Yeah, it's pretty much like current system. The issue is that high-Pen weapons tend to just be straight upgrades of low-Pen ones. So just making both good in different situations can help. But I think devs have been working on it for a while now, so we'll see how it works.
I think they will wait until termies (and EQ) will be out to balance power weapons. Once they are out people will be screaming for Power Axes and Power Fists to save our bums.
The theory behind this is perfectly sound: - Penetration affects Armour only/more. - Orks have bulk HP less Armour, the SMs mid-ground, the Eldar are mostly Armour. Problem is the value Armour serves outside the statistical when calculating effective HP pools: It's a huge asset being regenerating HP, for the benefit of surviving alpha-strike damage. We need some form of regenerative HP for all races. No one wants to hide in the corner at 20HP waiting for a Healer to happen by. Maybe they could look at something by Faction, where Orks, SMs and Eldar recoup Armour/HP through different passive effects or systems (Orks regenerating to x HP + what Armour they do have). I don't know but solving that would be great. I'd love a game where Orks are packing 75% and 25% Armour while SMs sit around 50/50 and Eldar closer to 30/70.
But the problem here is we are using high penetration weapons to kill everything because this way we can avoid any toughness stat of the target. Another problem is if toughness affect both kind of deffensive points ( HP and Armour) Wich is happen now. But DoTs only affect Life, it will Always be better to choose HP pool-. But the real problem for me is balancing between being Armoured or being Tougher against Armour Penetration.
There are so many ways to regain health (supply cache, transports, stim packs, medical class) in the game that a passive system would ruin the overall meta. This addition also promotes "lone wofling", "snipers", and indirectly buff JPA to reduce squad/teamplay mentality. It would also make veterans even more powerful as they can just hide for a little and regain full health and armor, this is currently a problem with veteran medical class. Imagine if you give JPA/hawk veterans passive healing.........keep imagining.......game ruined. That aside I do think Orks should have non-regenerative armor. They are too stupid to have nanobots repairing holes like the other races.......or are they? Orks rely on the fungus and can function without most of their body intact, so maybe the game should be geared towards this concept. Orks don't need regenerative armor because their bodies are so resilient, here is a few idea how to represent that in-game. Once non-regenerative armor is in play for Orks, they would get balanced with maybe SOME(not all) ideas following; Ork "mending" - allow all Orks to have a infinite use staple gun that heals HP only in 30 point blocks Orks don't stay downed, they eventually get up on their own with ~60% hp only, but still critical state Painboy beer kegs not only provide active healing but give a ~20-60 point HP boost (essentially 1-2 more bullets) Orks grow with each kill gaining ~20 HP and caps out at 5 (roughly 1 bullet per kill and maxes at 5 bullets) Orks physically get bigger, but their heads stay same size. Their delts and pecks would kinda surround their head protecting it with hitboxes(reduces headshot potential) Squigs that can be eaten by any players to regain health, they show up running around veterans ;D Flying gretchen artillery "guided" rounds for ordinance.....because nothing is more Orky than that.
I was specifically talking about regening a fairly finite amount of HP to account for the lack of Armour if they became HP dependent for their EHP. Only need enough to soak a low amount of alpha damage, probably 100-150. Heal capped beyond that without help from one of the other sources you mentioned. Gameplay -> Lore too as far as Ork Armour not regenerating. Although could use the old GW logic that they are all competent battle-field psykers and their gear WAAAY outperforms it's mechanical reliability and durability.
Orks should not rely on armour, thats for sure, i would add for them more HP o Captains area, regen when the mob is more than five. or things like this, but ffs WAAGh has to be triggered by someone, not the timer XD
When Warlords get introduced, it'll be down to them to trigger it. Back on topic, tbph, I still have little to no clue how pen vs toughness actually works. Is it that the difference between the two is how much the damage is reduced by, or is there some other calculation done?
To all yall who claim melee weapons should be power vs armor and non-power vs non-armor (and so power less effective against HP and vice-versa)...can you please give us a feasible logical explanation for a Power Weapon doing less health damage than a Chainsword or a simple Choppa? Apart from the 'balance' argument. Cus logically that is complete, utter fucking bullshit. Thats like saying: hey, lets make Lascannon shit tiny rapid lasers instead of a huge slow-charging beamm orrrrrr lets make it damage vehicles like crazy but not damage infantry even half as much. But thats not how the thing friggin works!