Nah we aint weak! We just aint all dat smart tacticly. They use sub par equipment and make lots of dumb decision in a major battle. Sometimes that Sweet I was looking for some salt for me squig fries!
Lets examine what 50 health actually does for an ork. It changes ork base health from 200/100 to 250/100 (Health/Armor) For guns that means hitting an ork 2-4 more times with a gun depending on bullet damage. With fire rates at around 600RPM that means an ork will live approximately 0.25seconds longer to take those extra bullets. For Melee the average weapon deals around 120 on a light attack and 210 on a heavy attack, +50% if the attack hits from behind. This means an ork would take 1 extra light attack, and 0 extra heavy attacks. increasing TTK on an ork anywhere from 0.25s for the light attack to 0.0s for the heavy attack. So you see, ork health literally means almost nothing in almost all cases for TTK HUGE ADVANTAGE WE HAVE THERE. Also take into account that eldar are quiterally twice as hard to hit with bullets and move faster and dodge faster. Why isn't their health reduced for this advantage? Instead they have the same health and 4-7 classes lose 20 toughness (Irrelevant since beating toughness doesn't increase damage by anything, it simply ignores the damage reduction) Eldar's smaller profile makes them by far the tankiest faction in the game, every fight will result in bullets missing them that would hit anyone else. By the way, to pay for this 50 health orks have: 1. Worse vehicles that are the hardest to drive in the game and get stuck very easily because of car controls instead of tank or hover 2. Largest and easiest to hit transports in the game 3. No Melta/Fusion gun which kills vehicles 10 times faster than any ork anti-vehicle weapon 4. No Plasma Cannon (Kannon Deffgun is NOT equivalent) 5. Largest hitboxes in the game 6. Easiest to headshot in the game 7. Least accurate weapons in the game (And before anyone says it, eldar get the fastest fire rate weapons, NOT orks) 8. No accuracy Standard for leaders 9. Painboys instead of Wizards (yes I know apoth sucks just as much) 10. Healing Grenade easiest to spot and destroy 11. Orks NOT immune to the painboy poison grenade 12. No rifle option for painboys, limited to 2 weapons only, needle and pistol. 13. Unreliable Rokkit Launchas which veer off target after 15 feet (estimate) 14. Slowest and more unreliable Parry/Dbash in the game 15. Worse shields than LSM 16. Power Klaw is slower than Power Fist of the L/CSM Come talk to us when you actually have a grasp of how things work instead of calling out literally orks' one miniscule advantage that amounts to practically nothing in all cases of combat, which we pay dearly for in subpar weapons, classes, and vehicles in every category. The only reason orks stay relevant at all is because each of our players are forced to be better than their equivalents to stay even with them.
Lol 90% of the stuff there is complete none sense. I can literally create a nonsense list like that for every race. I play all the races and my experience is from both playing as and against orks. No idea why you are mentioning Eldar so much. Everyone by now knows Eldar has things that needs toning down. There is nothing more skillful about the ork player base (in fact 80% of the ork player base doesn't know what to do beyond spamming heavy attacks). It is very obvious to anyone that plays orks (who isn't biased) and fights orks that they are much more survivable in melee. Feel free to keep being as blind to the ork advantage as the Eldar fanatics are about their advantages. I must say, I crack up every time someone brings up the "more skillful player base" argument.
The main reason for orks having 50 more health is that the head hitbox is not only bigger, but also in the center of the body. That makes so a frontal engage usually ends with the ork dead when the health was the same of a space marine. Now with this buff we have the advantage on the short range, but we still suck at longer ranges.
OP why did you phrase your topic as a question only to deny all answers? Why not just say "nerf Ork base HP"?
"Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring." — Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist It is obvious. Orks are Saiyen
Toughness is a worthless stat anyway, if orks had 80 toughness weapons would do literally like 3 more damage
I'm actually fine with the extra health for Orks because it fits with the lore and because: -Chaos has the Marks system, AOE heals, ranged heals, Sorcs have offensive spells in addition to Axes and Swords, and their Ground Assaults can capture. I have faith that Mark of Khorne for melee will some day be improved and worthy of the title. The blood God is NOT happy with BHVR at the moment. -Eldar have speed(a bit too fast IMO), AOE heals from Warlock, ranged heals single target, offensive spells in addition to their melee weapon. Quicker rolling, climbing, vaulting, quicker transitions between actions. Faster vehicles, more agile vehicles that are only slightly less durable than Ork and Astartes vehicles. -Loyalist have.... well Loyalist dont really have their asymmetric balancing mechanisms as a faction. Sure Apo has their bolter, Wolf Priest has their Rites of Fire that will be nerfed to uselessness eventually. Gear can't fix the problem. Grav weapons will NOT help Loyalist melee classes or their medics and are NOT the answer IMO. Orks have a shield that's only slightly less effective than the Shieldbro, so Shieldbro is obviously NOT the answer because loyalist are sucking. Gear is NOT the answer. Faction wide asymmetric advantages would be: - an additional 40% to 50% HP for all vehicles. Goes along with Brent's motto that Loyalist are more defensive in nature than Chaos. So instead of Fire Dragon taking 5 seconds to destroy Loyalist Rhino, it will take 8 seconds. -An additional 5o armor to their base stats. Goes along with Brent's motto that Loyalist are more defensive in nature that Chaos. -More vehicles available for Loyalist(see reasons below). -Inherently Faster armor regen delay and regen rate. Goes along with Loyalist having access to the latest and greatest technology rolling out of Forge Worlds and rolling out of Mechanicus assembly lines. Loyalist have access to Mechanicus contingents aboard every single ship of the line, aboard most Astartes capital ships, and attached to most Astartes battlegroups. Chaos have access to some Dark Mechanicus contingents but they are few and far between. Many Chaos Legions are wearing older Marks of armor, as well as having to salvage stolen or looted war gear. They dont always have access to proper forges and repair facilities for their ships or their armor. They dont have access to the endless supply of new armor sets rolling off the assembly lines of Mars and other Forge worlds. BTW ork vehicles should be a lot less durable. They should be plentiful, but a LOT less durable. Eldar should have the least number of vehicles available because they're Eldar and everything is rare and precious to Eldar. I'm not being a smart ass. Their vehicles are extremely agile and very fast, so there has to be some trade off? They're only slightly less durable than Rhino and Predator.