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Shootah

Discussion in 'Orks' started by RageScreama, Mar 10, 2016.

  1. Bentusi16 Bentusi16 Prefectus

    So what I'm getting is that the Shoota should have the ammo and ROF of the Stormbolter but not quite the same bloom and less penalty while moving?
    mikk34 likes this.
  2. They should definitely have shitty accuracy. So bad that, yes, you can't get it any worse even when moving.
    If somebody remember the old Armageddon Ork Hunters rules from 3rd ed, these guys (who were built like Catachans, not like your usual flimsy humans) would shoot at BS2 when using them because the Orks' own BS came as much from their lack of skill as from how unreliable and unaccurate their guns were. Not like Orks care in the first place.
  3. Getzan Getzan First Blood!

    No the basic shoota is going to need to fill the medium to close range role. We shouldn't base game play on "Lore". Having it mirror the storm bolter is too much, Orks have a ton of ranged weapons that can be equivalents other weapons.

    But until we get the full range of the accessories, who know what we'll be able to do with the guns.
  4. Surebert Surbert Subordinate

    Ork gun lore is completely cannon here. If ork guns can't shoot worth shit, wouldn't make much sense for the existence of race fueled by war to be using them would it? We need the dakka... orks have fantastically fun weapons in 40k lore that scream character and work pretty well, for them at least lol. The baseline shoota is a big bulky ramshackled mess of a machine gun. In terms of its function, it probably should work similarly to that of a man carrying around and hip firing carrying a browning machine gun (which for da lads would work just perfect!). It should be completely devastating at close range, capable at mid range, and abysmal at longer ranges. The gun probably should have a shit ton of ammo in the mag that can spit out a hail of explosive high caliber rocket rounds, and if the player just fires continuously we need to hear some waaaaaaaaaaaahahaha, as our ork blissfully fires explosive lead into spaces marine arses.

    Not to mention weapon customization... maybe get your mek boy to slap on a longer barrel that increases accuracy and range but decreases firerate or something... or have an explosive grenade launcher on it. Ridiculousness is probably one of the most underrated characteristic of orks, and it should come through with their weapons (seeing how important they are to their existence).
    BrotherShrimp likes this.
  5. Zaeryn Zaeryn Master

    Shoota TTK vs Tactical: 1.26-sec, 8 Shots, 0.18-sec Fire Rate
    Strength: 4
    Armor Penetration: 6.
    Spread at 27-Meters: 4.5-centimeters.
    Body DMG per Bolt: 13.6.
    Head DMG per Bolt: 30.6.
    Single-Shot Fire-Rate: 0.195-seconds.
    Single-Shot Body TTK: 1.365-seconds, 8 Shots.
    Single-Shot Head TTK: 0.585-seconds, 4 Shots.
    Burst Fire Fire-Rate: 3-round burst at 0.165-seconds/round.
    Burst Fire Delay: 0.165-seconds
    Burst Fire Body TTK: 1.155-seconds, 8 Shots.
    Burst Fire Head TTK: 0.495-seconds, 4 Shots.
    Burst Fire Recoil Modifier: +50% Recoil.
    Automatic Fire-rate: 0.18-seconds.
    Automatic Body TTK: 1.26-seconds, 8 Shots.
    Automatic Head TTK: 0.54-seconds, 4 Shots.
    Automatic Recoil Modifier: +25% Recoil.
    Shot DMG Type: Impact.
    Shot Max DMG Range: 0 - 27-meters.
    Shot 68% DMG Range: 27.01 - 54-meters.
    Shot 34% DMG Range: 54.01-meters+.
    Recoil per Shot: 66.7% of Base Reticle Diameter.
    Magazine Size: 45 Shots.
    Extra Magazines: 4.
    Firing Modes: Single-shot, Burst fire, Automatic.
    Ammo Types: Bolts.
    Early Reload Speed: 2-seconds.
    Empty Reload Speed: 2.8-seconds.
    Projectile Speed: Hit-Scan.
    Bolter TTK vs Shoota Boy: 1.5-sec, 7 Bolts, 0.25-sec FR
    Strength: 4
    Armor Penetration: 5.
    Spread at 48-Meters: 3.4-centimeters.
    Body DMG per Bolt: 13.6.
    Head DMG per Bolt: 30.6.
    Single-Shot Fire-Rate: 0.275-seconds.
    Single-Shot Body TTK: 1.925-seconds, 8 Bolts.
    Single-Shot Head TTK: 0.825-seconds, 4 Bolts.
    Burst Fire Fire-Rate: 3-round burst at 0.225-seconds/round.
    Burst Fire Delay: 0.225-seconds
    Burst Fire Body TTK: 1.575-seconds, 8 Bolts.
    Burst Fire Head TTK: 0.675-seconds, 4 Bolts.
    Burst Fire Recoil Modifier: +50% Recoil.
    Automatic Fire-rate: 0.25-seconds.
    Automatic Body TTK: 1.75-seconds, 8 Bolts.
    Automatic Head TTK: 0.75-seconds, 4 Bolts.
    Automatic Recoil Modifier: +25% Recoil.
    Bolt DMG Type: Impact, AoE.
    Bolt 16.7% AoE DMG: 0 - 0.17145-meter radius.
    Bolt Max DMG Range: 0 - 48-meters.
    Bolt 68% DMG Range: 48.01 - 96-meters.
    Bolt 34% DMG Range: 96.01-meters+.
    Recoil per Bolt: 50% of Base Reticle Diameter.
    Magazine Size: 30 Bolts.
    Extra Magazines: 4.
    Firing Modes: Single-shot, Burst fire, Automatic.
    Ammo Types: Bolts.
    Early Reload Speed: 1.875-seconds.
    Empty Reload Speed: 2.625-seconds.
    Projectile Speed: Hit-Scan.
    Effects: Direct hits apply Impact DMG to target only.

    The Shoota has the TTK, Fire Rate and Magazine Size advantage, while the Bolter's greater accuracy and range provide it greater medium and long range effectiveness than the Shoota; however, part of the Ork WAAAGH! buff could be reduced ammo consumption to help Orks make up for otherwise typically being outclassed in ranged combat.

    Only, many Ork weapons are just as strong as non-Ork counter-parts, such as the Ork Shoota having the same Strength as an Astartes Bolter. Therefore, they should deal the same damage per shot, with Ork weapons firing more quickly so they kill faster than a Bolter does, making up for the fact an Ork even with 'Eavy Armor by default has less Armor than a C/SM.

    That would prevent bE from being able to implement specific weapon skins for players to use as Orks, unless using one of those special skins prevents the gun's appearance from randomizing, in which case you can just have more weapon skins for Orks than other factions due to the greater possibilities.
  6. 'EadThwacka Im_a_Turtle Arkhona Vanguard

    Where are these weapon stat numbers coming from?
    Getzan likes this.
  7. RageScreama RageScreama Well-Known Member

    Instead of skins for orks they could do pay for parts instead. Flashier parts with animations that players can move around.
  8. Zaeryn Zaeryn Master

    All of my weapon and class statistics have been developed using the TT as a guideline.
    For determining Strength DMG Value I looked for a base for 10 DMG. Imperial Guardsmen are Humans with S3 so are the 10 DMG base. Using a system that rounds to the nearest 1/10th, Strength 1 must be at least 3.4, resulting in S3 being 10.2 DMG.
    Weapon Accuracy/Spread is Strength x 3.4 divided by User Ballistic Skill, with the actual Spread distance being based on the weapon's TT range x 1/2 of User BS.
    A Tactical Marine in Power Armour has a 3+ Armor Save(4 on a scale of 1 to 6) and 4 Toughness(scale of 1 to 10) with 1 Wound; an EC Tactical Marine would have 66.8 Armor and 40 HP.
    A Nob in 'Eavy Armor has a 4+ Armor Save and 4 Toughness with 2 Wounds; an EC Nob would have 100.2 Armor and 80 HP.

    Those would still be skins and could simply be Rogue Trader skins that require Rogue Trader points to purchase. The more simple skins would be collected through meeting certain requirements/challenges(I.E. 25 head shot Downs beyond 25-meters).
  9. RageScreama RageScreama Well-Known Member

    I'm fine with part reskins that allow mix and match customizing. I just don't want 20 different paint jobs for the same gun. Thats why I'm not a fan of entire gun/character reskins they just become samey and boring when you see everyone else has it also.
  10. Did you say 25 head shots?

    If I hit something with my Shootah it should be considered an accomplishment

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