And you wonder why we struggle so much against Orks - Massive T+HP shuriken weapons are not very effective against. - Most pistols are on par with battle rifles. All they need to ask for is to be able to carry pistols and shields at the same time and we'd be forced to play only DR snipers, FDs, Vehicles, and the lucky melee who can get past a the wall of shields shooting at them.
The ork smart slab slugga isn't very good for unloading mags in rapid succession. The recoil is rather palpable, drives the reticle high up the foe's head after two shots and makes any following fire soar above their craniums. Only way to work against that would be to drastically reduce one's rate of fire, which would lower the amount of shots fired (50 damage per bullet) to 1 per second, and thus eliminating any redeemability the DPS-gain could have when compared to a plain ol' shootah. It works rather well on Stormboys though, while being in the air it's usually sufficient to just fire two shots before descending on the foe again for a great increase in damage.
But how many different types of pistols do they have? 8? 9? Also, how much headshot damage do Ork pistols do? If it's close to 50 on the base damage, two in a row (with autoaim to the largest heads in the game) is close to 150-200 damage... That's nearly lethal to an Eldar. Maimed SMs at least.
As far as smart pistols go, Orks only have the Smart Slab Slugga. As far as mundane pistols go, they have quite a selection, at least 5. 3 of them are useless/overshadowed/overpriced: Six Shootah (sub-par in every regard), Zip Slugga (it costs 100 lp more than the Dakka Slugga, while having far less DPS and accuracy) and Sparky Slugga, which is a Dakka Slugga except with 10 more pen while also costing 100 lp more, which is plain not worth it these days. Of the 3 actually price-efficient ones, only two are in usual use: Dakka Slugga (good magazine size, 3 more DPS than the boltgun) and Slab Slugga (good if you are intent on landing headshots/shoot inbetween melee attacks). The third is the Pokkit Rokkit, which deals 210 while needing to be charged for around 1 second before firing while being inaccurate over any range but 'short'. Having a large selection sounds nice, unfortunately there is a lot of chaff to it.
Yeah so after more play as and against Eldar I gotta say the main two gripes I still have are the vehicle ramming kills being so easy, though yeah I know that needs general work but mostly I think the most broken thing I am seeing is the hawks. the hawks go to places others just can't reach. they gun down literally everyone like snipers. and since other races are not exactly known for the same level of low recoil guns no one can shoot them down. from a play point of view it is neat to have a skirmisher who flies to spots and snipes down but the balance is just awful I am trying honestly hard to find anything that works on them or stops me from slaughtering when I use one but nothing seems to work. So this is my Question for anyone here, what makes the hawks fair? what stops the flying snipers from being op? I have so far tried many guns, classes, and factions against it. and even though I am not great at them when I use one this way I get at min 5 kills to a life once I reach those high spots. So this is me trying to see if I am wrong, if you have suggestions other than jokes like git gud then I am open to it. I don't like the idea of them someday losing a major part of their kit to balance them but right now in game I see them do more work for a team than vet classes come close to.
1) smart pistols 2) low damage means you have decent chance to get inside and behind cover 3) JPA or storm or raptors can and will destroy Hawks 1v1 4) kills only matter on tickets snd most ticket maps it's better to be something more useful then a hawk 5) hawks are only a real danger en mass and then it's only when they try to be pseudo JPAs other wise they are just annoying pigeons 6) Hawks skirmish ability is balanced with their lack of staying power.