I always imagined they paid power for speed through limitations, yeah they move fast due to MoS and will have a MoS with MoT downsides for free but they will never have the options for krak grenades, medium armour or axes/fists/mauls/useable pistol. Its like the Wolf Priest. he gets an awesome weapon but will never have options to another, they are forced into it, we cant opt out for more damage or durability like the Priest cant opt out for range firepower.
Where are eldar power axes and fists? You have firepower and durability for speed trade by default on eldar whether you want it or not in banshee case and its not like DAs do more damage then tacts if we include that difference either....
Variety I would say Eldar at best are very hit or miss with patches, its been good recently but its still wild In a sense Eldar as a race you can argue pay because they are stiff and not adaptable, a bad patch can kill them with the severe lack of options they have, Imagine banshees if the Powersword got outclassed by a power axe easily during a meta, the class would be in a bad place. but on the other side they can be every strong during a good patch because of their limits since they get something over other races because they barely have anything. Like the fire dragon, good spot right now with double melta but if they get nerfed hard or the bundle removed and they become inferior to every other melta class with the only single upside is they have MoT downsides on their MoS apposed to the MoS downside and MoS over LSM. They are also easy to read, their classes have very limited options, Jeff have build 1 or 2? or 3 if they are a hawk or reaper this could hurt them in guild play as a more flexible team is well more flexible, you know 4 classes will have this weapon because these 4 classes only have 1 weapon etc. And again I can only dream of getting 50% of the stuff Marines get access to, 110 pen cqc smg, medium armour, melta on cappers or GA, capping melta, weapons in general? the other half of our basic mods that we lack? Plus we pay through vets, how come we the only race who will have the other 60% of our weapons locked to a vet? you get JPA and fists/klaws in mass but our ground assault with a fist is locked to once a game when its finally added? The scorpion is still missing his mandi blasters too
The more balanced the races are every patch the better, but a start is to actually release content, I still don't have a mag upgrade for my ASC while LSM got 3 new variants of guns like 2 weeks after getting 3 guns plz devs at least let me carry more ammo. I have to pump like 4x times shots to kill and I need my medi pack for the 8+ heavy boltors every game.
Thraxus is happy with the changes for JPA's on the UAT. That's proves it without a shadow of a doubt guys. They Buffed JPA's, not nerfed them. Good job BHVR, you just made every non-JPA player want to hang themselves.
There you go (dont ask why I did it) Raptor with 4 fuel and 30% regen: Raptor with 3 fuel and 15% regen + raptor Armor: You need to have MoS for the regen to work ofc and if you ask me after the change in axes I would say go for chainaxe+LS and good to go And for our Green friends Stormboy variants (both Orks and SpaceMarines seem more versatile to me compared to raptors but ofc raptors get the speed buff from MoS so idk if its for better or worse) Hope this covers it.... Also did I mention MODABLE GILDED BOLTER!?!??! Admit it! you were expecting him to implode from anger and frustration! But is seems my boy @Thraxus isn't as mad as you make him out ot be
Yeah looking at the UAT it would seem they buffed their mobility, kept lethality relatively the same (can't take a grenade in my usual build) , and nerfed tankiness. But as (PG)Lethal said before I personally could give two fucks about how much armor or health I have. Hell I wrecked face when jump assaults were literally tissue paper (Lower health and armor compared to other classes). Its their extreme mobility which allows them to be so deadly. As long as I can boost and I-Frame I will survive, kill, or escape with ease. But with these changes you can't be a master of all three like previously stated. You can pick two out of lethality, survivability, and mobility. But mobility is survivability in itself sooooo... yeah. Unless they nerfed the regen time on cells (I didn't test it myself) I'm gonna have some fun with JPA next patch! Thanks BHVR!
When i tested it, if you ran out of fuel completely, it took about 8 swings for the first to come back. The rest came back with about four fast attacks. On live the first comes back after 8 swings and the rest come back at just over two swings. So your are slightly more fucked if you run out completely, but you'll never run out so who gives a fuck. EDIT: It seems that what I said here is not entirely correct All scenarios included in this test are with +2 fuel and 60% regen. The unit of measurement I use is the number of Fast Attacks (FA) I can perform before a fuel charge returns. Scenario 1: Used all 4 fuel Fuel 1: 8 FA Fuel 2,3,4: 6 FA Scenario 2: Used 3 fuel Fuel 1: 2 FA Fuel 2 and 3: 6 FA Scenario 3: Used 2 fuel Fuel 1: 2 FA Fuel 2: 6 FA Scenario 4: Used 1 fuel Fuel 1: 2 FA It seems that the first charge to come back comes back quickly (unless all is used), but the rest come back more slowly then they do on live.