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In Development: Scream While Dying (TM) - Updated

Discussion in 'General Discussion' started by Oveur, Nov 30, 2017.

?

But Angron can be nice?

  1. No.

  2. Seriously. No.

  3. No. You are totally getting banned for not following the rules.

Results are only viewable after voting.
  1. Bigbitz Ironangel2k3 Steam Early Access

    Im a simple ork, I like my big guns and thats what I know about. Orks need to differentiate themselves by finding a niche. Right now, they don't really have one. My proposal is sweeping changes to Ork melee and shooting in general to put orks in the "close combat monsters" niche, which fits the lore and would make orks have a threat range while also giving them clear weaknesses. With these asymmetrical balance ordeals, you have to be willing to do some extreme things to set factions apart.

    -Close range damage on all Ork guns should be increased heavily.
    -Long range damage on all Ork guns should be lowered.
    -Accuracy on most Ork guns should be decreased slightly.

    These are the basic shooting changes to work around. The idea is that, if we use the bolter as our baseline, the bolter should win out at longer ranges. As the gap closes, that becomes less and less true, until that flips over and starts moving more in the Shoota's favor as distance decreases. The same can be said comparing heavy bolters and deffguns. As it stands, bolters and heavy bolters win at range, and then in close in fighting, its pretty much whoever starts shooting first. If a Loota and a Devastator round the corner on each other, and both immediately open up at the same time, the match should go to the deffgun every time. On the other hand, if the loota rounds the corner and the devastator is further away, the match should go to the heavy bolter every time. This will limit the effective places a loota with a deffgun can deploy and still be effective, but the places where they ARE effective, they will be VERY effective.

    -Unmounted Dakka Deffgun spinup should be shortened.

    This one I feel needs to be addressed on its own because this is going to draw a lot of ire, but hear me out. There was a time when Ork ranged capabilities were sort of like what I've said here, but Orks were useless because a few heavy bolters could invalidate Ork advances and Orks couldn't really do a whole lot about it. Letting Dakka Deffguns spin up faster lets them get into those closer positions without instantly dying and lets them support pushes. With Ork long ranged shooting hobbled, actually uprooting enemy devastators/havocs/DRs will require assault infantry, meaning a way to suppress on the move will prevent a single heavy weapon from rendering an Ork squad impotent without actually providing a way to kill the Devastator from long range.

    -Ork melee weapons should inflict additional break damage.
    -Ork melee strikes should travel further.
    -Ork melee strikes should initiate faster, but have longer recoveries.

    The last two on this list are mostly QOL upgrades so that they can compete with faster melee of SM and Eldar while still feeling big and chunky. The first is to enable Ork melee superiority against other assault classes. Orks should be very strong in melee, beating out everyone except maybe Khornate melee in a straight duel. Maybe not every single time guaranteed, but they should have an advantage to solidify their "close range specialist" niche. Allowing Orks to break enemy weapons faster in clashes is a good way to go about this without directly increasing damage, which I don't think is really necessary as that would only make them better at the things they already do well enough (Chopping up devastators). As for the first two suggestions, currently Ork melee classes are very simple to get away from by just running, because their strikes come out very slowly and don't go very far.

    Orks should be a very in-your-face enemy, where if you can keep them at arm's length, they don't pose a big threat, but once they get on top of you things get rough.

    DLB iz makin some changez to da spreddsheet. 'Ere it iz:

    https://docs.google.com/spreadsheets/d/16A06Y3mcCUyofifG8I6GskLDkLZribCa6h7xhZBh8Ws/edit?usp=sharing
  2. Krayt Krayt Preacher

    have you already used a big shoota ?
  3. Bigbitz Ironangel2k3 Steam Early Access

    I will admit I use the rodeo. I've never used the big shoota. I play Loota mostly. I know they suppress but the suppression is very weak, and isn't really enough to enable the moving of boyz with as accurate as HBs are.
  4. Krayt Krayt Preacher

    they actually have the same supression
  5. Bigbitz Ironangel2k3 Steam Early Access

    Really? Huh. I did not know that. I'll amend that then.
  6. Krayt Krayt Preacher

    From what we understood while testing , supression is proportional to the gun's rpm so heavy bolters have 600 rpm like big shoota so same supression here , the only gun that actually does more supression than others is the Shuriken Canon
  7. Lady Rheeva Steam Early Access

    Its actually in the sheet, too.
    VotE is slightly higher and Sunrifles are slightly lower, everything else sits at 0.4/bullet.
    Krayt likes this.
  8. Smorcest Elector Eternal Battles Moderator

    Just like you are, don't try using bias as an argument.
  9. Grotduffa Timburwolfe Active Member

    His opinion does not invalidate the other arguments.
  10. Lord Ravagerx Deadknight Well-Known Member

    pls more grenades

    >inferno
    >stasis
    >warp

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