When I first unlocked the Ork poison bomb, I slapped it on a loadout called "DA MAD DOK" for shiggles. But almost every time I try to actually use the stupid bomb it turns out to be a terrible idea At first the problems seem obvious: first and foremost it's a weapon in a melee faction that makes it actively detrimental to melee your enemies. Your team wants to get stuck in, and now they get sick and die because you tried to use your utility item right as they started to charge from around a corner or from behind you. Secondly it replaces the ever-valuable healing beacons, which HELPS your team when they try to get stuck in. ANd lastly it's negated entirely by LSM healing grenades, Renewal, and CSM healing powers; but then so are bullets to the face so maybe that's just healing doing what healing does best But I'm not ready to write it off as completely useless yet; it seems a lot better on the defensive. Playing a lot of Torias today, the poison clouds seemed not half bad at blocking off routes the enemy could advance from, like the bridge or the elevator leading up to A point. Also it seems like it SHOULD be good at preventing enemy interrupts (or more to the point, preventing enemy captures), even if my team wants to cluster around the point to prevent interrupts the good ol' fashioned way I dunno, I'm just curious what the forums think of this silly little smoke bomb of doom
#orkbalancing everything working as intended. Orks are not allowed to have an advantage over other races. Also you forgot that they can simply be shot dead, usually immediately upon landing so they don't actually do any poison damage at all. This is partially because its nigh impossible to see where you're going to have it land, and also because the damn grenade itself it obvious and extremely easy to hit, unlike the Apothecary grenades which are not only tiny but also grey so they're almost impossible to see.
I suppose it never occurred to you that it can be thrown where you do NOT want to have heavies deployed?
Seems weird to me tbh. Ork lore always made it sound likes orks were immune to most of their own poisons and fungal spores since they were basically made of the same thing.
Once they change deployable healing sources over to be "abilities" will the still take the grenade slot/button? Or with the activate more like the Banshee scream? That might solve the slot issue, though if you take grenades the cost will quickly become punishingly high, as the Sicky Bombs and Dok Bombs are pretty costly(150 each and 300 for Sicky Bundle. One issue I have with the Sicky bombs (aside from depriving you of the very valuable Dok Bombs) is that it's VERY difficult to get them behind cover. They seem to. instead, want to attach to the cover itself and then doesn't appear to poison the people hiding behind it (perhaps a LoS issue to keep the from going through walls) as one would hope to use it to give a few second of reprieve from the hail of fire to close in a bit.
IMO the pain boy is the worst position of all classes right now. It's a melee class that runs around with a knife that causes poison. It has a good pistol admittedly but a basic shoota would serve better. Allegedly it's supposed to get a "pain claw" but I've only seen jump packs make power fist and eq. work.
http://forum.eternalcrusade.com/thr...ld-we-do-about-painboy-nades-poll-vote.60447/ I feel the same way. Orks should be immune to it, this would make the weapon actually viable.
It's pretty easy for me to get 20+ kills with a painboy. Hell, I often poison bomb myself to kill the other target then immediately heal, negating the effect. Plus the Urty syringe is an auto-win in most melee, just dbash and two swing.
Well if it were up to me, I'd scrap the sicky grenade and just make the healy grenade also poison non-orks nearby. I'd also heavily reduce the health of LSM healing grenades and complete the eldar faction.