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Power Klaw is trash

Discussion in 'Orks' started by Gazrick, Nov 18, 2016.

  1. And crank the damage numbers a bit higher. You can't even kill someone who's stunned from a Dbash in the timeframe you have with the power klaw at the moment.
  2. MEGANOB MADNESS TheMadnesss Arkhona Vanguard

    what i dont understand is why did they make the Power Klaw slower when:
    1. it does the same damage as the SM and CMS's Power Fists
    2. both the Jump Assaults/Raptors/Stormboyz and GA's/Sluggas/Traitor Assaults can both carry the Klaw/Fist
    and 3. when the devs themselves said long ago they wanted the ork melee fighter to be more common and USE the Power Klaw back when orks where still in Founders Server only.

    it just doesn't make no sense, not only from a gameplay standard but even in tabletop both Klaws and PFist's force your initiative to 1 (meaning in a melee fight your guy with the PF or PK hit LAST in their parties, at least with nobs and sergeants. Im okay with it being slow but for christ sake make the SM/CSM just as slow!)

    did they do it in fear alot of nobs would carry PK's, because there isn't many nobs either with how they set up that god forsaken 3 lives a match BS.
    Gazrick likes this.
  3. What also infuriates me is how the marine equivalent can skate around the floor like he is on roller skates and move faster than run speed whilst decking you with a power fist . As you rightly said the claw is trash and the attack speed is far to slow only people that don't see the big thumping ork and dust cloud coming from behind get whacked.

    I have noticed it has gone from 2 quick attacks to 4 to kill a marine now
    Gazrick likes this.
  4. Orkman D Orkman Curator

    Nothing feels worse than watching some Ork trying to be right proppa and wielding a klaw, only for him to be so slow as to take 5 seconds to actually get a power attack off the ground.

    Hell earlier today I managed to nail a vehicle that I watched some poor lad finally not only get in range to use his power attack (this in itself was a 8 second ordeal, 3 of which was getting close enough and orienting to actually hit the Predator tank) but unluckily enough managed to get the second to last hit on, my Deff Kannon winning out on the final blow and blowing the hapless boy to Gork and Mork.

    I'm still sorry for that one.

    I can't even imagine the pains people have to go through to use it on other players.
  5. Gazrick Gazrick Well-Known Member

    Agreed with everything except the number of hits to kill a marine, I still kill them in one fast attack hit and then give em a few licks of me slugga.

    Why it isn't the same as the marine's Gork only knows.
  6. Redfingers Recruit

    Nah more like - stand there charging your power klaw waddling towards a Wave Serpent for 4 secs, "PING!" charge goes off, and you swing just as the Wave Serpent slides into you sending you to kingdom come.
    Gazrick likes this.
  7. Celestia Celestia Prefectus

    They need to fix the power armor for sure, when using the heavy punch it's supposed to make you immune to roadkill effect and the punch disables to vehicles movement and weapons.
  8. Redfingers Recruit

    Even if they give that back, you're still a sitting duck for roadkills for 4 seconds while the attack charges - you can't roll out and your movement speed is severely reduced.

    Not viable against Eldar grav tanks.
    Gazrick likes this.
  9. That's the reason why the Klaw imho is not a good weapon choice: Eldar, SM and CSM mainly have chainswords and powerswords. They are extremely fast: you cannot even d-bash through those sword lunges... the Klaw is too slow. Against that kind of enemies you just die.

    By the way if you manage to d-bash JPA can still fly away (but that's another story).
    Gazrick likes this.
  10. It's only really good on a flyboy, but it's pretty good on a flyboy.

    Since people have a tendency to just spam light/heavy attack with swords, if their that dumb you can just out clang them, then slap them with the klaw and blast'em a bit with yer slugga, and if they parry, you should be able to boost out before they kick you. Also let's you get out of sticky situations.

    Charge attack is situational, but it's amazing for hitting gits from behind. I once had a right good larf when on a fortress assault map, I boosted up to where some space gitz were blasting, snuck up behind a big gunner git with a charged power attack, and sent him flying. I stepped back behind a pillar, and his apoethcary friend looked round for him, before I came round the pillar and did a charge attack on him. I got like, maybe 6 or more people doing this before they caught on.

    I found it alright on vehicles if you can close the distance. Space gitz trucks don't turn fast enough to krump yah if you have the kunnin' to actually move. Pointless against grav tanks, but their known to have issues.

    A tip if your using the klaw against vehicles - pack a krak grenade. Use it to finish it off to avoid dying to the dumb blast.

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