I can play any of the other factions and reliably solo AV for my team but as an ork its almost entirely luck hased. I have to hope no one spawns when I start trying because it just takes way too long. Klaws are too wonky and the power attack charge is too slow, rokkits can miss and had their AI reliability cut a little too much, kannons and zzaps leave you open to being singled on most maps. Plus the fact that its so easy to just man any transport and drive away before being finished off. Imo the kannon, zzap, and rokkit need to just hit harder. Just give them enough damage to finish a vehicle off one shot quicker. Klaws just need work in general. Buggy power attack charge, not being able to stop vehicles from driving away, and randomly getting rps interupted when they shouldn't. Also the throw for stickies needs to be fixed. The weird toss determination, slow throw speed, and not being able to throw from cover are a huge downside to orky grenadiers.
Klaw isnt all that great though. People can just keep moving and negate any AV you attempt. Plus they are almost useless vs quadguns. Against teams of good players we don't really ever accomplish AV like we need to, and thats not for lack of trying.
Well comparing to other races only thing Orks don't have is a meltagun/gravgun equivalent. So, when it comes to AV options and potency not seeing a discernible difference. Problem is most Orks don't keep one in their load-outs or won't have one until rank 3-4.
In pug vs pug it isn't too bad due to vehicles being left around all over the place, but against actual decent teams its a damn nightmare to try and AV. I've seen matches where the enemy team is able to keep the same transport alove the entire match because the orks literally can't land hits. Then when we try the ram and destroy tactic we get our own vehicle destroyed and watch the enemy drive away with a sliver of hp left. It wasn't so bad before when rokkits had big splash and ragdoll because a rokkit player could defend themselves pretty reliably. It was slower but it was at least reliable. Atm its just such a huge pain vs some premades that many players just stop playing and leave the match a few minutes in due to frustration.
...pretty sure the rokkits do more DPS than the meltagun right now so... Klaw - Fist W/E the ork bomb - Meltabomb Zapgun (without lockon needed) - Lascannon rokkits (ranged, totally accurate enough to hit a tank) - meltagun
Accurate enough at close range only, and you can't be too close or you blow up. It's inferior to a meltagun. When I play CSM, I run around with a MC meltagun and it's fantastic against infantry as long as you're duelling. Covers up their screen, quickly downs them. The rokkits aren't nearly as useful. You get a single shot, that needs to hit or you're dead. There is no time for a reloading and charging up process of around 6(!) seconds. You've a small AoE, and if the target rolls you'll miss, or the latency is bad then you'll definitely miss especially against Eldar. I swear the stalker gun is a lot better to have in comparison. Hell, even starswarm is more useful.
Accurate at close range, but that's also the effective distance of a meltagun so it's rather equal there. And again, the rokkits last I check have a higher DPS than the meltagun vehicles, so it's still got that straight up advantage. Though to be fair, that's probably balanced out by the usability of the Meltagun when the vehicle has less health than a full rocket would apply. We'll have to disagree on the anti-infantry capabilities topic. I feel they both are equally useful in different ways there. That, and this thread is about AV capability, I was just pointing out that Orkz aren't hurting much in the AV category. Their rockets are straight comparable to meltaguns in AV work, and everything else they have is the same stuff the other factions have.
An issue that the orks have is that they can't stand right next to the vehicle they're destroying. This means that they will be able to get shot at while damaging the rhino if its manned, while in the opposite direction meltas won't be fired at by trukks. Indeed, if LSM/CSM had rokkits, they wouldn't be shot at by trukks since the trukks have an awful minimum range compared to the rhino which is almost no minimum range. All due to its size. Rokkits do destroy a vehicle slightly faster, but it's also much more defenceless vs infantry. You can assault properly with a meltagun. Perhaps that's asymmetrical balance, but it seems the orks got a slightly worse deal out of it.
A Power Klaw can stand next to the vehicle they're destroying, so there's that. As for the rest, I haven't had any of those problems, but to be fair that's just me. I've been playing the game quite awhile so perhaps the usability of rokkits has a skill floor problem. I think your asymmetric comment is more on the mark though. Personally I find them equal, but even if the Orkz were behind, it be only slightly. It isn't like they're way behind the other factions in AV capabilities. And asymmetrically that's ok in my book. I think the larger problem stems from the fact that games are controlled by transport spawns. For example, Eldar are rather unrivaled in their transport nuking capabilities (FDs alone have a slight advantage, combined with the very mobile wave serpent it's multiplied greatly), so they have a high map control. Orkz are a very small bit behind in AV let's say, and perhaps this makes their map control slightly lower. If they ever get around to implementing other spawn systems and mechanics, the meta of who can nuke transports best will matter much less. In addition, perhaps Orkz are just meant to have slightly worse AV, but in the current scheme of things they are only very slightly behind (if at all).