I actually really like this idea. There was a similar system in Borderlands, and it worked in encouraging sustained fire over trying to line up shots. It doesn't need to reach high accuracy or anything, it just needs to be clear that firing the weapon constantly is more valuable than trying to micromanage. Maybe the firing rate and damage could increase slightly too, but have everything reach a cap after 1-2 seconds. That way the weapons don't become overpowered with sustained fire, but players will use more sustained fire to bypass the slight debuff at the start.
but ask yourself do you really want to play this way? just hold the button and hope to hit some critical points while looking into enemy direction? we need to find middle between lore and fun to play and relaying completly on luck and randomnes isnt fun at all cause you dont need skill
i wouldnt like this to become some sort of team fortress... just leave it as it is, the devs will surely balance it in an acceptable way. id opt for high damage, low accuracy, stable on the move with huge ammo capacity orks arent made for accurate fire exchanges, theyre made for some choppin`.
lol arent you doing the same with the "scouts as basic class" stuff? i dont see how this become teamfortress and i dont want orks to be a bunch of melee fighters which are useless at range since they have range classes and im just trying to help the devs making the classes fun to play
I don't see having to hold down the trigger until you can display some skill to be much better to be honest. Plus it just becomes ridiculous when an Ork first sprays a ton of lead and then suddenly becomes as accurate as the marine.
nope. its just a non fitting way to balance classes imho. if my shots are inaccurate but do a hell of a lot of damage, ill still have fun with it. in the end the only thing that matters balance wise is how much damage you can bring onto an enemy /deny it.
Nice idea. Make Eldar heavy weapons lose, or gain no accuracy, maybe on when on the move, and we have three unique heave weapon classes.
so orks shouldt have any reason to shot at all cause they would never hit someone? oO cant see the ork faction work then except running into the enemy
You people are starting to scare me about ideas to screw over the ork shooting. An ork's shoota is a 4 strength 6 armor piercing weapon and an ork boy's ballistic skill s 2. Ballistic skill 2 means rolling 5+ is a hit. In other words an ork boy with a shoota should be able to hit one out of three times. A shoota also shoots two shots in the shooting phase compared to the bolter which shoots one. A bolter's stats are 4 strength and 5 armor piercing. The shoota should be as strong as a bolter against light armored opponents.