It's not supposed to be noticable because the weapons should have relatively balanced performance, meaning unlike Ork weapons their TTKs should be relatively the same. Spoiler Ork TTKs. Orks should have 'Eavy Armor by default. Ork Move Speeds Base / WAAAGH! 1 / W!2 Forward: 6-ms / 7-ms / 8-ms Strafe: 4.5-ms / 5.25-ms / 6-ms Back-Pedal: 3.5-ms / 4.1-ms / 4.7-ms Sprint: 12-ms / 14-ms / 16-ms SM Move Speeds Forward: 6-ms Strafe: 5-ms Back-Pedal: 4-ms Sprint: 12-ms Eldar Move Speeds Base / Fleet of Foot Forward: 7.5-ms / 9-ms Strafe: 6-ms / 7.2-ms Back-Pedal: 4-ms / 4.8-ms Sprint: 15-ms / 18-ms Bolter vs Ork Boy: 1.5-sec, 7 Bolts, 0.25-sec Fire Rate, 30 Bolt Mag Accuracy: 3.4-cm spread at 24-meters Major Damage Drops: 48 and 96-meters Shoota TTK vs SM: 1.26-sec, 8 Rounds, 0.18-sec FR, 60 Round Mag Accuracy: 4.5-cm spread at 18-meters(gave Orks +1 Ballistic Skill for balance purposes) Major DDs: 27 and 54-meters The Ork Shoota has a more noticable TTK advantage due to its lower accuracy, range and greater recoil reducing its long and medium range effectiveness to varying degrees. SM Combat Knife TTK vs Ork Boy: 2.1-sec, 7 Basic Attacks, 0.3-sec Attack Speed Choppa TTK vs SM: 2.4 / 2 / 1.6-sec, 8 BAs, 0.3 / 0.25 / 0.2-sec AS Off base stats, the SM has a minor mobility advantage and slight TTK advantage. As the Ork's WAAAGH! levels build, the advantage leans further in their favor. Ork players should have a WAAAGH! Active Ability with a moderate cooldown(I.E. 15 to 20-sec) that temporarily(I.E. 3 to 5-sec) buffs the using Ork and others nearby(I.E. within 3 to 5-meters) with increased Move/Attack Speed(+16.7%) and Reduced Ammo Consumption(-25%). Basic Orks should passively provide 25% of the Active buff to nearby Orks and the passive could stack to a double/Max buff that would have twice the boni of the Active and could have additional benefits such as HP regeneration. D.A. S.Catapult TTK vs Ork Boy: 1.026-sec, 20 Shuriken, 0.054-sec FR, 100 Shuriken Core Accuracy: 3.4-cm spread at 18-meters Major DDs: 36 and 72-meters Shoota TTK vs Avenger: 0.9-sec, 6 Rounds, 0.18-sec FR Accuracy: 4.5-cm spread at 18-meters Major DDs: 27 and 54-meters Orks have a slight TTK advantage to make up for their weapon's other stats leaving them at a disadvantage in long and medium range combat but are generally at a disadvantage in ranged combat. D.A. Combat Knife TTK vs Ork Boy: 2-sec, 10 BAs, 0.2-sec AS Choppa TTK vs Avenger: 1.8 / 1.5 / 1.2-sec, 6 BAs, 0.3 / 0.25 / 0.2-sec AS The Avenger's greater move/attack speeds should either match them with the Ork or give them a minor advantage, while the Ork's WAAAGH! buffs can noticably put the advantage in their favor, generally giving them the advantage in melee combat. The 11 hits is if you are doing nothing but spamming Basic Attack against a full Armor/HP enemy that is only taking damage from your BA. If they were damaged before hand(I.E. by your pistol) it can take noticably less melee attacks. Charge Attacks also should deal more damage and need less hits to Down an enemy, while attacks from behind should also deal more damage and thus reduce the hit requirement. Spoiler Combat Knife(S3, AP-) Base DMG is 10.2. Deals 10% less DMG to Toughness 4 target(SM/Ork). Damage rounded to nearest 1/10th. SM Armor is 66.8, HP is 40. Back-Stab Modifier: +125% DMG Charge Attack Modifiers: -50% Attack Speed, +125% Stamina Drain, +150% DMG D.A. Combat Knife TTK vs SM Basic Attacks(Front): 2.2-sec, 11 Attacks, 0.2-sec Attack Speed BAs(Back): 1-sec, 5 Attacks Charge As(Front): 2-sec, 5 Attacks, 0.4-sec Attack Speed, Minor Stun(0.05 to 0.1-sec) CAs(Back): 0.8-sec, 2 Attacks Yes, hopefully bE will change their minds. With Hawks, Reapers, Dragons and Avengers you would have 4 dedicated range classes. With Warlocks, Scorpions and Banshees you have 3, so allowing melee options for Avengers would make it 4.
I hope there will be enough DA's running around to effectively take points on the maps. It could be a real easy tactic for our enemies to just have to "keep the bright blue and yellow unit off the map " and win. They are nice and easy to spot and not that hard to kill sooooo......
Actually with 3 warlocks backing them they are a huge pain to kill without instant kill weapons like plasma.
Or a Melta Weapon But yes, the Warlock Conclave / Seer Council tactic is real. Just don't tell the other factions that and we should be alright.
So far I'm not seeing a dire shortage of cappers in my games. Granted my war parties will always have at least 1 but even then and with the occasional fire dragon spam when something needs to be capped there's usually no "hold the point for 3 minutes until a DA comes" moments. Once the DA gets more alluring toys and is fleshed out i don't see us having just 1 cap class being a prob. Despite the class being on the weak side atm it's still quite fun to play.
Too late, the Lash is already making a compilation of ways to beat the Eldar with targeting their brightly colored capping units at the top of the list. No but seriously though, the Eldar need something with range that can cap. Dire Avengers and possibly fire dragons being the only ones is a severe weakness that makes it hard to retaliate to bombardment, at present we can assume that generally they have no form of long range retaliation. Which is a problem, because Eldar should only be really bad at mid-range combat, with good short AND long range capabilities.
Our only "killy" troops at long range is the Dark Reaper, and possibly the Swooping Hawk with the Hawk's Talon.
Yeah, thats a big part of the problem. The only thing I can think of is some sort of weapon modification for Dire Avengers catapults that makes their shots at least decent at range.
I hope the dire Avenger can mod his shurriken to be more accurate, like a long range modification. Even if it is lore accurate that the SC should be a close range weapon i would suggest the exact opposite. Make it much more accurate. May it have lower damage and a higher TTK, but if i can reliably kill people on longer ranges i got an advantage, while not hindering the bolter (who should kill you faster at close range) For me Balance > Lore. But thats just how i would do it
Brent said something about letting us mod the ASC to be more like a "Stalker Bolter", though probably not as good at long range. Essentially we would be able to push the ASC into other roles.