They wont be as fast as normal Eldar. But they wont be as slow as a Devastator. Invocation would make them as fast as a normal Eldar.
I understand, but even just being faster than normal heavies (but not normal Eldar), and with a trinket/wargear being as fast as normal Eldar. That's huge. I don't mean to be a disagreeing sally or anything but, I really feel that boost in mobility/speed would just be too much. Though to be fair I don't know how much that wargear piece costs. If it's like 200lp, ok I can probably get on board with that, any lower though and I'm...iffy. And even ignoring the cost of the wargear piece, a baseline speed faster than heavies (even if not the same speed as normal Eldar)...that's still a very large boon for a Heavy weapon. Especially considering that we could say the tradeoff for a DR's lower durability...could be his smaller hitbox (which would make a little bit of sense). I'm not saying it's a completely even trade, but I don't think it's enough of a deficit in durability to allow that kind of mobility. What I wouldn't mind giving them, is the base ability to do a better "hop" than other heavies. For example, maybe they can't roll (it would look stupid), same as a flip thing most Eldar do, but I wouldn't mind their "hop" traveling as far as a roll (laterally cause they have no lockon). That would be the kind of mobility I could see giving them that would help them more "in the heat of a fight" especially against melee opponents, without giving them a huge advantage in heavy weapon placement.
Slightly last I checked. But it's slight enough where it isn't a huge discrepancy, but it's a nice bonus. But we're a bit off tangent from the RL. Ultimately, I'm somewhat ok with your RL view (or mine of course) with some tweaks here or there.
Because we don't talk obvious stuff. And you don't need to scope in to guide, you just need to not hold LMB. Its a gimmick mechanic instead of something reliable, I've managed to apply it effectively once in my whole EC career.
on the flipside speed only means so much when trying to hold a point and defend, or attacking through a choke point.
I was wrong, it was Arch Warhammer who made that review. As you say, then TB haven't reviewed the game. I am working a bit on a "video tutorial" for basic combat in EC, but I am not certain I will ever be finished :/
I find starswarm good for harassment and crowd control. Fire it to change an enemies direction. Though it's accuracy is appalling. I think if they just made it not random and more like a flower head. In that at short range the flower is open with a centre and five petals. Each missile with an aoe but weak with a strong centre for each said missile. As the range increases the flower closes the aoe gets smaller but stronger due to over lapping at long range the flower has closed and all missiles are almost on top of each other with a high damage very small aoe. This way at closer ranges you can crowd control still but not doing great damage and at long ranges it hits like hell and is more accurate, also maybe increase missile speed a bit. This way not any real mechanics to change just adjusting what's already there. And on a side not I think DR should have their set up time reduced again
That's true too. I don't disagree for that situation, at least not totally. I think speed does have some place in the cap holding game, but like you said, in that situation it may not be as important as "holding the line" durability.