On July 25 2010 21:11 iaguz wrote:
I didn't play CoH: ToV so I'm not sure how good the Roo's were in CoH, but these are probably my top 3 'most overpowered units' for that game
1) Fallschirmjaegars, or German Paratroopers in the OF beta. They cost like 2 or 3 CP to unlock, could be deployed on any building (not a big deal though), could hide in terrain and have an ambush attack bonus, had a panzerfaust ability and a incendiary grenade ability. All of this was actually really, really, really balanced.
And then someone figured they should get FG42's. "FG42, now this is what I'm talking about!"
Oh yeah.
For a mere 75 munitions, a single unit of these guys could basically slaughter the entire American infantry army that the other guy would have scrapped together, assuming he had any left after the PanzerGrenadiers were through with them. If he's playing british, then their vaunted trenches were of no use (usually weren't anyway thanks to the mortar halftrack) and, once again, they got cut down in seconds. They usually stood a chance if their LT had Heroic Charge but he was very easy to kill and any Axis player worth his salt would always try and kill the LT first (only one guy after all).
2) Old Sherman Calliope. So, for 700 manpower we get the best artillery piece (at that point in CoH's patch lifetime, this is like 1.00-1.4) that's also a perfectly functionable Sherman Main Battle Tank. And if they do manage to kill the damn thing, well you hit Allied War Machine and just got it back again!
3) Strafing Run. 150 munitions for "choose all these infantry. Instantly remove them from the game with fuck all chance for the player to retreat them to safety first". Goddamn so op. I remember getting a huuuuuuuuge USA streak simply because I'd wipe out massive German armies at the click of a button.
And to the bloke who mentioned Necron Warriors in Dawn of War: Dark Crusade, A THOUSAND TIMES YES! I played Imperial Guard online and it was already hard enoguh to play them without the genocidal skeleton robots from hell and their soul-eating gods. Actually, that whole faction was sickly op when DC first came out.
The concept for Necrons was very interesting, they were the most 'out there' of DoW's 9 factions (didn't play SS, but from what I saw Crons were by far the weirdest). First, they only used 1 resource whereas everyone else used 2; requisition and power. Crons only had power. Instead of requisition, they build Obelisks on points they captured, and every obelisk would increase their build rate by 20% up to a maximum of 100%. Everything they did started out extremely slow but would get progressively faster because of these obelisks. Because they only had to build Power Generators, they didn't have to focus on map control as much which was good because their first combat unit (Necron Warriors) were extremely slow and the only unit they had that could capture points were the Scarab builders.
Problem is that the generators were cheap, so no-brainer to spam and the result was the easiest economic model in the game. Build 3-5 obelisks, continuously spam generators then spam the shit out of Necron Warriors, whilst building your lord into a ridiculous support machine.
The Lord was broken. First up, he could teleport. Ok, many heroes had movement boosters. Big deal. But whereever he died was where he'd respawn, so if a Necron Lord died within your base you'd feel EXTREMELY paranoid because he could easily pop up against later and start trashing everything. Then he could be given some items. One was the veil of Darkness, which turned your whole army into Dark Templars (including himself, I still fondly remember destroying my friends entire IG base without him even vaguely knowing wtf just happened), the Gaze of Darkness, which hugely reduced incoming shooting damage and the creme de la creme, the Resurrection Orb. This respawned all nearby fallen Necrons and allowed you to break the squad cap.
The Warriors themselves were op not just beacsue the Lord made them op but because they were cheap as chips, ridiculously easy to spam, ridiculously easy to save from death (just port them back to base!) and their two Warrior upgrade turned them from fairly solid early game units (like Marauders) into late game rapeengines (like, uh, Marauders? Marauders that shoot siege tank at people then).
SOOOOOOO op. L2Balance relic!
I didn't play CoH: ToV so I'm not sure how good the Roo's were in CoH, but these are probably my top 3 'most overpowered units' for that game
1) Fallschirmjaegars, or German Paratroopers in the OF beta. They cost like 2 or 3 CP to unlock, could be deployed on any building (not a big deal though), could hide in terrain and have an ambush attack bonus, had a panzerfaust ability and a incendiary grenade ability. All of this was actually really, really, really balanced.
And then someone figured they should get FG42's. "FG42, now this is what I'm talking about!"
Oh yeah.
For a mere 75 munitions, a single unit of these guys could basically slaughter the entire American infantry army that the other guy would have scrapped together, assuming he had any left after the PanzerGrenadiers were through with them. If he's playing british, then their vaunted trenches were of no use (usually weren't anyway thanks to the mortar halftrack) and, once again, they got cut down in seconds. They usually stood a chance if their LT had Heroic Charge but he was very easy to kill and any Axis player worth his salt would always try and kill the LT first (only one guy after all).
2) Old Sherman Calliope. So, for 700 manpower we get the best artillery piece (at that point in CoH's patch lifetime, this is like 1.00-1.4) that's also a perfectly functionable Sherman Main Battle Tank. And if they do manage to kill the damn thing, well you hit Allied War Machine and just got it back again!
3) Strafing Run. 150 munitions for "choose all these infantry. Instantly remove them from the game with fuck all chance for the player to retreat them to safety first". Goddamn so op. I remember getting a huuuuuuuuge USA streak simply because I'd wipe out massive German armies at the click of a button.
And to the bloke who mentioned Necron Warriors in Dawn of War: Dark Crusade, A THOUSAND TIMES YES! I played Imperial Guard online and it was already hard enoguh to play them without the genocidal skeleton robots from hell and their soul-eating gods. Actually, that whole faction was sickly op when DC first came out.
The concept for Necrons was very interesting, they were the most 'out there' of DoW's 9 factions (didn't play SS, but from what I saw Crons were by far the weirdest). First, they only used 1 resource whereas everyone else used 2; requisition and power. Crons only had power. Instead of requisition, they build Obelisks on points they captured, and every obelisk would increase their build rate by 20% up to a maximum of 100%. Everything they did started out extremely slow but would get progressively faster because of these obelisks. Because they only had to build Power Generators, they didn't have to focus on map control as much which was good because their first combat unit (Necron Warriors) were extremely slow and the only unit they had that could capture points were the Scarab builders.
Problem is that the generators were cheap, so no-brainer to spam and the result was the easiest economic model in the game. Build 3-5 obelisks, continuously spam generators then spam the shit out of Necron Warriors, whilst building your lord into a ridiculous support machine.
The Lord was broken. First up, he could teleport. Ok, many heroes had movement boosters. Big deal. But whereever he died was where he'd respawn, so if a Necron Lord died within your base you'd feel EXTREMELY paranoid because he could easily pop up against later and start trashing everything. Then he could be given some items. One was the veil of Darkness, which turned your whole army into Dark Templars (including himself, I still fondly remember destroying my friends entire IG base without him even vaguely knowing wtf just happened), the Gaze of Darkness, which hugely reduced incoming shooting damage and the creme de la creme, the Resurrection Orb. This respawned all nearby fallen Necrons and allowed you to break the squad cap.
The Warriors themselves were op not just beacsue the Lord made them op but because they were cheap as chips, ridiculously easy to spam, ridiculously easy to save from death (just port them back to base!) and their two Warrior upgrade turned them from fairly solid early game units (like Marauders) into late game rapeengines (like, uh, Marauders? Marauders that shoot siege tank at people then).
SOOOOOOO op. L2Balance relic!
there there

btw you could build a mine field a top of fallen Necron Lord, worked quite well.