[EDIT] [After learning about crates most of my gripes have been sorted out. Rockets should still be more accurate. Agutierrez suggested "To get an accurate shot we could use the timer/fuse function as a way to control accuracy. Aim the rocket wait for the fuse as normal and fire accurately." Which I fully agree with. The matchmaking is also still an issue.] This post will go over issues with matchmaking and all the issues and suggestions I have for Orkz. - Matchmaking still has issues. There's usually 2-3 fewer orkz than enemy players. Matchmaking should start a match with at least 8v8 and add in batches of 4v4 until max player count is reached. - All ork guns that shoot bullets need 10-25% damage boost to offset their inaccuracy. - Rocket launchers for shoota boys need to do double the damage they currently do against vehicles. They also need a much tighter cone to make them more accurate at longer range. The fuse should be removed and the reload time should be increased. I know ork weapons arn't suppose to be accurate but currently the accuracy is ridiculously low beyond short range. - Ork melee should do 10-25% more damage than their SM counterparts. I thought ork weapons were suppose to be stronger than SM weapons not equal. Now I also see mods for guns for barrels, grips, and ammo which I'm guessing will improve accuracy, reduce recoil, and increase damage. If those mods were in the game that might balance things out, but until then Orkz need some buffs.
I think that all faction weapons should have their mods by now as well. One thing that annoys me about grav guns is the fact that all of them (heavy one included) posses the mods they are meant to have. I'm kinda pissed off with this cause this gives the general feeling the devs made the gun focusing in appeasing people complaining about the lack of unique weapons in the faction. As I said, I do hope they bring the remaining mods in the next few patches, but asking for improving basic stats of guns and gear is also a thing I can't quite agree with yet cause, as you've mentioned and I did now, we missing items that might be key to give proper feedback on what needs actual buff and what doesn't...
Yes. No. The shoota/shoota-derivatives already have amazing DPS to get the job done. Proper mods turn the Shootah into a very versatile weapon suitable even for medium ranges while retaining far superior DPS to the bolter and having a much better spread for keeping on the move. No to removal of the fuse, it needs the charge time to remain balanced, otherwise we will simply have another Plasma-Cannon, of which we definitely don't need more. If you don't like the accuracy, upgrade to either Dead Shiny Rokkit Launcher (which boasts a superior range before the rokkit veers wildly off-course) or grab the Lascannon. However, before the introduction of the grav-gun, just after the melta-nerf, I found the AV-capabilities of the orks to be about on par with the other factions, maybe slightly inferior. But since the Space Marine grav-gun basically rendered the melta obsolete, the ork-vehicles die in droves to even the slightest coordination without ability to escape. And I fear even after simply nerfing the grav-gun, unless severely, we will remain laughably inferior to them in regards to controlling the enemy's vehicles, of which I am uncertain of how to even the playing-field. Since the animation-rework, our power-weapons are able to compete evenly - maybe even better - with enemy powerweapons, putting us somewhere on par with the other factions. An electro-choppa can reliably kill a marine in 2 to 3 light attacks, which is equal to the power-sword. A damage-increase is not necessary as of now unless you honestly suggest we should be able to oneshot everything frontally.
the ork shoota is pretty accurate and strong with mods so no need to increase its performance i think if you argue that melee should be stronger cause orks are stronger then you cant argue that the rokkits are to inaccurate because thats how ork weapons work i like the way the rokkits do cause lots of funny moment happen with them and the ammount of statisfaction when you kill someone on range with this babies is just awesome @Gorilla had a really awesome rokkitloncha kill in one of his vids
The only mods I can see for shootas is the scope mods, which don't improve accuracy of the gun. The devs said that orkz would have strong melee and weaker ranged weapons (like no snipers). Maybe they changed their mind since SM whined too much about it. The rockets can be kind of funny or interesting with their weird flight patterns. I just think the low accuracy shots should maybe happen 1/10 of the time instead of 9/10 time.
ah well you need to buy the 1000point crates there you find bigger mag, 2 different barrles (lowering horizontal/vertical recoil) and a grip which lowers the recoil of the first shot with this 3 your shoota is pretty awesome just dont buy scopes! they are crap i think and orks being straight superior in melee would result in melee = useless for all factions facing the orks BUT! the orks sidearms are way better i think especially the zippslugga so orks are better in melee to close range in some way
Time to quote ! funtime Ork weapons are already deadly as it is, take big shoota for example, 600 RPM saw of death, and its very accurate for such a high rpm weapon, Normal shoota is quite good and its more of a allround weapon for any situation. Hahaha . . . No to more damage, the Rokkit launcha is a multipurpose weapon and it does damage that is just fine, if you complain about low armor damage its because you dont shoot tanks in the rear, As for the idea to remove the "Aim time to fire", i do believe it needs could use a bit of a change for example, - The longer you charge the shorter the cone of fire will get - You could fire the weapon immidietly however the rocked will go comepletely bonkers in a weird and random direction - Damage vs Infantry needs to be toned down quite a bit if the changes above happen, cause no one likes OHK weapons, not even me and i love using it No thank you, melee alltogether is already broken with OHK bullcrap and shenanigans, we dont need more damage to OHK melee weapons and such we need a revamp of how melee works, at least the whole damage sillyness works
uh i would love that i would just stay somewhere high and spam the shit down on the lil humies! now imagine the chaos when you have 3 or 5 boys at your side doing the same!
Grav guns are weaker against infantry and it does't have the burn effect, they have the same LP of plasma weapons (need confirmation on the cannon after patch as it has the same LP for heavy bolters from what I've heard) Granted the grav weapons have better range but they still don't do half the damage any other weapon in our arsenal does, they are just good options to stop constant charges from melee wich is the dominant factor in the current meta, hence why people are so butthurt about it. That said, there is nothing realy wrong about em, change of tactics and the implementation of CLEAR MISSING FEAUTURES in the game is the real problem. Pretty sure the majority of the complaints were the bug with spamming heavy attacks and the quality in the animation of the Dbash attacks.
what i really hate about all weapons all factions have is that they all work somewhat the same either spray weapons or explosive weapons would really love to see something different