Through scientific divination I have found the problem...our run animation of course! By seeing such a derpy sprint animation it forces the player to derp more. Solution make their run look less Benny Hill/Running to the crapper with diahrrea and more hulk like stomping sprint lol. Proven by science I tell you!
@Destroya are you running solo? When I can bring more then 5 BOYZ to a match and coordinate with them we never lose a game. If you're running a pug group of Orkz, with no sense of strategy or kunnin' you're very likely to lose! The removal of in game voice chat certainly doesn't help either. Means pugs can't coordinate unless they stop fighting to type! But as I've said several times, this is a team based game. You and all other non-guildies Orkz need a team to be successful! Or at very least get some practice in with group antics! My own guilds experience with Orkz has completely revitalized our interest in this game, I hope finding a team will do the same for you!
Welcome to Eldar-landia pre-last patch. Now we only lose most of the time as opposed to all of the time Except when fighting the gimpy Orks.
I don't really find Orks too be too problematic. Most issues stem from the system itself rather than the Orks specifically. There are a few weapons that are a bit underwhelming (six shoota, rokkit launcha, all chain weapons) and the bash seems to act very wonky against the tier-3 and top-tier weapons. Every race has a few underwhelming weapons. Look at the meltagun in the past for LSM/CSM (or virtually every Eldar weapon prior to patch 20.) Painboys are probably the most painful class to play right now, but oddly, I have more success with their 'urty syringe than I do with a chainaxe. I was actually able to take down 2-3 sorcerers/GA in melee yesterday (with the help of a supportive and careful shoota of course). Still, there's nothing quite like launching a nice rokkit into the face of a marine (or eldar) and then using your dakka pistol to mow them down. I just want the waaagh button now. What's the status on that @BrentEllison?
Why yes, Orks are indeed a newly added and unpolished faction making them harder to use effectively. This is a surprise why?
We are testing, and Orks are new, so they will need tuning--give it some time. While I haven't played nearly 100 games since the Ork released, I've won a few, but most of those have been as part of an organized group. If you discount missing features (such as the Pain Boy not being all there, other missing mechanics/features) then I think two balance issues are apparent which, if tuned, should help the Orks in the PUG vs PUG battles: 1. shootas/big shootas are a little under powered; 2. our hitbox/head placement/severe allergic reaction to boltgun rounds (frankly, I do not what it is exactly and I've read several speculative posts on the subject, but Orks seem to go down very fast to gunfire). That being said, perhaps when Pain Boyz get fully implemented (better support), improvised shields come in (better ranged defense) and we get Power Klaws (anti vehicle and I hope at least the equivalent to the Power Fist in melee) the balance may shift a little in our favor. Regardless, shoota weapons need a buff--but not too much--we don't want a sniper Ork tactic to become a thing. Orkz luv our Dakka, but we luv our Choppa and Klaw, too! A propa Waaagh! needz both...
Its the scary fact that some non-orky players find this as being fine. Dem gitz and d'ere Spayce Mahreen fantaseez.