The melee system is being worked on. Assuming it gets properly sorted out, that means our dbash will be fixed. That means it'll be less of a hindrance to use slower weapons, such as our axes. That'll be a big boon for us. However, I think we might need some more tweaks. 1) Since we don't have a power sword tier weapon, that robs us of an option that everyone else gets. I don't think that's a bad thing, but there should be something to compensate. I propose that weapons below axe tier get an extra 25 durability. They'll still lose clangs, but they can withstand another clang before breaking. This means that every ork, no matter their class, will be tough to fight in melee, even if you have an advantage. It won't break any systems, it won't break with the lore, and I predict that it won't push us into OP territory. 2) Rokkit Launcha. Still a pretty good weapon, but very situational. I don't think it needs a damage buff or anything, I just think it should be a tad bit easier to use. Keep the long charge up time, but allow us to hold it, using the plasma "gets hot" rule. Hold the charge too long, and it goes off in your face, stunning you with a bit of damage, and losing a round. This allows you to set up better shots, but still doesn't allow snapshots. 3) The Kannon. Give it a 3 round clip, and make the charged shot use up the whole clip. This would make the primary fire more viable. The basic idea is to look towards the future, and start discussing problems and solutions that aren't already on the checklist. Feel free to add some ideas of your own.
Can't say I have ever bothered using the bouncy nades on kannon deffgun. Charged shot is just hetter and more controlable. Melee has big issues atm due to animations. I did a little testing today just to compare stuff. Here is what I found. At a certain distance and beyond orks swings were shorter and slower than their SM conterparts. At around (rough geuss) 20m the ork starts having to perform more actions in a slower pace in order to cover the same ground. Not a big deal right for all these close quarters areas? Well when you whiff a hit by 5 inches when the marine doesn't and therefore don't interupt your target or when you try to melee catch an enemy but he can out distance you but not vice versa things get kinda unfair. An ork will actually be forced to stop and shoot an enemy after a certain distance which also cc's us and slows us down resulting in a higher chance of the target escaping. Whereas the marine player can spam the melee button and have a perfect chase that also interupts all things the target does. These tests were all on foot btw, no jet pack boosting. I tested the choppa vs chainsword: chain won by a fair amount. I tested axes ours are just so much slower I tested mauls vs clubba: and I still hate flubba especially seeing as it has just worse pen and the "powermaul" for orks is un moddable. I tested animation speeds: seemed like orks recovered from dodge rolls slightly slower. I tested railing hops: base foot are slightly slower than other faction counterparts and ork heavy troops are absurdly slower due to a glitchy land then fall animation whereas others fall no matter what. I forgot to test ready up times for guns but again (at this point it sounds like paranoia) some ork guns seem to take longer to ready up. Like I feel like I can begin firing a HB a lot sooner than I can a dakka deffgun when it really should be the other way around. Tbh I don't get why any ork guns have a fire delay after sprinting. It isnt like we are concerned with clear targets and fire control. I see hostile I pull trigger. Maybe I'm aiming and maybe I'm not. I also tested the painboy syringe vs narthecium. They have almost the same swing speed but the narthecium seems to have about a 1 ft or so lead on swing distance over the syringe.
The pain boy syringe also breaks after one clang Vs quick attack it has the same durability as a knife not a chainsword so we need more dura
Well, with my proposed changes, the base syringe would outlast a master crafted knife, and a master crafted syringe would have the same durability as a base chainsword (but not the impact).
1st idea is great, I was thinking of suggesting something like that last few days. It's like you say, Orks shouldn't get mass powered weapons, sharpened pig iron is their thang, but still would need that "something" to be a faction dangerous in melee. Simply increasing all Ork weapon durability across the board would be awesome (except el. choppa and klaw), so dedicated melee would have a hard time taking down a good Ork player with clangs even when they use knuckles. The best way to beat Orks would be to outplay them with few chained superior-weapon attacks and the best way for Orks to win would be prolonged melees and breaking opponents with sheer strenght. Ofc, all of it after we get a balanced, reliable and time-consistent melee. Rokkits would become better if they added a few imaginative mod options, like reduced charge, cooking the charge longer, straight flying rokkits, multiclip and so on. If you use the unmodded version, you saved yourself some LP and still have a deadly weapon, but way less reliable.
I think taking my rokkit idea and turning it into a mod would be perfect. Now we're getting somewhere. EDIT: Call it "Longa Fuse" or something.
Guidanz gubbinz - straight flying rokkit, 100LP powerbox mod. Rigged propellant - shorter chargeup, 50LP powerbox mod. Fuelia fuel - 30% faster rokkit travel, 50LP powerbox mod. Multirokkitz - 3 rokkits before reload, 100LP warhead mod. Scorcha rokkit - 200dmg + 20 ailment, 50LP warhead mod, would do marginally better AV dmg. 'Aywire rokkit - 1000 dmg + vehicle stun, 50LP warhead mod. Cmon devs we're on fire here, use some of deeze
Preach! I don't understand what you mean here? Are you saying that after a few swings of a weapon, our range and speed drops? The hell?! Correct, as far as I'm aware (I might be wrong, it might be across all SM/CSM weapons) a sword's Light attack spam is faster than a sprinting retreat. I don't believe that this is true for any of our weapons. Naturally. Standard. We are the whipping boys of the other factions as of now. The "melee" faction can't compete in melee. This has annoyed me for a while that I actually find it funny now, the Loota vault bug feels like a cartoon where the character is suspended in mid-air until they realise that gravity should take over. This kinda feels Orky to me now lol. Christ and the amount of complaints that come out of the mouths of CSM and SM players because our "Painboys are too strong and have poison that is too powerful". What a joke. As to the OP, @MungFuSensei I agree with all your suggestions, mine will be less weapon specific more general gameplay suggestions; 1. We need a way to kill vehicles as fast as other races. The PK and Rokkits just aren't cutting it, particularly against Eldar vehicles. The Powa Converta is a joke weapon, because it's irrelevant how much lifesteal you take from a vehicle when it explodes and downs you anyway. Our Supa Stikk Bombs rarely stick properly, which is ironic given their name. 2. Our big ass heads lose us games. Despite the amount of damage we take from headshots being reduced, we still have our aim completely mashed when we take a hit to the head. This makes gun-play extremely difficult bordering on nonviable depending on the skill of the enemy. If our aim flinches about an inch whenever we take a shot to the face (which is all the fucking time against an enemy who can aim) we have no chance of shooting back. Worse this is taking control out of our hands. Only the 3rd or 4th headshot should cause an Ork to flinch. 3. Our backs are way, way too weak. A bee farted once in the room next to the capture point and my Ork fainted because the gentle breeze landed on his back. Seriously this needs to be looked at, I'm getting one-shot by knives ffs. In addition why are we the only race to not have a protective 360 degree auto clang of magical power? Marines and Eldar seem to miraculously clang with me whenever I attack them from behind, why can we not do the same? This can be thrown in with the melee fixes if you like. 4. Our vehicles still drive like shit. This one is quite simple, allow us better control of our vehicles. Why is it so easy to have them drive on 2 wheels? It looks cool but it makes them even less controllable. Also remove the stupid bugs with them, yesterday I saw a Trukk that was just stuck in place randomly crashing against *nothing*, unable to move. I'll add more as I think of them. Enjoyed a lovely pasting last night as Orks, I'm talking 95% loss rate. I'll see today if it was latency, or the players or whether we are truly gimped now.