You know why? because they are forced to by the terrain. The maps are simply too clogged for the devs\havocs to fulfil their true role - standing a bit in the back and supporting the advancing troops with heavy fire. We don't have so many empty spaces to achieve this, everything revolves around fighting in thight spaces indoors around the cap points, so if a dev\havoc wants to be of any use he must follow his team into the meat grinder whether he wants to or not. Do you want the devs\havocs to look like they do in lore? Cool, give us bigger maps with lots of free spaces, proper range on heavy weapons and let them roll. The truth is however that both in lore and TT devs\havocs often had to get closer and personal, very often not because of their choice.
As a survivor of the plasma cannon era (not to mention storm bolter), I have faith the devs will adjust multimelta balance accordingly at some point. Just as they should eventually make heavy bolters worthy.
I completely agree. This game was pushed as some open world/large scale shooter. That should involve some large maps. Bigger than Torias and Harkus. They also need to have fairly open points. Not all points should be encased in a building. How about points just being behind an aegis defense line? Have some maps with tactical objects which are not encased in human constructions: hold a bridge, hold a pass, fight through a jungle/forest to get to a village. fight up a pass to the top of a hill. Bring in some of the world. Give me some big friggen trees to shoot and displace through. Throw in some open rolling hills just for variance--yeah it will be a killing zone, but it will be different and maybe more of a tank battle.
Fuck off with weapon restricting bullshit. I don't want to be unable to use a las cannon because someone else already chose one, or be the only person with a heavy bolter because too many are being fielded in normal games.
I hope "restriction" is partially "achieved" by implementing wargear unlocks and progression. Having people work for a specific weapon may reduce the overall numerical value of them on the field, but then raises the question on how effective should they be if they are so difficult to unlock that only 1 person has them. Do these weapons now need buffs because they can't be spammed? Personally, I would see this as a possible issue with Anti-Vehicle weapons. If they blocked Krak Grenades as a wargear unlock, how would a starting player destroy a vehicle? Do they spend the time to unlock a specific weapon? I'll stop it there. I want to see the system first before anything else happens. - Back on topic: I've used the MM extensively. I used the Storm Bolter before and after it was nerfed accordingly. I believe the issue is that the TTKs are similar, but the accuracy is not. If you stand relatively close to a Storm Bolter, it'll kill you relatively the same time as a Multi-Melta due to the damage of both weapons. The issue is that the inaccuracy of the Storm Bolter forces it to be a point-blank weapon rather than a close-range one. The Multi-Melta can reach out to almost 40 meters with stunning accuracy and control. The Storm Bolter struggles with targets past 10-15m depending on the situation. I would think trying to change the Storm Bolter CoF Accuracy to be tighter and making the Multi-Melta more spaced out and random like the Storm Bolter is would balance both weapons. That way we bring the Storm Bolter back in-line with being a damaging weapon while the Multi-Melta is prevented from "sniping" players at distance without a much more dedicated time on target. As it stands, these close ranges weapons are based on applying massive damage in a short amount of time with a penalty to accuracy at range. We currently have one weapon with too much range and another weapon with what some may say to be not enough range.
For a SB, if you have to get close to an opponent to shoot him, you might as well go melee. With melee there is no reloading.
The problem here is that they did sell the game as a lore friendly 40k game, not a 40k skinned shooter. Lots of people will feel scammed if the game turns out that way. And it will fail miserably.
As a wh40k fan, I don't really see what isn't lore friendly here, ESPECIALLY since weapons and how they function in EC have to be acknowledged by GW themselves specifically for the lore friendly purposes, except for healbot sorcerers, aspiring or not. Like it or not, we DO have lore friendly gear in EC. However, I see plenty of people who confuse "lore friendly" with "copy pasted tabletop weapon rules", which is NOT the same. I sure can see how some people had something different in their heads and imagination before they've seen it, but we've never had a setting like this with so many weapons yet.