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How should you balance the factions?

Discussion in 'General Discussion' started by Romp, Oct 21, 2016.

  1. Asyran Eldritch Arkhona Vanguard

    Point is tho, per lore Eldar have to best 1 for 1 soldiers. But they don't have the numbers to pose a threat to the Imperium. At least Dark Eldar are easier to balance, since they are just Glass Cannons that move FAST. They aren't Hyper-specialised glass cannons that move fast, with some classes being tougher, and by lore being the best in their field.
  2. Fissiccisst Fissiccisst Active Member

    You can't balance the factions using inspiration from other 40k games because other forms of WH40k take into account Quantity as well as Quality. However in a PvP Video Game setting this will never work as it is always balanced around equal player counts on each side.

    The more you try to stay true to the original game the more lopsided every match becomes.

    Evidenced by Eldar being better at everything and being OP as a result for a while, and now with Orks being worse at everything and being hilariously UP as a result.

    Imagine if the game had imperial guard. Every guardsman would have to be balanced to have a fighting chance 1v1 vs the other factions. Imagine how LIVID people would be if a guardsman killed a LSM.

    Making a PvP 40k game is walking through an active minefield with several drunks tied to you stumbling around. No matter how careful you are, something is going to get you all killed.
  3. Viking Vking Arkhona Vanguard

    Looking at the warmap yesterday, pretty much all the matchups were fairly even. I´d say we are in a state were the factions are as balanced as ever since all 4 factions are in the game. Now it is probably more a weapon to weapon balance so we dont see weapon X beeing spammed all over the place (hello PC)
  4. Look at SC for inspiration. I mean you don't have to use symmetry to have balance.
    Kaptain_K_Rool likes this.
  5. It also be more fun when evaryone haz diffarant stuffz and not jus' da same fing repackaged wit' a new diffarant look
  6. Gazrick Gazrick Well-Known Member

    It wasn't just 20 extra armour though was it?

    There's extra armour for tacticals only.

    There's the myriad of nerfs that other races (particularly the orks) received.

    There's the other more subtle and almost hidden buffs that marines received in terms of changes to wargear, animations, weapons etc.

    If it was just a flat 20 armour increase I'm sure LSM would still be upset. It isn't just that though.
  7. Fistikuffz da Harassa Lawro Well-Known Member

    From my point of view as an Ork player, I can finally say that fights vs. Space marines are balanced. Like, truly balanced, 1v1 fights are determined more by skill than exploiting overpowered stuff (PC is still ridiculous but what can you do, it's a design choice) and battle outcomes are uncertain until the end (and ofc I've seen steamrolling from both sides, meaning again it's dependent on collective player skill).

    CSM are 20% more difficult to beat, still hardmode compared to LSM. High tier, high pen melee weapon domination is to blame, can't really do anything about it.

    Didn't play one single game against Eldar since patch :confused:, I've seen reports that now that lag and frame issues are better they're much easier to handle. Still that vehicle lawnmowing should be overhauled, regardless of how balanced or imbalanced they turn out to be in following weeks.

    My honest congratulations to the devs, I feel they've finally made a solid balancing base and set a benchmark for further development, regardless of how long this game will actually live. They should continue with general fixes and balancing, dbash for starters which is affecting ranged classes of all 4 races equally. Vehicle health/AT damage dicrepancies (dat melta...) should also get some attention.
  8. Gazrick Gazrick Well-Known Member

    I disagree.

    Sword users are way too strong and 1v1 will almost always beat an ork.

    Melee attacks to the back of an ork down in one hit generally.

    JPA and raptors can still ignore any dbash.

    The klaw strong attack is way too slow. It is yet again a weaker powerfist.

    Pretty much any gunfire to the orks back will down them incredibly quickly. Good luck running away from a manned vehicle you accidentally found.

    Ork melta grenades rarely stick as intended.

    We have no melta equivalent.

    We have no plasma cannon equivalent.

    It's bad times for orks after the latest patch.
  9. Fistikuffz da Harassa Lawro Well-Known Member

    I missed a few of those things you're right, Super stikkbomb is still retarded and is in desperate need of a fix. Klaw is a poor man's PF, should be made equal in all variables (range, speed etc.)

    But imo that's it for Ork-specific issues. Most of the things above - plasma cannon, melta destroying vehicles too fast, JPAs ignoring dbash, all of them affect the factions equally.
    If we could get consistent dbashes and be able to followup with a knuckle strike (and take less or no durability damage lol), sword wielders and JPAs would be waaay easier to handle and could maybe even be outplayed in melee like in older alpha versions.
    If they reduced the insane meltagun damage and leave the stage for the multimelta, our rokkits would shine in comparison.
    If they would FUCK OFF WITH 5m AOE INSTAKILLs with the plasma cannon, we could... well finally stop telling them to fuck off. And kannon deffgun would shine.
    Gazrick likes this.
  10. Gazrick Gazrick Well-Known Member

    Melta needs a nerf, without question imo.

    Plasma needs a nerf, without question imo.

    JPAs should not be immune to Dbashes.

    Sword users are insanely strong, its why they are the only weapon we see for a melee user that isn't an Ork. This needs to change. It affects Orks the most because we don't have access to the weapon, just like Melta.
    Lawro likes this.

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