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power weapons vs chain weapons

Discussion in 'General Discussion' started by Levail, Aug 17, 2016.

  1. Frank FrankM Curator

    what i have been wondering is why power swords and chainswords are on the same clang tier. howling banshees only have one real weapon (other than sonic scream and pistol) and it's as effective as the next to worst melee weapon in the lore. in lore and tabletop banshees would stomp assault marines and any other melee class that isn't dedicated to power weapons. (oh thats right, power swords can cut through terminator armor anymore)
  2. FIFok FIFok Arkhona Vanguard

    What point from that variety of orcs melee weapons?
    a. What difference between chain choppa and usual version? speed? i dont feel any speed difference between orcs melee weapons, it's so?
    b. What advantage choppa and usual axe have vs maul?(+ maul and orcs axes have more distance traveling with each strike.
    It turns out that for 200lp only maul valid?
  3. Zaeryn Zaeryn Master

    How melee weapons should perform/What melee TTKs should be:

    Combat Knife TTK vs C/SM: 2.4-sec, 8 Basic Attacks, 0.3-sec Attack Speed, 3.4% Stamina Drain

    Chainsword TTK vs C/SM: 2.1-sec, 8 Basic Attacks, 0.3-sec AS, 4% Stamina Drain

    Power Sword TTK vs C/SM: 2.1-sec, 7 BAs, 0.3-sec AS, 5% Stamina Drain, 66.8% Block Penetration vs CKnife/CSword, 16.7% Armor Penetration vs Power Armour

    Frost Blade TTK vs C/SM: 1.5-sec, 5 BAs, 0.3-sec AS, 5% Stamina Cost, same BP/AP as PSword

    Power Axe TTK vs C/SM: 2-sec, 4 BAs, 0.5-sec AS, 0.1-sec Stun, 6.7% Stamina Drain, 83.5% BP vs CKnife/CSword and 16.7% BP vs PSword/FBlade, 33.4% AP vs Power Armour

    Frost Axe TTK vs C/SM: 1.5-sec, 3 BAs, 0.5-sec AS, 0.1-sec Stun, 6.7% Stamina Drain, same BP/AP as PAxe

    Power Fist TTK vs C/SM: 1-sec, 2 BAs, 0.5-sec AS, 0.15-sec Stun, 10% Stamina Drain, same BP/AP as PAxe

    Thunder Hammer TTK vs C/SM: 1-sec, 2 BAs, 0.5-sec AS, 0.2-sec Stun, 20% Stamina Drain, same BP/AP as PAxe, AoE Splash

    CKnives and Cswords are the basic armaments so for the most part the higher tier weapons should just be better and therefore more expensive.

    Players should not clang with their attacks, they should Block if they want to defend.
    Block should cost Stamina based on the cost of the attack Blocked, modified by the difference in Strength between the weapons.

    For example, a CKnife 3.4% Stamina Drain Basic Attack would only drain 2.6% Stamina(2.4 - 25% rounded to nearest tenth) from a blocking Chainsword, while the Chainsword's 4% cost attack would drain 5% Stamina from the blocking CKnife.
    Charge/Sprint Attacks add S+1/+2 respectively for counter-blocking purposes, allowing them to soft counter Block.

    Block should allow players to cancel their own attack animations but should be unavailable when out of Stamina. This means attacks, which should be slowed when out of Stamina, cannot be canceled when out of Stamina.

    Weapons with higher Armor Penetration should be able to deal damage through their enemy's Block.
    For example, a Power Sword with AP3(4 of 6) should be able to deal 66.8% of its damage through the Block of a CKnife or Csword, while a Power Axe with AP2(5 of 6) should be able to deal 83.5% damage through a CKnife/Csword Block and 16.7% damage through a PSword Block.

    It would be infinitely better to properly balance the weapons and allow even basic classes to use them.
    Sily and Trenchwar like this.
  4. Sleepylion Sleepylion Well-Known Member

    Yeah, that isn't right. But neither is being able to equip every with lv 1 character. You must know that we still have no progression system, right?
  5. Redfingers Recruit

    Why do people talk about tabletop on this forum.

    Howling Banshee is S3, T3, WS4, I5, A1. Assuming neither party gets the charge, banshee attacks first, +1 A from CCW+pistol = .5*.33*2 = a whopping .33 chance to kill an assault marine at I5. Assuming 5 banshees against 5 Assault marines, that's an amazing 1.66 models killed at I5. AM turn at I4, .5*.66*.5*2 = .33 chance to kill the Banshee. Assuming 3 remaining marines, that works out to 1 dead Banshee. So end of turn one you've got 4 banshees and three marines. That's with basic chainsword and bolt pistol.

    Assault marines would benefit from their jump packs, normally getting the charge due to double the movement speed and getting +1 attack, changing the equation completely in their benefit.
  6. 0strum 0strum Arkhona Vanguard

    Obviously... But that shouldn't make this much of a difference in this particular game. I remember the developers saying that they want progression to give players more choice, not just more raw power.
  7. RuntKikka RuntKikka Well-Known Member

    I think chain weapons need some kind of extra bonus to give incentive in using them.

    Maybe a chance to cause a bleed if you hit through their armor?

    Another way to get more weapon diversity is to just make more attractive wargear you'd be willing to shell out points for.

    Chaos has the right idea, their options are varied with different costs for more powerful effects but good luck taking a sigil with a good weapon or armor and having a good gun or grenades and a medkit. You have to make sacrifices for the good stuff which is how it should be.
  8. i dont think that this would be better
    the lore has really strong weapons, some of them are in EC currently.
    but they are not that powerful cause they have to be balanced with the rest

    if they would be veteran+ equip we could make them really outstanding and good and loreaccurate

    good example is the stormbolter, one of the best rifles for SM but in EC its more a spray and pray weapon

    also i wouldnt like to see everyone with one of this rare iron halos
    they should also be veteran stuff and create a real shield around the user like it should be
  9. Levail Arkhona Vanguard

    hmm iron halo's on every one is kinda weird
    Kaptin_Pokkets likes this.
  10. Well to be fair if you're well read on HH and 40K canon, Chain weapon wielders versus other Astartes have to try and hit weak spots at the joints, neck, the gap between the torso armor and leg armor. Most chain weapons(most, not all, Gorechild has special teeth) dont have the teeth to penetrate ceremite. Chain weapons were originally made during the Great Crusade for killing fleshy creatures or lightly armored creatures like squishy humans, bugs, Orks, mutants. Power Weapons on the other hand are a different story.

    Still though Chain weapons need to be effective in game. I also think the slower swinging axes having the same Armor Piercing stats as the swords of the same type is total BS.

    FYI if you're not all aware Power Sword and Power Axe have the same AP. Chainsword and Chainaxe have the same AP. Force Sword and Force Axe have the same AP. That's wrong in my book. Axes should have higher AP.
    Lorgars-Faithful likes this.

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