That would be interesting. Speaking off, did anyone else see the Air Durability Somethingorother piece of wargear in the JPA loadouts? Wonder what that's about.
Karma's a bitch my friend. Reap what you sew. Good to see our mods are on top of things. I'd like to think our community is better than this gutter trash.
This is how you don't balance games. If a class if underpowered instead of making every other class underpowered you make the underpowered class have the appropriate level of power it needs. Jump Packs should have 4 Fuel and Slams should cost 1, meaning a player could only fly up and Slam twice before running out of Fuel. THIS makes the game more tactical because players have to decide; do they risk running out of Fuel by going for the double Slam, do they Slam in and use 1 or more Fuel to chase their enemy or do they save the last one or two in case they need to escape? As a possible addition, any time a Jumper is struck with a melee weapon they could receive a debuff that prevents their next Boost from carrying them upwards. That way, after engaging in melee and receiving an attack a Jumper would need to spend at least 2 Fuel to get into the air for an escape. Incorrect as there are numerous ways to balance Ground Assaults, the one we should be doing being reworking the stat balance of the classes/items for a more fun, engaging and more authentic WH40K feel with such changes as raising Armor Value, reducing Health Points, reducing melee damage but providing every class by default with melee-activated Ranged Damage Resistance, replacing clang with Block, etc. etc. You lack a fundamental understanding of how a WH40K game is SUPPOSED to work. Classes ARE supposed to have weaknesses just as they are supposed to have strengths, which is why mixing classes so their synergies maximize each other's strengths and minimize each other's weaknesses is better than just picking an entire team of a single class. Melee classes like the Jump Assault are weak in ranged combat and ranged classes like the Devastator are weak in melee combat, comparatively speaking. Jump Pack users very well should use them in combat as enemies can always try to dodge or run away. Careful use of the Slam can even set enemies up for allies to mow Down more quickly. It should be the player's choice when and how they use their Fuel. The attack evade attack evade is not actually a JPA/Raptor problem but a melee problem. Even if a player is locked on to another, performing a Dodge should make them move in a straight line, not circle around automatically to their enemy's back. This in turn means players actually have to have SKILL when fighting and dodging enemies, rather than just press lock-on button, press dodge button, press attack button. Another problem is that Dodges give players temporary Invuln-Frames, making them completely immune to all damage even if charging head first into it. These I-Frames on Jumper dashes allows them to simply tank shots as they lunge towards their enemy and cut them Down. The I-Frame need to be replaced with brief Stun Immunity at the start of the Dodge and Damage Resistance that lasts for at least part of the Dodge. Using two 180-degree targeting fields, if the player is dodging away from the damage source they would take significantly reduced damage. If dodging towards the damage source they would take full damage.
Yeah and somehow that guy could one v entire ork army so I kinda disregard anything that comes from that game by default.
Do you not know what a Space Marine Captain is supposed to be? I would say you're the one lacking a fundamental understanding of 40k. Space Marines, as a faction, are the Generalists. The Jacks of all Trades. They have no specific weakness, just a lack of amazing strengths in specific areas. And bE have chosen to represent this by making it extend to each of their five classes (limited to a logical extent, mind you). Sure, Jump Assault can't carry as many heavy ranged weapons as Tacticals, but that's not a weakness, partly because the ranged weapons they are allowed to have (pistols, and melta guns in the TT) aren't inferior to the Tactical versions Chaos Marines have a very similar situation going on, as they have the same basic troops but a different way of customization (loyalists are all about the equipment while chaos is all about making the soldier stronger)
Yes I do. Do you how dangerous an actual waaaggghhh is supposed to be? The only characters in the Imperium that should be able to 1 man them are A level psykers and teh empruh.
I could sit here all night and explain how Captain Titus is a surgical strike unit, hitting a weak spot in the Ork horde in that video while the Guard lines fight the big stalemate, or how it's heavily implied that Titus has some divine intervention looking out for him, but clearly you only like Orks when they're operating on a strict TT power level, and me trying to talk sense into the discussion would just waste both our time
Technically not true. We know, through the scene where Titus has Leandros contact Squad Solidus, that there were other Ultramarine squads in action. We don't know the exact numbers but it's not 1 Captain vs a Waaagh!
Dev team said they dont focus on balance things if you wanna win select chaos side and enjoy. JPA Shiled dudes no problem with Sorc-Raptor combo. Because still this community try to protect Jump pack units. I think most boring class in this game no challange no skill required.
Devs said they're not focusing om balance until the core development work is done. That means all Factions, Sub-Factions, weapons, wargear, maps and modes are done or mostly done and available. Balance will come later.