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Ork Fungii....what should we do about Painboy Nades? Poll Vote

Discussion in 'General Discussion' started by Fiesty_Won, Oct 27, 2016.

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Should we combine fungii poison and heal into same "grenade" for Painboy?

  1. Yes, and get rid of the poison only and heal only options.

  2. Yes, but make it less effective than either of options already ingame.

  3. No, go back to your bridge you troll.

Results are only viewable after voting.
  1. Fiesty_Won Fiesty_Won First Blood!

    I had a crazy notion and wanted to see what you all think. This could give Painboys that little buff everyone has requested.

    Combine the poison and healing properties to one "Beer Stein Grenade" for the Painboy.

    Ork's would then be immune to only fungi poison and gain healing from it, I would suggest using the Beer Stein as the hitbox/visual so its easy for other teams to counter. This would also give the Orks something unique for them to play and may encourage a few more Painboys on the field as AOE denial/heal characters.

    Please vote or comment below!
  2. Valnak Valnak Nickname Change

    Step 1 remove the worldwide screen shake when someone melees or kills them.
    Celestia and Kaptain_K_Rool like this.
  3. I loik dis idea. Da only issue would be balancin' it. Yer gonna need ta' nerf da healin' and poison on it, as well as increase da LP cost, given it be duel purposed. Den ye gotta manage da heal and poison damage. Ye don't want da heal ta' be so little dat blokes would ratha' not use it, nor do ye want da poison ta' be so little a threat dat sum bloke can muck 'bout in da area wit'out worry

    If'n it replaces both da' healy bomb and da sicky bomb den it'd shuuld probably 'ave th' advancements o' da sicky bomb. Where once unlocked ye 'ave 2 uses, and den ye can get a second advancement down da tree dat gives 4 3 uses. I'd imagine da LP cost would remain relatively da same, mayhaps up ta' a 50 LP (I'd go wit' 25) increase at most fer da one wit' 2 uses and up ta' a 100 LP (I'd go wit' 50) increase ta' da one wit'4 3 uses. So it'd be 175 LP fer da base one wit' 2 uses, and 350 LP fer da one wit' 4 3 uses
    (I jus' used da more sicky bombs fing, only gives ye one extra bomb fer twice da LP, wot kinda bilge be dat? I thought it'd double it ta' 4)

    Da issue wit' addin' it in as a new ork item in addition ta' da healy and sicky bomb be dat ye'd need ta' manage it in a way dat it ain't betta' den eitha' o' da uvva' ones, which moight make it roight useless in comparison. Also, if'n ye give it ta' orks, da uvva' factions wuuld want dere own version o' it, since orks would get a healy bomb, a sicky bomb dat deals poison, and a bomb dat does both

    I be in favor o' replacin' da healy and sicky bomb wit' a bomb loik dat wot does both


    As I'd prefa' yer idea ta' replace da healy and sicky bomb, an issue does arise. Painboyz would only gots one grenade choices related ta' dere role insteada two
    If'n ye still want two grenade choices unique fer ta' da painboyz I do 'ave an idea o' me own. Take dat sicky bomb, and turn it inta' a suppression bomb o' sorts. A fungus bomb, spore bomb, er sumfin' loik dat. Dat poison cloud o' da sicky bomb be roight gud at blockin' vision I find. Ye could remove da poison effect, and it could act as a sort o' spore cloud smoke screen dat suppresses enemies wit'in it, but wouldn't affect orks 'cause it be spore fungus and wot not (orks'd be immune ta' da supression, it'd still block vision)



    Also as Valnak said, remove dat roight terrible screen shake dat 'appens wheneva' some blokes gibs da bomb
    Fiesty_Won and Joshicus like this.

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