EC made turn back with this update everything seems ok except there is some sound problem and SH aim problem after using melee but still best patch on EC good work. Note: Please guys don't forget to add some costumization and items for Eldars
There is also problem of equal games, where points go from hand to hand, if two teams are equally good at storming points, it doesn't really feel like the game lasts these 25 mins. There is also problem of tug of war maps and capture rooms, where its just one big cluster^uck, where if you won't just storm in and capture the point on your first assault, you can forget about ever taking it again. Not talking about obvious stomps from one side, but the games that are close. Basically, not so much balance issue as lack of side objectives that could be quickly captured and provided bonuses to capture/defend the point-basically, we don't have anything that would put incentive on keeping people around the map instead of that single capture room. Maps where you can go for whatever objective are nice, maps where you need to bash yourself against single point are a chore for attackers.
-Which is fine, but the 5% and 3% faster regen delay Trinkets are so vastly superior to the +2 and +3 armor and +2 and +3 health, it's not even a choice really. +8% faster regen delay for armor and stamina, or 5 health and 5 armor, both of which can be eaten by a single bolter round. I'm all for filling in those "left over" points, it's really needed. At least make ALL the various trinkets worth the price. -Will GAs have access to any sort of life leech via trinkets? -I'd really like to see the option to throw the +1 Stamina in Wargear Slot 1 and the +Stamina regen in slot 2. They're both only available in slot 2. There are several other items that fall into the same category. -There's something going on with input not responding occasionally. Specifically with Strong Attacks, unless there been time added to the wind up. -Strong attacks AND Lunge Attacks for Swords and Axes are missing opponents standing right in front of me because it seems the distance covered is no different than fast attacks on occasion. I'm assuming this is an across the board nerf that effects all melee weapons due to the crazy distance covered status of Fist and Mace last patch. Sword and Axes weren't even a problem, it was the FIST AND MACE. Why nerf distance on ALL strong attacks and ALL LUNGES with weapons that were NOT causing a problem? Videos to follow.
Instead of the raw formula, could we just get clear points what 20 toughness after penetration gives, what 40, what 60 and what 80 as these 4 values are pretty much all we need for the discussions and real DPS calculations. No curve is needed because we don't have any other toughness variations.
For Hawks two points to consider: 1) they need an actual melee weapon set so that they can use melee lock on, 2) Hawksear grenades need a built-in quick drop function for use during flight instead of sharing the throw on release yes/no toggle.
We should have alternate objectives, secondary and tertiary objectives that give attackers extra time here and there, AWAY FROM THE PRIMARY OBJECTIVE. It's too easy for defenders on many maps like Maggon to just sit on objective A and camp it. If attackers had alternate DZs they could unlock or establish alternate LZs for Thunderhawks, that could offer them some temporary spawn points as well as an extra few minutes here and there. That gets defenders off their lazy butts as they're sitting, camping on a single objective, and that gives attackers various tactical options and alternate methods of effecting the match instead of banging their faces bloody vs a brick wall at a single objective. There could be a half destroyed bridge located somewhere on the map where attackers could effect repairs, opening up anther X number of minutes. Or a space port or landing site that could be secured, then established, resulting in 3 minutes here, 5 minutes there. Limiting every conquest type match to a single objective and the ONLY way to effect more time or more troop numbers(in an attrition match) is a no brainer for defenders and extremely limits the attacking warlords options. Really the attacking Warlord has ZERO options on maps like Maggon. It's attack objective A or nothing.
Addendum: imexp it's not clear if the Hawk's Talon penetration value is applying. 11 shots should be ~308 damage at 130 pen. That's not really happening -I think.
After playing a few matches against both eldar and orcs as LSM, i cant help but think the orcs are weaker in terms of how hard they are to kill, this would not be intended?