I like the concept, but not sure on the tuning. Let's do it on UAT and figure out what needs tweaking.
Because before the buff orks got owned so bad they were being destroyed on all fronts. Devs did it in attempt to improve them. And orks are still bottom of the barrel as a faction. Along with SM.
Well we don't have Rites of Fire, Plasma Cannons or Melta guns to name a few reasons. E - Also; our head = our body.
Why? You have no idea how they will operate or what they will bring to the game/SM toolkit. Rhinos are used to attack. They are mobile transports used for pushing points. If you want to have this defensive idea then you should have the strongest and most durable quad guns, perhaps the predator could have a HP increase. The Rhino is almost exclusively an offensive tool. Armour is worth more than HP since it regenerates. I don't agree this is a fix, nor do I agree it goes with a motto of being more defensive in nature, unless it only applies to defensive classes of course - ie - Heavies and Apoths (but I don't think this is what you mean). More vehicles and 40% - 50% extra HP for them? Seems way too strong on paper. We can't just go off the lore, if we do then every Ork player will be worth about a quarter of a space marine in straight up combat. However I agree perhaps a slight increase to the regen delay and rate would be fair, this actually does fit in with the idea of SM being defensive in nature as it would encourage players to run behind cover more often. Eldar vehicles are becoming more and more manageable now, now we have AV options in decent supply I think this is less of a problem. If Ork vehicles are made much less durable I think it would really hinder our ability to push points, even if we get more of them to spawn. The key with vehicles is keeping them alive, if they die too quickly they become useless, regardless of how many we have. Perhaps a slight decrease in durability for a few extra vehicles would fit in. I would not go with a large decrease since this could be severely crippling.
Why Orks don't have Tankbusta and Burnaboyz is beyond me. They really need a close combat, high risk high reward anti tank build.
What are Grav weapons going to do for Jump Pack Assault, Ground Assault and all Medic units? That's 3/5 of Loyalist classes. Not much, that's what. If they're that much of a game changer they'll be horribly OP. If Grav weapons are the only thing on the table and there are no "big picture" faction wide advantages, Loyalist are in for a long winter. Loyalist, winter is coming.
Right before we go any further, just letting you know I'm the same guy you addressed this to; See, we can talk like normal human beings! You get Grav pistols for JPA and GA (I think) not sure if Medics will be able to use them too. They won't necessarily be OP but could still offer flavourful benefits, there's lots of interesting things they could do; draw the enemy closer, repel the enemy, put a debuff on the enemy where they take additional ranged or melee damage, put a debuff on the enemy where they can't roll or suffer other restricted movement to name a few ideas off the top of my head. I actually think it's quite exciting what grav guns will look like in EC. I hope they give SM some flavourful choices and perhaps give an incentive for working as a cohesive unit rather than try to go lone wolf.
Well now that you're speaking to me like an equal instead of patronizing, insulting and talking down to me, perhaps we can partake in civil discourse. I'm not a fan of being forced to use any specific weapon or build in order to be competitive. I don't think most savvy gamers are either. Weapons and gear can help, when combined with other game mechanics. I still think weapons and basic gear aren't big picture items that can drastically alter a factions destiny, unlike ground assaults that can capture objective and carry Meltabombs. Either ability is a game changer. Both abilities on the same class are an exponential force multiplier. Having both ranged and Melee units that can both capture objectives and do massive amounts of damage to vehicles, that's huge.
I don't think I was talking down or patronising you before, if I came across that way I apologise. I totally agree with the being "forced to use a certain weapon to be competitive" is sucky. I was thinking the debuff could be one that doesn't stack and it could allow other types of damage to increase, so it acts as a force multiplier itself. This would (hopefully) promote teamwork. If GA are made able to cap points their shield needs to be nerfed slightly but I'm definitely not against this. Whatever helps make the game more fun and competitive.