is that it's the "jump" part of them that's particularly bad
The problem with JPA and jump classes in general is that you don't really have enough fuel to do what's expected of jump troops: Mainly hit-and-run, ambush, and mobile combat.
A single mistake or an unexpected dodge attempt can cost you that last bit of fuel and leave you stranded while your jump-pack struggles to get its shit together. In addition, you're still incredibly vulnerable in the air if anyone catches sight of you, and why wouldn't they? You're a giant screaming through the air.
I'm not saying "give every other faction the mobility of a Swooping Hawk", but give us a bit more leeway/mobility with our Jump Packs, goddamn.
They are effective imo but annoying to play as..The most annoying part is most ledges take two fuel to get up because you miss it by mere millimeters.Obviously its a miscommunication issue early in development and it should be fixed really.