Yes I never said it doesn't make a difference, I just don't think it's that huge as some people make it out to be. When you read some posts you would assume a sole MoN can casually stroll to a point, beat up every enemy around it, cap it and then hold it on his own.
Just incase you haven't had a chance to see the expanded data and explanations everyone should check out todays stream --> https://www.twitch.tv/40kcrusade/v/66200801 In fact the LSM most played class by a long shot is tactical go figure lol. Then again you can never have too many! Also RIP Sorc...but they acknowledge he is getting love soon such as AOE effects on stream of corruption In the second image you can see that Traitor players also jumped between MoN, pretty consistent players who want a capping option. I know I am one of them, I think if they took away MoN capping I wouldn't play it anywhere near as much and stick with the Traitor for lethality plus capping Whats also interesting is that ranged weapons result in the most kills despite the forums making it seem as if Melee is the biggest killer in the game. This is specifically not counting vehicle ranged kills, only against infantry and they state it was possibly missing some ranged kills due to explosive weapons (PC must be a big missing chunk)
My conclusion still stands, LSM need more tacticals, less SBs if they want to cap more.However I don't know why so much fuss is about MoN being able to cap, yeah, he can do that but EVERY class can do uncapping, right?
Being able to cap, absorb significant damage, heal on melee hit and dish out some of the most damage in the game via melee is one hell of a combo. I don't know why you don't view that as highly advantageous, I know when I run MoN I can have a reasonable chance at solo capping points from my lethality in close quarters, while I can almost do the same with traitor/tactical I generally die as soon as I have to reload or become too wounded...the MoN doesn't suffer from that problem, we have a near endless fuel tank for murder. As for uncapping I fail to see the counter-point, same could be said for any other capping class minus the ability to be a Toyota Prius on killing fuel efficiency lol. Now, that said, I am not advocating for a nerf to MoN. I think they are in a damn good place now, where I can still butcher in droves BUT I need to be a bit smarter about it now. As for SBs, MoN somehow always gets brought up and it keeps nagging at me that the SB calls for nerfs are more about feeling the need to balance the nerf scales. In all honesty, as I mentioned before, if Chaos were given a direct ShieldBro equivalent I would be that MoN would be selected by a large margin due to their superior advantages. ShieldBro is good, but they are so one dimensional its almost a waste of time to play them aside for looking for 1v1 kills or at best being one SB in a squad to push through doors saturated by gunfire to get your team in...but thats about it for them. Also suggesting more tacticals on LSM is fine but then you're talking like most if not all LSM need to run tactical in a match to have the same capping ability minus the melee/ranged variety. May be fine but your suggesting that players who like melee now HAVE to play ranged if they are even remotely concerned with winning. IMO, it be cool to give LSM Tacticals their melee options via the loadouts, like how Traitors have MoN except in another fashion such as high level ones getting a combat shield and chainsword or something still inline with the LSM flavor.
argueing that the LSM need a MoN equiv (melee capper) is all well and good .... as long as the CSM get a "tank" class like the SB doesnt have to carry a sheild, but does need to replicate the defense mechanic
MoN is supposed to be like shield, we are supposed to have an increased stamina bar that absorbs bullets.
maybe less apothecaries an apothecary can easily bring up fast a squad, there is no need of 5-7 apothecaries in a match but they must focus on supporting others. this was the old design of stamina, not stamina is only a roll charges bar. it's about map design: a melee capper is good because many cap points are in small room that give advantage to melee.
Ah okay. Either way I'm content right now, but I really want to devote myself to Slaanesh or Khorne later since Nurgle isn't my thing.
This where I'm hoping wargear changes the game. It would an interesting test to see how putting the capture servo skull as an optional wargear piece could change up how classes are played. For instance, they could make it so the LSM GA can either take the shield or the gun and servo skull for diversity. My only problem with that idea is I foresee a lot of games being dominated by assaults which doesn't mesh well with the lore. Chaos/Orks are the melee crazy armies while LSM are supposed to take a more balanced approach. Brent said they liked the class split for LSM right now so they probably won't change much on that side. Still, it'd be worth a test just to see if I'm right in that this game would degenerate into a fist fight if LSM had a melee capture unit.