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So Why Do Orks Get Extra Survivability Again?

Discussion in 'General Discussion' started by Moomoo, Oct 6, 2016.

  1. Ser DJ Hodor TheBurgerMeister Well-Known Member


    After that twitch stream today I'm feeling sad. Still no real changes to melee.

    I skipped through it a bunch so unless I missed something, its going to be a terrible week next week.
  2. Delgear Steam Early Access

    sorry i hate the qoute system i find it too hard to read the tiny text so im taking it out of qoutes to adress each statement in kind.

    Sorry you feel offended didn't mean to I was hoping you would actually say. Why yes of course I deactivated my Nagle Algorithm because that old coding is obsolete ever since we got out of dial up.

    It is indeed disabled and always has been ... not that it moving me up to 10ms to the server would matter that much.

    4 clangs vs chopper. You do realize thats the ork Dbash animation right? The stairs bugged you getting stunned most likely.

    you do realize 2 clangs should shred his weapon right ? im 3 clang tiers above him not considering the ork passive then consider that im still 2

    How about this Dbash . I think I already mentioned the dbash stun being bugged and worked on in the first thread. It also looks like you are letting go of your charged attacks early which results in the fierce attack animation at normal damage.

    dont you think dbash not working affects the classes that HAVE TO have it to dps more than one that can point and click at 100m ?

    And this Dbash. Looks like a Client server sync issue to me, orks don't go into a roll that fast. Your client says You stunned em, server says nah and updates your side with what really happened. Or its the aforementioned Dbash bug that is being worked on.

    again i fail to see how this didnt advantage and would always advantage the ranged class.

    This Just Lag To ? . Yeh bro, pretty certain that is lag. When I get hit like that I die instantly and my ragdoll gets dragged. When I run over others they Die instantly as well... you got pushed for 2 seconds before dying. If not then the death animation is just on a lower priority then the charged attack animation but a higher priority to the landed attack (Sounds stupid but they have made a lot of stupid mistakes). IT would also explain why your hit didn't land because to everyone else your were dead.How does that not look like a sync error to you?

    you are focusing on the wrong thing ... thats a stunning fierce to the tank that should have stopped its motion and driving and pushed it back .... not the afterwards .... there was no rubberbanding it was all smooth there was an impact flash from the fist hitting its target which would not show up in a synch error like the melee synch error i posted in the tactical videos of me knifing him and not getting anything showing up. you know claiming anything that disagrees with a point of yours "lag" is pretty suspect. especially when there is no onscreen signs of it.


    Heres some more stalker bolter for you . Yeh looks pretty shitty for sniping. However the bullets are all falling within the reticule spread. You do understand the bullet will go anywhere in the reticule spread not right on the dot, yes? Maybe aim the dot above the head of the target, Seems to work for me on other guns.
    Lexicanum champ, and its everywhere else the stalker bolter casn be found except this game ::
    Stalker Bolter
    The Stalker Bolter is a variant of the standard Boltgun. With an elongated barrel and scope, it is used by Space Marines as either a precision battle rifle or sniper weapon.[8b][28]

    Really it looks like you are not very familiar playing the Ork race animations and maybe the Eldar as well. The rest really does look like a sync error. You should do some trace routes to the server and check for delayed hops and packet loss. I promise you, you are not supposed to be pushed by vehicles when they hit you dead on, I've seen that once while I was running a busy server in the background for Ark and downloading large files at the same time. Orks also do not go into a roll that fast it was obvious client catch up to server moment.

    you are absolutely supposed to push and stun vehicles when you power fist them ... do you even play this game ?
    http://plays.tv/video/57e80fe8ec19c69491/nostun-damage-then-killed-by-tank-detonation-?from=user

    You can google low ping high latency or low ping Packetloss... its not a crazy Idea I made up its something that is quite common. Pack loss for instance does not alter your ping as you are dropping packets which speeds up the latency or keeps it the same. If you Nagle Algorithm is enabled it could explain it on some OS. However this is something that can almost always be remedied sometimes with just a call to your ISP or it could even be noise on your line.

    my line is fine dude i worked emergency IT for 5 major hospitols for 2 years.

    I hope your not directing melee overpowered at me? I have never supported that concept. IF melee reachs range they should mutilate them majority of time. Ranged players need to learn to coordinate. Theres a reason Warhammer has rules for fireing on a squad engaged with one of your other squads in melee. Its an intended tactic.

    somewhat you did insult my ability to perform my profession and attempt to refute my claim that melee isnt as op as people make it out to be when you knew jackall nothing about my hardware or networking situation. kinda strange coarse of action for someone that "agrees with me"

    Look I am not trying to be a Dick but maybe you need to look into the game mechanics a bit. Your video It takes 3? Is a big indicator. The target is over 100 meters away. Look at your stalker bolters damage read out again. 95 damage within 25 meters 24 damage at 130 meters. The Capture point he is near is at 144 meters you start losing damage outside 25 meters so no 3 hit kill which would still not kill a CSM or LSM without at least 1 head shot do to stalker bolters 80 penetration and a LSM/CSM base 100 toughness and 200 health 100 armor. Keep in mind the stalker bolter is not a sniper rifle, it is a modified Bolter with higher close range impact,accuracy and silenced shots Unfortunately we do not have the astartes sniper rifle in game yet http://warhammer40k.wikia.com/wiki/Sniper_Rifle

    you are failing miserably at not being a dick.

    100M isnt even half the stalker bolters first range increment :: pg 145. deathwatch :: this weapon may be functioning as intended but whats intended is stupid as hell. It also has accurate and tearing in TTRPG its standard DP shot is higher than the bolter by a decent margin due to "accurate" and how it functions it should do upwards of 3x damage on a headshot for the first range increment in the case i presented. i can understand scaling it down from first falloff being 200m but i should certainly be able to fire from closest ruins on harkus and hit what im aiming at with a "precision battle rifle" theres old bolt action WW1 rifles that can make that shot. its also not supposed to have a muzzle flash and have greatly reduced sound dampening.

    My entire argument the entire time was that melee isnt as op as people think it is its the fact that theres too many dead fish classes out there tats weapons dont work right or dont make any sense ... ::

    Why is the apoth higher dps than a JPA with a power maul or power fist with his 150lp narthesium and ability to equip a bolter a heal aoe grenade(3stock) more EHP.

    why when the devs review balance on the twitch do they say stuff like "Tactical is under performing so we are going to buff apothacary to better help the tactical" ?

    why is there a faction that another faction has LITERALLY almost every gun they have and several more, and more LP efficient equipment, 2 classes that can cap so they dont have to use the crappy long overdue for balancing work tactical to lose punching poer to cap. more acces to armor and toughness and mobility for less LP, ranged healing without a 3 charge limit that can pick people up from a distance, a matching aoe heal that also applys the apothacaries 20% damage down defense buff while it affects whole rooms of people.

    Why as poor a toughness/vs pen system is only a 20 toughness detrimentto "some" of the classes considered ok ? when they have time and time again realized that TTL is greatly influenced by hitbox size ala orks takeing 80% more headshots than any other faction.

    How are people able to say LSM are all team killing noobs and eldar are perfectly super skilled when one patch ago eldar had the most team kills with such a tinier population ?

    how is there an LSM item that costs 580LP(heavy bolter) thats just a regular heavy bolter ... or how is there an item on LSM that give the free faction bonus from the orks for 600LP !!! in relation to the lsm the ork free bonus is only obtainable through spending 600 LP.

    Theres so much detachment from reality in the forums .... people calling every time they see something not right lag ? or every time they die that weapon must be OP, never mind the circumstances that lead to their death .... i predicted the meta and changes in the last season of patches and im making a prediction now if the devs follow through with thier plans, you will see an all apoth/dev lineup on LSM and it will be FAR worse than JPA's killing you when you went somewhere all alone or turned yourself away from a dangerous doorway to brace for kill farming ... take a look at what BRO matches look like right now and you'll see the implied future of the game. its going to then result in plasma cannon getting nerfed and apoth getting nerfed because it was never the needed solution.
  3. Actually they said the Ork health buff is going to be reduced, a.k.a. nerfed.
  4. Rakza Rakza Preacher

    Orks will be at 230 Health Point but will have a HeadShot Damage reduction.
  5. Think it's 220. Nathan said their health buff would be 20 now, I took it as meaning 220 now, not 20 less than current 250.
  6. Rakza Rakza Preacher

    In it's phrasing he said that LSM/CSM Tacticals will get +20 Armor points and that Orks (Blabla = Justification) will loose 20 HP.
  7. Meh either way it's a nerf. People who couldn't aim and were killing Orks with body shots will need less damage now and melee will need less damage to kill them now since Headshots aren't a thing in melee.

    Overall Orks should go down faster.
  8. Gazrick Gazrick Well-Known Member

    They also mentioned that we'd take less damage from the front but more from the back? And less Head Shot damage? Or is the "less Head Shot damage" the mitigated damage from the front of the Ork? o_O
  9. Rakza Rakza Preacher

    The whole explanation is :

    The +50HP for Orks was a bad "correction" of the Orks problem.
    The problem was that with their Models and the Head in the center of the body, players aiming at the Head were ending also hitting the body. In that way, Orks were taking too much damage from the front side and that was a problem.
    With the fixed Hitbox and the HeadShot Damage Reduction, Orks will be able to take more damages from a facing opponent and will be more vulnerable to flank/rear attacks because it's considered as tactical move to flank someone.

    So instead of a simple + 50hp it's becoming a +30Hp/Headshot damage reduction
    Kaptain_K_Rool likes this.
  10. I know why they did it, and I'm not against it. I'm just saying either 220 or 230, either way it's a nerf to our current level of survivability, especially to unskilled aimers and melee swings, which is fine.
    Kaptain_K_Rool likes this.

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