I just want us to be more resistant to being staggered/stun locked by fast weapons in melee. Sure Im taking the dmg but I fight through it. Plus I don't see or want storm boys to be the hyper mobile shock and awe type of play the marines have atm. The jump gets you there and then you fight it out, no fancy lockon dodging, no backing out if I fail, just a faster way to get stuck in and chop up the enemy. Maybe with a more massive slam attack that dazes the stormboy more because he just torpedod the ground at 100mph.
Here's my vote for Stormboyz being crazy speed freeks. Their sprint should also be a reckless, low-altitude flight that you can't turn in the midst of using. With accompanying vocalizations and Hammer of Wrath, of course.
Just based on some observations mentioned in various livestreams (sorry i dont remember which ones) and how the current factions are designed to play against each other i suspect that the orks regardless of loadout/class will have a decent melee option at all times even if that option is a basic knuckle/choppa + slugga combo. Mentioned above the idea of orks being more resiliant to fast attacks, im not sure i agree with that, i mean orks go mostly unarmored or atleast most of their armor doesnt even compare to a basic tactical marine's power armor. What i'd prefer is personaly if orks simply dealt more damage per swing while still being vulnerable to counters, with the afformentioned 'decent melee option' and an idea im about to hash out below, i think orks realy should be all about getting from ranged to melee, working from a point of weakness to one of advantage. The ability to shoot whilst sprinting seems possible, since orks have less of a need to aim and their accuracy is bad to begin with, it would make sense to promote charging to melee behaviour if you can also shoot at the same time. With the vast majority of shots missing anyway and even more when sprinting i don't think it would be too harsh on the balance. For consideration ork ranged weapons could have shorter range/more dropoff on shot as a another balance factor. As for more ranged focused loadouts being able to sprint and shoot would allow orks to enter optimal firing range for their weapons without being completly defenseless as they charge into enemy fire. With all of those considerations i think this would give orks quite a unique feel while playing as opposed to eldar for example who are supposed to move-aim-shoot-move. Enuf' o dem fancy wordz we'z all know orks fight betta.
As long as we actually survive sprinting through the open to do that, which no one really can atm heads up, and get in range for a good fight sure. I just don't want orks being brought down before they ever actually get to play the game. The game they payed to play (Aimed at the hard core SM fans out there not @Mogrom)
While one might argue fluff wise orks dying before they get into combat is perfectly fair, I'd rather not be funny, but useless race of the game. Orks being the lovely fungi that they are should hit the absolute hardest out of all the races in melee; however, should falter when it comes to actually dodging attacks. The problem is though, the current fare of just spamming fast attack non-stop will make orks useless in melee unless they can tank some fast attack hits without being stunned. I fully agree with the formerly said "run'n'gun" ork power. Honestly, Ork shooting accuracy is worse than a blind man's and the game should reflect this so the run'n'gun is balanced. Ork melee classes should be able to sprint towards their target firing their slugga rounds to pepper the poor sod about to be krumped, then followed by a choppa to the head.
I agree with that tanking fast attacks part. I had said the same thing in my first post on the thread. In short in eternal crusade you dodge ork, ork no dodge you. Only really slow hard hitting melee should stagger an ork in melee. In exchange we have wider swings arks but slower swings with less lunging.
I agree fully. But I also have to add that orks HAVE to have a way to be stunned or the fury of the forum dwellers will know no bounds.
nah everyone else just needs to dodge more. That's our weakness lower agility. If they can't just sit there and wail on us that's a good thing. Too many people think 0rks are physically weak. When lore wise a boy is probably just as strong as a none bolter porned out SM
Realisticly the answer lies somwhere between both of these options, i suspect that wargear will be the deciding factor, no reason why an ork or any faction couldnt take an item/armor piece that gives 'unshakable' - reduced effects of stagger' Giving one faction built in stagger immunity would be going too far though, if the rock paper scissors melee system is ever going to work correctly all factions have to play with the same ruleset. That said there is no reason not to give more damage to ork attacks or a larger hit radius, or having the attacks count as one tier higher than the equiped weapon tier (both for durability damage when clanging and also winning a clang) or even a combination of all of those effects. There is many ways to balance ork melee without making fast attacks against orks utterly useless.
oh I didn't say useless. I meant if someone is going to click spam rmb they will regret it vs an ork melee dedicated class. Everyone else has these dodge rols and flips which the orks shouldn't be doing. If they don't play to their strength but instead try to beat us at ours they need to be punished. Simple as that. If you a SM you play like a SM if your an ork you play like an ork. We don't get fancy in melee we kick you in the junk, slug you in the face with the gun in our other hand, and then finish you off with an incredibly devastating melee while you're dazed. Simple yet effective. The ork moto imo.