Idea: The more Orks, the more dakka. For each Ork nearby, you have a probability that the shot you just fired didn't expend a shell. 0 Orks nearby: 100% chance that a shot reduces your ammo by 1. 1 Ork nearby: 95% chance that a shot reduces your ammo by 1. 2 Orks nearby: 90% chance that a shot reduces your ammo by 1. andsoforth. When Orks form up as a group, they can fire for a longer time before reloading, compared to individual Orks. (But Orks will never get unlimited ammo, because there is no way to cram that many Orks in the vicinity of another character.) That will encourage a playstyle for Orks to form mobz instead of fighting alone. The more Orks, the more dakka, the more shooty.
And they might have very special offensive psychic spells, accumulating WAAAGH energy from nearby comrades hence the more orks stand with a wierdboy the more powerful WAAAAGH he can unleash upon the foes And velocity of their vehicles might depend on their colors, like red color - more firepower, some other - increased speed and so on. And remember - even if an ork has an empty shoota, if he BELIEVES that it's not empty - then it still has bullets , this is their greatest advantage over Space Marines - they dont need any praying, litanies or faith - when an ork BELIEVES - it becomes real
I definitely like this idea as well. I just hipe their piss poor accuracy is implemented as well... Which is tough.
Well, its not if one ork believes. A whole shitton of them have to. Granted they generally all believe that they have "More dan enuff dakka" in their guns to kill a humie, so their magazine sizes tend to reflect that
So game balance question. If they make ork guns powerful enough at medium range with way higher rof to off set accuracy wouldnt that mean at point blank range they would have the strongest guns outside of missles/plasma charge attacks. Already imagine the rage at melee range dakka battles with people saying guns shouldnt be that strong. However if they make them weak enough to balanced at melee range they would end up useless at their intended range. I'm really curious to see how they handle this dilema. Maybe ork bullets will have a "timer" or distance traveled effect before doing full dmg. Like a bell curve that start low, peaks, and drops off again at long range.
Well, isn't the whole point of orks to be in melee range? We're probably focusing a lot more on close range, and I expect the only weapons effective at medium range will be on the heavier side of the armoury. Think of orks like shock troops, storming the enemy position. They're experts at close combat with their innate strength, so they'll attack positions with shoota and choppa alike, disregarding cover. So, essentially hyped-up stormbolters. Not many shots will hit at medium range, but at close range they'll decimate like a melee weapon would. Moral of the story? Just don't engage orks at melee range. We will beat you up.
You know the melee only crowd is gonna throw a bitch fit though if our guns are good in melee range. Hopefully Bhvr just tells them to shut it and learn how to play around it, but you know they wont instead our guns will just get nerfed into the ground so the SM fan boys can have their power trip. Just look at eldar fire dragons.
Mmh. Hopefully, they actually decide to ADAPT against orks. We'll be great in melee range, and some of our heavier weapons will be adequate at medium range. The melee only crowd should only target our Lootas, as such. I mean, sure, they could probably out-skill some of the newer ork members, but like I said, we're going to innately be better in melee range than the other factions. They should learn to fight us at medium-long range, or they'll be crushed trying to fight us in what we're best at.
You know they won't. Gonna be non stop cries for nerfs to us and buffs to their stuff if we are actually decent. If Orks come out UP they will say everything is balanced perfectly.