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Above Tyranids at any rate. Nids make an excellent "fodder" PVE faction having the justification for numerous weak foes with moderate melee and "guns" that most will be able to shrug off. Basically, they are a good PVE faction because they have a range of power, to include weak swarms.
Alternatively, Necrons are something I think could present a challenge, and an enormous one at that. Scarabs aside (even then they are legion compared to rippers and can be churned out by tomb spiders, making them debatably more threatening) even basic units can take down just about anything due to the properties of their gauss rifles, nearly all of them are ranged (the opposite being true with nids) which means they present a larger threat in more situations.
I would think, when the factions are in need of an ass kicking, screw nids. Send in the necrons. They would also work quite well for high level raid/dungeon type material with their tombs and the powerful relics contained within (and the threat they represent).
That said, nids serve their purpose just fine. But if the game takes off and they start to add more factions, necrons would be the way to go for more challenging PVE.
Comments
considering they have a plan on rotating new worlds on campaign/season basis, I think this might be in their planning of some sort. It gives some variety every time we switch new world.
With that said, it could be a good idea to switch/rotate pve faction along as the world switch. Maybe this campaign we get tyranids, next one could be necrons, then maybe corrupted Planetary Defense Forces, etc...heck, maybe even rampant stray chaos warlords from the warp with his daemon army.
Tyranids are mostly mindless creatures serving under Hive Mind, but Necrons are not.
As i would like to play as Necrons i think they should not be just another pve...
I think all Factions should have its own pve counterpart of them so you could kill some random Ork warband that is in a certan area or plains infested whit Chaos cultists and Chaos marines where some small warp portal is active, as they are trying to summon daemons (Chaos and Orks dont like even their own, so if you as Chaos Marines encounter Chaos Marines and Cultists that are not part of the crusade on planet or have their own agenda, you could kill them i guess). Now some races should have only pve counterparts in their bases ,protecting them and present in outposts like Space Marines or Eldar. But there would be exceptions like this:
- Lets say you have entered some underground lost facility and and it is full of Tyranids, so you purge the uderground and defeat several major ones(bosses). On the end you encounter caved in part of the tunnel, and when you break it you encounter Space Marine Captain whit Honorguard who were exploring (finding relics) and got stuck in there. So you can get rewarded if you are of the space marine faction if you help them get out , or if you are any other faction you would face them and kill them as a last boss of that underground facility.
But putting any race beside a Tyranids to 100% pve is just wrong to me.
So you should have playable Necrons and be able to face them as any faction but have also pve aspect to them opened to all like this:
Now lets say there is some random Necron tomb where it defence systems went out of control and attack anyone on sight. So you would defeat anyone in there and get to the point where Necron Lord is and defeat him as any other faction or as Necrons you would beat him up, but not kill until he regains his senses and turn down hostile defenses that are active in this tomb.
So only pve Necrons are a bad idea. As many players want to play them including me.I think including them as both (pvp,pve) is possible, and best decision.
quotheraving - and you would be 100% right if we were talking about previous codex of Necrons, but the newest codex nope not so much ,as there is number of unit that could be presented in game and be capable of self thinking.
Nope, no one mentioned Necron warriors or Flayed ones or Immortals so beside them there are planty of character and units in Necron army that are capable of self thought.
There is only Hive mind for Tyranids ,but there are a lot of separate minds in new Necron army so they are not comparable at all.
classes:
- Necron Lord
- Lychguard
- Triarch Praetorian
- Necron Crypteck
- Deathmarks
this could work well if done this way.
Dreah I'm yunk, wazzit matter to you?
Aside from the fact that SOME Necrons can be sentient (to a degree) they still have a handful of other wee issues.
Customisation:
Sm, CSM, Orkz, to some extent eldar (Don't know much about them Tbh) have plenty of customization options in regards to appearance and equipment. Their various classes are indeed an excellent "Container" with which to to hold a number of potential combinations of gear and equipment that gives additional capabilities to allow people to really tweak and change their class.
Necons, aside from their Tomb lords, do not. Each is specifically designed to carry out one specific function, and personality or not, most of them look damn near the same with the exception of their clan/tomb markings. It would severely limit the player.
Autonomy:
Of all the races above, they occasionally form strike forces (or even singular heroes) who go out on some quest or mission or something or another with their own specific goals that align with the faction, but not necessarily derived from the faction. IE a SM might go into exile and seek his death fighting foes with no greater purpouse in mind (Reinz from soul drinkers).
Necrons cannot. They are linked specifically to their tomb world, and again with the exception of tomb lords, they all follow the precise commands of their lord. Absent command, they are mostly mindless, if even inert.
Progression:
Any Ork who gets big N bad enuff can get ta krumpin gitz N showin dem who da real boss iz! Leadn a WAAGH cross da guf a time n space n alla dat junk.
Likewise a space marine rises from the rank of scout to space marine to sergant and so forth, eventually possibly becoming a chapter master if conditions and glory allows, or if he is truely a hero of the imperium, he may even be interred within a dreadnaught.
A Necron warrior will always be a Necron warrior. A necron flayer will always be a flayer. A tomb spider...well you get the idea.
Weaponry:
Another bit that makes them excellent PVE but not so much PVP, their weapons. Gauss flayers are, IIRC capable of penatrating virtually any armor due to ripping away the molecular structure atom by atom. IE a freaking necron warrior who gets a lucky roll could kill a dreadnaught (unless the rules changed, I do recall some nerfs). This makes them an excellent PVE race as they can provide ample threat to anyone and anything. No one is entirely safe against gauss flayers.
But it provides too much power and versatility as a player race. You can destroy anything as a necron warrior with a gauss flayer, why use anything else?
Hasn't the new lore on necrons changed that?
You now have a large percentage of the necrons with minds and personality
"It has potential"
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