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Ideas For Exploding Ork Numbers

Discussion in 'Orks' started by MrBenzedrine, Jan 25, 2016.

  1. This is the last time I fall asleep after making a thread XD
  2. RageScreama RageScreama Well-Known Member

    I keep remembering old star wars battlefront matches now. Tons of npcs but they didnt do anything until a player got near them...or tried to snipe em. Don't want a repeat of that ever again lol.
    Zaeryn likes this.
  3. Sounds like they're thinking player faction bots like Counter Strike.

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  4. Drew DrewM Preacher

    It's not fun to be the physically weaker race. Few people would enjoy orks if they had to just die over, and over, and over again to statistically superior space marine. It's much better to make orks one-to-one balanced with space marines, but have each of them specialize in different areas (e.g. Space marines are more accurate at long-range shooting, but orks do more damage closer).

    As for making Orks feel like a hoard, while actually having equal numbers, my favorite suggestion that I've seen is to give Orks some kind of ability to respawn close to each other, respawn more quickly, and encourage them to fight in close groups with their faction mechanics. Rapidly replenishing numbers and constant offense will make it feel like a huge wave of orks is attacking, but it's actually the same people over and over. Providing incentive to stay together enourages people to play together as a mob/horde and further enhances the illusion of large numbers of orks.
  5. Zaeryn Zaeryn Master

    So, basically, you mean the way Orks would be in comparison to Space Marines if this game was using my TT-based builds and Ork ideas posted elsewhere in this thread?

    Of course, the respawning on each other should be at best be a perk just the way it would be for SMs, if Orks are supposed to be asymmetrically balanced with SMs 1 for 1, that is. If they are asymmetrically balanced 1 for 1 with SMs they should also not need shorter respawn timers because they should not be dying more often. Going Down more often, yes, but getting revived more often as well(I.E. Fightin' Juice!).
    I.E. In a match between 10 Orks and 10 SMs, by the matches end both sides may only have 50 Deaths, 5 per player, but the SMs may have 250 Kills(remember, these are actually only Downs) to the Orks' 100 Kills.

    Off base stats an Ork Shoota should be at a disadvantage to a Tactical Marine in melee combat.
    If the Ork Shoota uses their WAAAGH! Active Ability they should temporarily be at an advantage to the Tactical in melee.
    If numerous Shootas are nearby and providing each other passive WAAAGH! bonuses they should be at an advantage against Tacticals in melee.
    If numerous Shootas are together and one uses their WAAAGH! Active Ability to buff the group they should be at a noticable advantage against Tacticals in melee, possibly even against default load-out Assaults.
  6. How is it that this thread always pops up.
  7. because spam thread for the spam god... i mean why else?
  8. I mean I see the thought process, but it's amazing that, through all the many threads we've had, and the many times the Devs have made it clear that Orks are equal to all other players, people still argue. The game's over, it's not gonna happen.
  9. but spam.....!!!?!?!?!?!?
  10. cp3inthe4th cp3inthe4th Subordinate

    Seems like a balance nightmare to me. Orks are not on par with SM. The logical way to go is to make them weaker, but allow more of them. Then you have the issue of people (justly so) not wanting to play a weaker character. Might be ok if Orks are nobz only. Shoota boyz etc. will get rekt.

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