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Defenders tickets are a real pain for Orks

Discussion in 'General Discussion' started by OldMaster, Nov 25, 2016.

  1. Dear devs:

    1) When the match starts Orks are usually outnumbered for some minutes. That's very true when fighting Space Marines. Its a fact: SM are way more than the other factions. This is extremely frustrating in Hold The Line scenarios because we lose big part of the map in the first minutes. Today we had a match where Orks were like 7 vs 12: by the time some Orks joined the fight Space Marines had already steamrolled us. They captured A and then B in less than 5 minutes simply because we weren't enough to stop them. As the squads became an even 20 vs 20 suddenly Space Marines started to have it very hard to get C, but at that time we had only 30 tickets...
    A game mode forcing to defend when enemy is almost twice as your forces, you have basically no vehicles, and can't recap what you lost? Are you serious?

    2) WAAAAAGH is a real curse: every time we are defending we have to keep our fingers crossed our special power doesn't trigger otherwise our tickets drop at the speed of light. This is a game design mistake: in scenarios where every single ticket matters not being able to revive fallen comrades is not a special ability, it's a f *****g penalty.

    The tickets system is not working, it's stupid, frustrating and not well designed.
    Defending in this condition is not fun at all.
    Velamont and BERSERK-FURY like this.
  2. Meatball Meatball Steam Early Access

    I'm sure devs have stated that WAAAAAAGH will be started by a warlord in the future, so it will be up to the players whether starting it or not.
    I can't remember if they said so in twitch stream or some other source, standby for informations.
  3. Galen Galen Arkhona Vanguard

    As if they care...as long the LSM get their fantasy going...
  4. Nether Nether Master

    So your saying the problem isn't the ticket system, but that the match starting requirements is.

    This has been an issue for a while for all that should have been fixed. They need to make it that matches don't start until all participants have loaded in, or at the very least make it so it's gated waves spawning in, so both sides are having same number of players spawning in at a time.

    Though on defense with Waaagh i can see that being a negative for you, but on the offense it is even stronger against the defenders.
    Jublator and Njord-Halfhand like this.
  5. Ecios Ecios Active Member

    Big E sayz diz: wut pain fo ork, dat gain fo Emrpah!
  6. Only limiting one side's tickets is dumb, attackers should have tickets too, a lot more than defenders, but still limited, so they can't just Allahu Akbar! their way into the fortress.

    Orks should also not lose tickets during the Waagh!
  7. I understand the match starting requirements: in order to prevent players from waiting for too long, the match starts even if the teams are not even. But in those scenarios requiring tickets this is just... bad! Scenarios involving the tickets mechanic should never start until squads have an even number of players.

    The Waaagh is crap. The amount of tickets seem to be balanced without considering the WAAAGH factor: the fight is fine until our power kicks in. Having to rely on a power that works completely random is crazy. Right now we can be buffed or debuffed in a completely unpredictable way.
    It's not rocket science: in Hold The Line defenders must die the least they can, and Orks special power prevents them from being revived. It's obvious those two things cannot work together.
  8. Lucius Vinicius JojoKasei Arkhona Vanguard

    They should lose tickets (losing no lives no matter what is not the solution), but maybe every third spawn of a person could go ticket-free.
  9. The whole point of the Waagh! mechanic is being allowed to go berserk and die a lot while taking as many of the enemy with you as possible without really caring for your own life, so being punished for dying while the Waagh! is on is completely against it's design.

    Basically, the Waagh! is supposed to represent an "unending" green horde of Orks pilling up on you, right now all it does is make said horde end quicker.
  10. Mozinwrath Mozinwrath Steam Early Access

    I was never a big fan of how the WAAAGH was handled. The mechanic swings from having the ability to completely change the outcome of a match, to being the prime reason you lost.

    I always envisioned it as being similar to the way it is handled in Total War:Warhammer-

    A WAAAGH meter placed under the Objectives meter for Orks. Kills and capping points help fill the meter, where deaths and losing points do the opposite. That could mean Orks could get a WAAAGH early, or not at all. And is slightly more accurate to what a WAAAGH actually is. It's based on morale, whipping Orks into a frenzy if they do well, and making them want to run if they don't.

    I do agree, however, that a WAAAGH is not only detrimental on any ticket related battle, but is also extremely unreliable at times. Ever had a WAAAGH trigger after the results screen pops up? That's fun, isn't it? What would happen if Eldar only got their speed during the last 5 minutes of a match, or SM armor didn't get buffed until then?

    The mechanic that makes Orks, well...Orks, is extremely unreliable (and potentially detrimental). Especially when you consider the the WAAAGH is the only thing (outside from looks and Health) that separates Orks from other factions. Factions whose abilities aren't timed based, or can cause them to lose battles when they use them.
    BERSERK-FURY, JojoKasei and Galen like this.

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