Another Necron feedback thread but from player who actually plays them a lot.

Just for context, I am the 2nd highest ranked necron player right now, so I have a lot of experience with the faction.

Let's start. Most necron weapons only have a range of 9k which incredibly close and comes with its own set of risks. Being able to operate while being that close to your enemy makes you open to ordinance, ramming and boarding.

Boarding is great against crons ships, because you can only bring a few of them thanks to their high price. Ordnance can be shut down by starpulse, but against good players with torps the necron player can only prefire starpulse. Because of this pulse can be baited out. Ramming is also amazing against necrons because they don't have the Brace stance and they cant regenerate morale with any rally-like abilities. Basically the ideal range for a cron ship to be is between 4500 and 9000. A distance which is both hard to maintain with slow ships and dangerous to be in.

So here we are. Inside 4500 range cron ships will lose to any close range brawl fleet or heavy boarding fleet, and out of 9000 range they will lose to any long range kite fleet. Quite a window, huh? Thanks to all this using the Mass Recall skill is mandatory and the perfect ships to be recalled are two cairns.

The cherry on top in this situation is the fact that necrons are the only faction in the game which have less value in any of their cruiser-size ships than in battleship-size ships. Cron cruisers cost too much for their performance. It’s really hard to make them work in any point-bracket because nothing fits well. Seriously, just think about it. You can go with 2 cairns, LC and escorts, or only with 3 BC, which have less combined firepower than two cairns (only faction who has this ratio actually), and some escorts.

I propose this - buff necron cruiser and battlecruiser or reduce their price along the lines of 15-20%. I would prefer price reduction. It will give more variation in regards to viable fleet compositions. You could also give them <4500 range AP, with or without the former changes, which would make crons a close range threat and would make cairn flagships viable considering scarabs and fire assault upgrade.

But here is the cool way of making necrons smaller ships more viable. Give scarab swarm ability to all cron ships bigger than LC, but make it less effective ofc. I would say like 5 dps per scarab swarm. Because crons don't have torps or carriers it will make them feel unique and more fun to play.

last edited by Plushanubka

Sure free aoe ignoring armor for all ships or 20% price reduction. Sure you want your main faction to become op. Necrons are very good at brawl because they can disengage go heal then return (unless engine crit). With ap change they due less easily but they are still insanely vulnérable to crit

The Cruisers and BCs need buffs for sure, especially the harvester. It loses all its weapon at like 75% HP. its pretty impressive really.

last edited by CowGoMoo

See, as a necron player myself I actually really like their 9k range. I think it's really cool and adds a lot uniqueness to them. They don't need to be a brawling faction, we already have enough of those, so I don't think giving necrons AP is justified.
CR and BC price reduction I can definitely agree on. Players should at least have an option to bring in 1 necron BS + 2 BC. Right now there is virtually no other option for you to use other that 2 BS + 1 LC if you want to have an actually capable fleet.
IMO, what necrons need the most is the ability to reface after teleporting like MWJ. It's often incredibly hard to keep you guns on target after jumping, because the direction your ship is going to face depends on it's previous position. For a faction that universally lacks high energy turn this is simply unacceptable. I cant even count of how many times I've lost tons of potential damage on the enemy ship because my cairn was facing it whith it's rear after teleporting.
Although I'd say mass recall should be nerfed to just teleporting 1 ship instead of all of your fleet. Being able to jump essentially anywhere on the map through your stealthed admiral LC is just too strong.

@liberalperturabo I agree that AP is not very good solution but something should be done about cron brawl ability before nerfing recall. Lesser version of scarabs for every cruiser+ size ship would do tho.

And I forgot to mention jump position change myself in my post, thank you.

I don't find their range a problem usually. Teleport helps with this a little but I pretty much always pick the passive that increases range to 13500 since they have so few good passive upgrade options. Being able to choose orientation after teleport is really what they need most imo. They're my most played faction so far and have a really enjoyable playstyle considering they have such limited fleet options. I'm hesitant about the idea of changing mass recall just because they're somewhat hamstrung already by having to take pyramidal reconstruction every game so they really only get 1 skill choice. Next best is scarab swarm but this gets limited value since their best builds have so few ships. I feel like the 2 Cairn 1 LC build is insta lose vs a good SM LC spam, maybe that's 1 case where a Necron LC build might do well. I haven't played the beta build though so have to see how boarding changes affect this.

Yeah I've heard Necrons are having a really hard time. Them and AM really. I haven't played Necrons much but I can't really see a "good" victory condition for them. They can't really brawl like Orks/IN and they DEFINITELY can't kite like Eldar factions and their shooting doesn't really do it.

They could use some buffs and it looks like the roadmap is already considering that.

@admiralatlas said in Another Necron feedback thread but from player who actually plays them a lot.:

Yeah I've heard Necrons are having a really hard time. Them and AM really. I haven't played Necrons much but I can't really see a "good" victory condition for them. They can't really brawl like Orks/IN and they DEFINITELY can't kite like Eldar factions and their shooting doesn't really do it.

They could use some buffs and it looks like the roadmap is already considering that.

Necrons are not underpowered at this point. They could just use some more ship variety (which they're getting). I find Necrons quite easy and strong to play as but the game has quite a lot of matchups where one side is heavily favored and skill matters a little less. I pretty much never lose to Orks or Chaos as Necrons, but SM and Nids give me a hard time. Well played IN with ramming/torps also gives me trouble. They have 2 reliably strong builds that are well rounded. They don't need to kite like eldar factions - they want to get up close and personal (usually). Their weapons are fine imo - they never miss, have huge firing arcs, and a stance that allows shots to hit multiple ships. Also, my post above with point about 13500 range is wrong - that's just for lightning strike, not guns, I'd misread the tooltip.

last edited by Ekko_Tek

Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.