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Playable Orks?

Discussion in 'Orks' started by Korinthian, Dec 1, 2015.

  1. Actually, that kinda'of iz
  2. Why not get @Oveur to then do the Mocap, just act more Gorilla like. I mean thats threatening no?>
    Rokdakgut-rippa likes this.
  3. Kell Kell Well-Known Member

    oh man...can't wait for the orks be playable.

    every now and then i take a look at nathans tweet..just to see something new on the green front...oh man..cant wait...
    [​IMG]
    Ashgarm likes this.
  4. Bossaroo bossaroo Well-Known Member

    I just realized why orks are gettin in last !!!!!! Saving da best fa last !!! Or da fact dat weez inviative 2 dat moight be why
    Philos likes this.
  5. they can t' handle the waaaagh its to powerful
    we will probably get an estimate after Christmas
  6. Shas'ui yen'shi Zatoichi Active Member

    I think orks would definitely need a rework even in the very concepts since basic classes were decided for an open world game and with f2w in mind, which both features are now out for release at least. Also at that time, it was an absolute negative to have snipers as stealth classes, which are definitely announced to be in the game now.

    My guess is they'll have to add kommados as basic class to have one stealthy class for orks faction, which needs to have cunning classes for cunning players. For the moment basic orks classes are marines classes pendant, though orks should be way less accurate thus less deadly at range lore wise, meaning the only decent class would be stormboy for matching marines but only in melee...

    Also I think ork boyz should be added as the main capping class, coming with either :
    - shootah (way more damage at close range than at mid range, like between the bolter and the stormbolter)
    - burnah (suppressing on time)
    - rokkit launcha (damage and knockback)

    That would raise basic classes list up to 6 instead of 4 :
    - nob* as dedicated melee class (better equipped, tougher than basic boyz)
    - boy* (slugga + choppa as default melee loadout)
    - loota/ heavy shoota
    - stormboy
    - kommando*
    - painboy

    Finally any ork should has a brutal charge forward ability (instead of the roll) and jump for sides/back dodging (like marine devastator) and obviously a waaagh bonus making orks faster, deadlier as specifically harder to suppress for the more orks there are close to them, up to a defined maximum of course.

    That would definitely be a faction I'd like to play as an ork : lots of mayhem, brutal force as some cunning for a good orkish recipe : ]
  7. Why do we need a stealth basic class? SM or CSM have no stealth too

    Leave stealth for the sneaky Elves

    Ork range combat will be inaccurate that's true
    But our rate of fire is also much higher
    And hopefully our magazines are bigger too

    But in the end most of the orks classes will do what all orks love to do
    Getting personal

    And therefor orks need lots of tools to close the gap between enemies and them

    I'm working on a ork faction description for some time now
    Hope I can present it soon ^^
  8. Shas'ui yen'shi Zatoichi Active Member

    I think the major strong point of orks would be to stick together to overpass hb positions for example, but orks can be sneaky too, and I think an elite class as kommado is too restrictive : it should be a kommando nob in my opinion, to make it actually elite, leaving kommando boy to be a basic class.

    For the melee part of orks taktik, this is why i suggest a charge instead of a roll, a move which could allow orks to gain terrain significantly fast enough to engage in melee before getting rekt by range weapons. So if you add this with the waaagh effect, an ork mob charging would be really dreadful to face, even for marines.
  9. Well for charging we have the sprint button
    But I agree that orks shouldn't do combat roles
    That's not orky
    The ork sprint would be like they plan to make terminator sprint
    Starting slower then others and accelerate up to a certain threshold
    Which should be faster then SM sprint
    The waaagh effect will boost that for sure

    I would also like to see orks shooting while sprinting
    This will be super inaccurate but gives another speedboost (this simulates orks reckless use of guns)

    I think leaving the commando as elite is good
    Cause he is a specialist, I would suggest the same for SM scouts
    While they are weaker they are highly specialist in one thing
    And thats what an elite is to me
  10. Bentusi16 Bentusi16 Prefectus

    Are ya. Degrading. My Kommandos.

    Da zog did ya just say about me ya little git? I’ll have ya know I krumped da nob of my squad in da Kommandos, and I’ve been involved in numerous secret raids on da spacey marines, and I got me 300 skulls. I’m da top krumper in all da Blood Axes. ya are nothing to me but just anodar target. I will wipe ya da zog out with precision da likes of which has never been seen before dis waaagh, mark my zogging words. ya think ya can get away with saying dat zog to me over da Internet? Think again, grot. As we speak I am contacting my secret network of boyz across da waagh/ and yar IP is being traced right now so ya better prepare for da storm, maggot. da storm that wipes out da padatic little thing ya call yar life. ya’re zoging dead, kid. I can be anywhere, anytime, and I can krump ya in over seven hundred ways, and that’s just with me bare hands. Not only can I krump ya wiff me bare hands, I have access to all da guns in the WAAAAGH and I will use it to its full extent to wipe yar miserable rear off da face of da continent, ya little grot. If only ya could have known what orky retribution yar little “clever” comment was about to bring down upon ya, maybe ya would have held yar zoging tongue. But ya couldn’t, ya didn’t, and now ya’re paying da price, ya git. I will lay da waaagh on ya and ya will drown in it. Ya’re zoging dead, kiddo.

    ANYWAY

    yeah I kind of agree now that we know Free2Waagh is out I think a rethink of the whole thing IS going to be necessary.

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