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Help Ork Classes and weapons

Discussion in 'Orks' started by kellshar, Feb 17, 2017.

  1. kellshar kellshar Recruit

    hey new to orks want a heads up on the classes and What weapon are good to use and in what situations... Inc RTC weapons please thanks for advice
  2. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    AHOY DERE NEW GIT! Good ta have anuvver ork! Here's some tips:

    CLASSES:
    Shoota Boy: Capping class, good short-to-mid range shooter. Dead shiny shootas and rokkit launchas are your best friends. Big shoota is useful for mid-range gunning with a minor suppression effect but it has a wind-up to shoot so keep your distance. Rodeo Shoota is great for up-close killing but is most useful against Eldar.

    Slugga Boy: Capping class, a bit bugged in my opinion as our animations and melee in general needs some work. Still you have access to the Rusty Gob which makes it one of the tougher classes to play as. Slab slugga and dakka slugga are your friends, with Sparky Slugga being your best friend for a pistol. Avoid clubs and axes currently as the attack speed is bugged, stick with regular Choppas, the Burny Choppa (for damage over time), and the Ghost Choppa (cuz Lifesteal baby!) The shields aren't as good as a Marine's but it's cheaper and can help a lot.

    Loota: Basically a turret. Great for point defense but bad at assault. Unless you have boyz to cover you, you can find yourself a vulnerable target. Find a good spot to brace though and you're all set for the shooting gallery. Our best gun is, by far, the Ace Dakka (12k box). Basically the ork autocannon and it's lovely. Plasma deffgun is great for killing Marines and Eldar transports, kannon is good at killing everything but due to it's charge time and shot travel time it will take practice getting used to leading your targets.

    Stormboy: Excellent rapid-assault unit, also good for tankbusting if equipped with a klaw. Use for breaking up entrenched positions and hit-and-run scenarios. These are going to be much more fragile in the upcoming major patch so much of what I say about it will change, but for now it's a pretty good class to use. Equip grenades to be a bomber, but stay away from the Torpedo Axe. Looks nice but the slam AoE isn't enough to justify its price. But my personal experience with them is limited so hopefully another player will respond about it.

    Dok: Honestly our worst class and the worst support unit currently in the game. Fragile but highly useful for keeping the boyz in the fight. I find them very useful for Area Denial using poison grenades, especially for capping a point or blocking a doorway. Invest in a dakka slugga or sparky slugga and good armor and you'll be decent. Again though I have limited experience with them so hopefully a Dok player will pipe up.


    GUNS TO AVOID CURRENTLY:
    Six-Slugga: Considered our worst pistol, it is the most accurate but is frankly garbage by 95% of all Ork players. Stick with a Slab Slugga or Dakka Slugga.

    Skip Launcha: Minor grenade launcher that sounds like bottle rockets. Touted as a 'niche weapon' by the devs, Ork players are still having a hard time actually finding this 'niche' we've been told about. Fun but relatively useless, may get better once Mods for it are released.

    Torpedo Axe: Flashy-looking axe that increases the slam range of your Stormboy. Not enough bonus for the extra points cost. Use only if you like style over substance.

    Electric Axe/Clubba: Our power weapons, but their current attack speed is the same as the Power Klaw but with much less damage and so is considered much less effective at this time. Patches should increase the attack speed back to normal hopefully soon, at which time they'll be good again.


    EDIT: Realised I didn't mention the Zip Slugga. This is essentially an Uzi, low damage but super-high rate of fire. Good for keeping heads down and plinking away at people. Also good for killing a Shield while closing the distance with a Marine. Bit pricey though.
    Ashgarm likes this.
  3. Genos Brutuz Steam Early Access

    Ok, i usually main the Doc so here goes.
    Yes we suck because the learning curve is longer than other classes(no running into the bullets? wut?).
    Docs are there to support the other boyz and let me get one thing straight for the newcomers: DON'T USE POISON GRENADES!!!

    Why? Because i learned from my mistakes that while they are great area denial IF you are carefull, most of the other players that you need them alive to win will charge through the poison area(*orky facepalm*) just to be killed with a bolter or any other ranged wpn plus the enemy will just either camp that area for the easy kills or neutralize them by another nade or shooting into the poison nade.

    So make them a favor and support them via other means like healing or just put a bullet or two in the enemy they are fighting for the moment.(assist exp)

    And remember, the LSM or other factions will think orcs are unable of cunning strategy(because lore HA! HA!) so they usually take us for granted....until you shove a choppa in their backs har har har.

    On the matter of choppas....where are our BIG choppas? They are easy to balance.

    Just widen their range of motions, one click is a horizontal swipe thats has attack speed a little faster than powerclaw(didn't ever bothered to buy it) and the charge is a overhead short jump foward that stuns on impact(increased because heavier wpn).
    And add longer range for it because they are two-handed weapons plus add them to the Slugga Boy and Stormboy classes.
    They should put them in the main weapon slot in the class loadout while mods for them would be focused on the anti-infirmary or anti-vehicle dmg.
  4. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    2-handed weapons need new motion capture work to get into the game. Maybe by the end of the year if we're lucky. Now come on, we're trying to help the new boy out, not speculate on stuff we'd like.
    Brutuz likes this.
  5. Warboss Sickytoof Karond Steam Early Access

    As the #100 twitch video showed, lootas have the highest kill ratio to death ratio (1,75) among every class in the game, not because the lootas are fantastic, but because all the other ork classes suffer compared to their equivalents in other factions. Hence, play a loota or deal with being disadvantaged.
  6. Khornatian Khornatian Steam Early Access

    Shootah can comfortably duke it out with tactical equivalents of other factions, don't ever feel bad about taking him if you want a proper capping class.

    I can not condone the use of dead shiny weapons (ork equivalents of mastercrafted weaponry). The reduction in recoil is too low to be worth 100 additional LP. Only exceptions are the Dead Shiny versions of the Rokkit Launcher, Zapp Cannon and Deff Kannon, which feature reduced cooldowns.
    Kaptin_Pokkets likes this.
  7. RageScreama RageScreama Well-Known Member

    Deas shiny shoota is worth it actually. Otherwise most dead shinies on full auto weapons aren't worth the LP costs.

    Now that they seperated loot tables I recomend buying all the 12 and 5k boxes first. 1k boxes are also good in order to get the heavy barrel attachment for the basic shoota but beyond that there isn't much in there worth going for.

    As for advancement tree try and unlock grenade bundles and gobs first. Then get your shoota boy price reductions so you can use a rokkit AND other gear.
    Kaptin_Pokkets likes this.
  8. Dakiaris Dakiaris Curator

    The classes I would recommend

    Shoota
    Shoota for AI and Rokkit for AV loadouts
    Build any way you want but I would suggest avoiding using a barrel and instead using just the drum mag and textured grip *it sounds odd to most when I say this but seriously try that and you'll understand*

    Loota
    Dead shiny ZZAP for av, Dead shiny kannon for siege, Plasma for anti heavy infantry, Dakka for general infantry
    Keep your distance with this class 100% useless in melee. The class is the best at supportive fire and AV of the orks it also has access to the ACE dakka which is a auto cannon equivalent it's -10 damage - 10 penetration in comparison but still really good. It shows the suppression when you fire at a target but I think it's bugged as I honestly don't notice the enemy missing any more when I fire at them.

    Slugga
    Klaw for AV, Choppa blade for anti infantry the uniques I would recommend aiming for are ghost choppa and burny choppa, persionally I take the burny choppa. Build as tanky as you can for best results.

    Stormboy
    Honestly don't play this class as I like ground units more. They are effective at disruption but are losing quiet a lot of survival in the patch. They are going to be best used for hit and run.

    Painboy
    This is my main class and here's some tips to play it effectively I am always top 3 players on this class.

    1. Keep with your squad at all times. If they keep running around with no coordination switch to a squad that sticks together. If you play the dok well you can very easily make it the best squad on the team if you play right.

    2. You're a support first and foremost.... You can attack and kill things on your own but honestly you're much more effective giving well placed pistol shots to a enemies flank while a ally engages them... If you're engaged just try to tie them up so your ally can kill the enemy. Don't actively attempt to engage a enemy unless they are on the point and you are trying to interrupt them.

    3. Always choose dok station over the sicky bombs... Some will disagree with me but honestly the friendly fire from sicky bombs is just to risky to use them. Sicky bombs can be useful for clogging up a hallway but they can be shot and removed from the area so they are not worth using as denial vs anyone with 1/2 a brain cell. The dok station is best thrown into cover or on walls near areas where melee will take part, never throw it directly into melee as they can be struck by melee and destroyed. The Dok station can also be used to self revive if you know you're going to die to poison or have it stashed behind cover and get downed just crawl to it and hope the enemy stops focusing on you so you can get up.

    4. Pistols are your best friend! The slab slugga, dakka slugga and sicky slugga are all very nice. The sicky slugga is basically a dakka slugga that sacrifices a little damage to add poison to the target though it costs more *would like to see it cost the same as the dakka since it's just trading some direct damage for dot damage*. The sparky slugga is also great vs high toughness but honestly I only use the standard dakka slugga and focus on as much survival and support as I can give.

    5. Don't be scared to revive allies in the middle of combat if other allies are attacking enemies in the area... The painboy can build quiet a bit more tanky than the other supports because we have to get up in the thick of it as our healing station is mostly used in cover or on walls or other places where the enemy will actively have to go for it to kill it and our allies will get the most benefit of it.

    6. You'll get killed by power fists.... A lot..... Don't get discouraged.... It's just a fact of life for orks as a whole.


    The painboy is the class I enjoy the most even though it's the weakest support in game currently but if you play around the steps I said you'll notice yourself getting really high up on the scoreboard every match. You lose a lot of your support during "WAAAGH!!!" but the painboy is still worth playing at that point as the heals are to handy to not have around.

    If you're curious about the loadout I use it's this.

    normal 'urty syringe with penetration mod
    Dakka slugga *no mods*
    Iron gob
    'ard armor
    BAD glyph
    Syringe vial *base one*
    Dok bomb

    If you wanna try out my setup know that you can switch out the penetration mod on the 'urty syringe and the BAD glyph to free up 100 points and switch to the sicky slugga or the sparky slugga if that fits you more I just like having a bit more survival with the armor recovery and a slight bit more damage in melee when I get engaged due to the penetration mod.

    The setup makes me really tanky while allowing me to support with the dok bomb and syringe. When the UAT patch hits live this build is going to have a few tweaks but wont change much as our dead shiny 'urty syringe is being reduced from 150 cost to 80 and the base penetration is being increased to 100 like the rest of the weapons. We're also getting a new vial that buffs allies and will be really nice to have *though expensive*.



    Anyway those are my words of wisdom.
  9. RageScreama RageScreama Well-Known Member

    Also a tip: don't ever try to get in melee fights. Our animations are shit there and most of the vet players on other factions have learned to easily exploit hem now.
    Kaptin_Pokkets likes this.
  10. Spookums MasterSpookums Well-Known Member

    Don't let da poncy Eldar gitz get close or dey'll zog ya!

    It takes a few games to get used to their speed and while your still likely to die up close, You'll realize that even pistols are deadly when used right. If your on a melee char (Basically anyone but a loota/Shoota) I've found that the Zip Slugga is quite effective against eldar. While the Sparky Slugga is more useful for the 'Uumies. It's good against Eldar too but you've got a bigger clip where missing will matter a little less.

    The other tip would be if you play using a controller, Ork recoil really requires mouse to rein it in. I thought it was stupidly high until i switched and realized it is awful but it's not unmanageable with a mouse.
    Kaptin_Pokkets likes this.

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