Background Image

Feel of the Latest Patch

Discussion in 'Orks' started by Firebat, Oct 18, 2016.

  1. Soz, been ablez ta do a fewz good figthz I've gottenz meself an imprussion o' da latest state o' da Orkiness.

    We'z mus' be carryin' round 'eavier dakka. We seemz slower when we'z fightin' but we do seemz ta also hit harder! (It could just easily be me, but our attacks seem slower all around. Not just the Heavy Attack, but also our Fast and D-bash seem just a bit slower too.)

    We'z also seemz a bit squishier ta dem Pansies n' der knives. (Seriously, Eldar Fire Dragon knife able to clang and beat my Chainchoppa in a good 5 seconds of combat. No stunning, it just broke.)

    Beyondz dat we still givin' da good fightz! Nuthin' else seems ta o' changed udder dan ya can actually HIT da Gork-damn panzies now..even if dey still runnin' like der arses were on fire.
  2. Aye, fighting the Eldar is fun now. Still see some of them teleporting across the screen during their melee right click festivals. But up close they do not do it as much, they still seem to be skipping animations with their dodges though. Had a few Eldar move from a dodge to an immediate full auto ranged attacks.

    Even playing Space Marine, we had some hard fought and easier match against them.

    Fighting Orks on my Space Marine, doesn't feel as rough now. The extra Armour helps against the Orks and the Eldar. More of an even match up now.

    Fighting Space Marines and Chaos on my Ork, feels better now. Chaos is stil running melee heavy at times, but not as much. Same with the Space Marines running more melee finally, they are learning at last to counter melee with melee. Even starting to see them use the Plasmagun more instead of Bolters and Plasma Cannons, except in the fortress maps.

    Now if they would adjust the Apothecary and Painboyz attacks a bit with the attack speed. The special weapon needs to not attack as fast as a knife,MecEnginneerin if its durability is the same.
    I think some of their fixes for their servers are paying off more, than the changes to the Space Marines and Chaos Marines. They need to keep at them hard core and then we will see how the matches are.
  3. The knifes should also get some tweaks. They're a bit too strong/durable I feel. They should really be used as a last resort rather than a go to in CQC for tactical-classes.
  4. RuntKikka RuntKikka Well-Known Member

    Axes are slow now. Way too slow for my liking. Guess I'll be packing my dead shiney choppa from now on!

    Power Klaw losing it's superman punch is sad but needed to go. It remains our best anti-tank weapon too and I kind of like the extra hop we do with fast attacks. Makes it easier to hit backpedaling gits.

    I haven't noticed much for the survivabilty change. Still live about as long as usual. Guess we'll find out if it worked depending on the amount of LSM tears.
  5. RageScreama RageScreama Well-Known Member

    Yeah after tonight I think I'm fucking done with this game for a while. Nerfed orks without addressing all our bugs and lack of tools the other factions get, smaller playerbase, worse version of literally everything now, and so on....yeah if this is how we handle all the LSM bitching then I'm out cause its clearly only gonna be "balanced" when the popular faction is the best.
    Quag and Valnak like this.
  6. Geisto Geisto Cardinal

    It's not the end of the world, but it's a bit of a knee-jerk blanket nerf.

    Our melee kit is still overall bollocks, as we're literally unable to deal with Warlock singing swords, poison blades from both Scorpions and the Nurgle things. We were forced to rely on the Electro Choppa because of the gap-closing ability from it, now it's not only tweaked, both in speed and distance.

    The Burning Choppa was nerfed prior to this patch, that was an alternative or fall-back as you will if the Electro Choppa didn't match up to Power Swords, Mauls or Fists.

    In the Ranged department, we're still struggling, as most of the basic shootas just aren't to par at all with Standard marine bolters, forcing us to take up the Big Shoota for the added penetration and accuracy it gives once you spend a shit-ton enough points to gather up the 12k boxes necessary to unlock all that jazz and compete with the Standard Bolter.

    And even then, it's a bit gimped, because it has a 1-second wind up time to fire, albeit, it comes with a mini-supressive feature. (Even though it's neglijable at times, especially against modded bolters.)

    If you were struggling prior this patch to down a Marine with your big shoota at range, you can bet it'll be even more difficult for you to do so now because of the blanket armor buff. It took about 35 bullets from a mag to do so, now it's up in the 40's. That's more than half the mag. It basically forces you to reload in between one kill.

    The patch feels.. rushed. To say the least.

    Needs more sodium.
  7. All these nerfs and tweaks, and our meltabombs still don't stick a lot of the time.
  8. It is odd, tonight I did my usual and played my Space Marine for a couple hours then switched to my Ork for a few hours.

    I won more and had better fights on my Ork. Not because of the player base, although some of the Space Marines really got me annoyed with dumb actions and they were not new players.

    My toughest fights were against Chaos, as they tend to go melee heavy most games. The Eldar were not that bad, as the matches I played were not great for any vehicles (lol).

    We lost 30 hit points, and now receive less damage from headshot in turn. Not a bad compromise in my opinion. We still have more base health than anyone else, can still get just about the same amount of Armour and toughness.

    While we do not have a Plasma Cannon or Meltagun or Meltabomb, we do have an assortment of heavy weapons that the Space Marines do not have. Including melee weapons available to all sub groups that deal DoT. Ranged Poison weapons, a lingering AOE poison grenade (Painboy).

    The Kannon I still prefer to the Plasma Cannon, as it has more utility with its different modes of fire. The Mortar attack is really under rated, as well as the ability to spit out grenade after grenade, and a large area effect attack that is useful against vehicles (unlike the Plasma Cannon).
  9. Gorkdork Gorkdork Arkhona Vanguard

    " Including melee weapons available to all sub groups that deal DoT." What? Since when? Only DoT weapons ork have are Burny Choppa, Painboy weapons and Napalm Kannon from 30k box.
  10. Quag Quag Active Member

    Well Had a go with the patch played 4-5 matches and I think thats it I'm done for now, The orks just feel second best at everything

    Plasma And melta still knock us out the game, and what little advantage we seemed to have at melee is worth nothing now... LAter all I'll come back when next patch/ first expansion comes out :-(

Share This Page