You guys say terminators being the space marine fans, but no termies automatically means a cut on wraithguard and meganobs. So it's not just terminators. On the other hand with now limited numbers it's harder to justify terminators. Still if there is ever a choice between yes and no to these classes , then yes by all means.
think of it as an "umbrella" arguement ... rather then type out 4 different factions equivilants every time to disect possible variations in mechanics between them, we can argue about them all at once without discriminating lol
Hm, I've read Nathan's post, I'd probably agree with those concerns .... if there only wasn't Planetside 2 with it's "max unit" - and I know a lot of people have brought that up allready - but it's just proving that it definitly can work and can be balanced. I've been playing with the max unit quite a lot and unless you are very good at it you can easily get trashed by getting into crossfire or by a skilled single enemy. True Terminators are a bit more powerful and I can see how it's kinda difficult to make something like an assault canon or cyclone launchers not too annoying .... but yet there are lasguns and power fists allready included in EC ..... There simply should be limitations to heavy battle suits, like very low deployment number, availability in general, high point requirement or something, being slow, low manouvrability etc. I really don't see much of a problem there. Yeah Dreadnaughts sure. But they are a completly different story right ? you could add all those super-heavy toys in later. But Terminators .... really those are just heavy armour for the infantry. I think they should be added quite early.
You should learn the difference between a design idea/lore and an actual implementation itno a game. Everything you know about Terminators comes from the lore and rules of the Universe. These where made to fit books and several styles of games. Depending on the game type and design not all advantages/disatvantages might be able to be implemented for various reasons. So be patient, wait until the devs finsih there design draft and we will see what happens. Also, using several exclamation marks doesnt make your post better.
How do you know what he knows mr.know it all ? Dawn of War 1 Dawn of War 2 Chaos Gate Regicide Operation Flashpoint WH40k MOD
The same can be said for tacticals ,assaults,devastators and any other class or vehicle in the game!(And the other faction equivalents ofc!)Yet some of them are allready in the game ! And that was never my intention!!!I just enjoy spaming!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now let me get this right for you. Dawn of War 1 - Strategy game - got a Patch during its lifetime to limit the number of Terminators for every player Dawn of War 2 - Srategy game - limited numbers Chaos Gate - Strategy game - only available in certain missions Regicide - Chess game - only mimics the tower Operation Flashpoint WH40k MOD - tactical FPS - im not sure how they designed them there Now if you think a bit you might notice that 4/5 games you posted are Strategy games wich can limit the number of Terminators/Vehicles on the Battle Field by simply denying access to them once you have a certain number. In an FPS this does not work as players will feel that its unfair if tehy cant get access to something if several otehr players on the field allready have it. This means you need a good Balance that, in some points, needs to berak several rules of the lore. And now there comes the issue, you ened to do this part right otherwise you will either have totally OP units that ruin the fun (like MAXes in PS2) or you get units that are not fun to play because they dont feel right. In an FPS this is very important, you dont want a group of players beat down everything just because they are using a certain unit, you need an overall balance that ensures fun for everyone. I can bet that you are the first one to cry around here if Terminators dont feel right (i bet you will cry for alot of stuff post release anyway).