I feel the game is relatively balanced as far as these types of games go. However, Orks need a LOT of animation fixes and range on melee fixed. Roadkill was already addressed as an issue. My personal opinion is that Eldar are mainly overpowered solely because they have the only baseline Anti-vehicle (overall still great, but that is the one thing tipping the scales in their favor over other races primarily). Once everyone has baseline AV, it should be a lot better.
Picked option 1 and 5 I like it fun and fair and of all the faction I've played bar Orks(no interest in playing) I've found the game fun and fairly balanced with a few iffs like MoK being more negative than positive(give me full heal on execution please), Skimmer rams and LSM camping a single captured point instead of defending their last chance which is normally C I think the game is ok right now and small changes should be done opposed to complete damage and health overhauls like with the Eldar and some weapon buff for the star swarm and shuriken cannon. Also put heavy barrel in 5k boxes, that is all
It's really not that. I mean, how many lowlevels do you see wanting to hunt vehicles? Few of the highlevels even bother. What sets Eldar apart is that its more fun to drive their vehicles, so they're less likely to be left unguarded. Fire dragons can kill any vehicle within a second, and any AV loadout can kill eldar vehicles within a second. It's just that Eldar tend to drive them around so it's a lot harder to get to them.
Part of that is that Rhinos, Wave Serpent and Trukks aren't really transports in Eternal Crusade. They're mobile spawn points. This means their optimal use is to park them somewhere close to the objective that's relatively safe. Then there's really no need to move them until you decide to go after a different objective. There's no point in sitting inside one since their defenses are useless, and the relatively low player count per side means that you can't spare a driver. This means they effectively have no defences, since no one's guarding them. The siege vehicles are exclusively for breaking down fortress doors, and to do that you just drive them within range and then pump shells into the door until it breaks (side note, you can also just grab an anti-tank weapon on an infantry class, get in range of the door, and blow it up without using the siege vehicle. I seem to recall doing the highest siege damage in one Fortress match using just a Fire Dragon with a Fusion Gun, Fusion Pistol and Melta Bombs.) Battle tanks like the Predator and Falcon aren't really that useful. There's tons of LoS-blocking cover around objectives that prevents them from firing on them. Infantry focus mostly on defending and taking objectives. So the battle tanks are basically stuck taking out the few tanks that exist and trying to blow up any infantry in the open. Tanks in shooter games are mostly fun in tank vs tank battles, and there just aren't enough tanks in Eternal Crusade to be fun. Some potential improvements I would make would be to give LSM, CSM and Orks a preset for ranged anti-tank combat. Something with a Meltagun for the Astartes and a Rokkit Launcha or Zzap Gun for the Orks. The current setup means that new characters on those factions have absolutely 0 anti-tank options, which is unacceptable. Presets are supposed to offer basic options for gameplay until you can develop your own custom sets you like better. There absolutely should be an anti-tank preset for every faction. Another thing that I think would be fun would be to have a future map which has 0 infantry options. Instead, it would be a tank battle in a larger, open field, with victory conditions and objectives geared toward the idea that everyone's going to be in a battle tank or a siege tank. Because tanks are fun, and tank-on-infantry battles are not fun.
I respectfully agree and disagree to those statements. Having drivers is just unrewarded completely, so people don't care about just parking them and booking it out to a point. Also, fire dragons have the best anti-vehicle in the game. I see PLENTY of new players pick them up not only for AV, but also anti-infantry (which they still do well at). So they have the versatility factor too just like other melta-using infantry units. You cannot park against Eldar, period. You have no choice in the matter. If you park, you lose the game because you lose your spawns. It's really, really sad.
Eh kinda, when I'm playing Chaos or LSM your tanks ass is mine if parked because of that exp bounty, so never park unless you want to help me grind 30k boxes. For Fire Dragon people use them to kill because its the only class Eldar have who can actually hip fire, you can manage the beam and run and gun, no other class can do that as well in the faction which makes them nice to play, also the only weapon that can deal with shield spam and toughness builds on Orks and MoN, I quit Dire Avenger for Fire Dragon for a while because the Avenger felt like a boot leg Traitor Tact.
The VSB doesn't just kill you, the overkill spills over to the next ork closest to you. . On an unrelated note. There's also the fact that, in small maps Eldar don't really need transports, since they sprint faster than all the other races transports anyway save their own so if someones driving, it's far easier for them to get out a little further and run to where they need to be. You can't do that with Orks, but you can't also just rush in to a point at once, because we're so wide that there's a few corridors (The Door in to B on Blackbolt above A for example.) It's really easy for Ork bulk to get them stuck in a mosh pit. I've yet to see anyone mow down the press though.
Precisely. I find having AV as a baseline unit for anyone who knows that killing vehicles gives a bounty of experience points will jump straight on fire dragons and murder vehicles. Heck, that's what I do almost entirely on Orks and Eldar with a powerfist/fire dragon respectively.