I don't think we need a buff. The only thing I see as a (minor) issue are: 1) We lack a solid, specialised, well round AV option. Give us burnaz and tankbusta grenades. 2) Waaagh must become a power in yhe hands of the Warmaster, not a random ability that sometimes causes more damages than benefits.
Lets hear it... Yes, the weapon is meant to slow you down but getting killed by it ? Only if you don't know how to aim or you just in the open and far away to get attacked by it, wich the latter is basicly what is going to happen if you get attaked by any primary weapon. In regards to that I can even agree the grav weapon currently does have a damage mod improvement that also increases its overheat speed wich I think should be looked at and maybe even reworked, planning a topic on it btw. Idk about the lag I didn't get that when I tested it, might be a problem in your end, try to decrease distortion effects. This is a issue more with your tactics, you just can't go jumping out in the open towards a guy that can cleary sees you, its not too easy to take a JPA down from the sky with a conventional weapon but its still doable with most guns. Frankly I think you need to just drop faster on the guy.. And stop parking your duct tape junk cars in front of my door... Don't run away and spam quick attacks. I have no doubt they can do so, but again I've seen people adopting better tactics to counter them, one in particular is by simply using the tanks at long range while covering their transports offering more time to propely overrun your target in adjacent point while also keeping the enemy from killing your tranports. There are ''hotspots'' in the maps where you can literaly just park them and hinder whole squads with just one person in the tank. Frankly, using tanks may just provide a temporaly solution (if it wasn't intended) while the devs work in the patch for the grav guns and other issues after the recent update, just wait for it and we will see how this will affect the current meta. Cannons yes, but you still have the luxury of dealing with a unit wich is also ill equiped to deal with you in any other way, think of it as fighting a AC from CSM. Anything more then that I cannot say as I'm yet to unlock mine and test it out in the field.
Most of my issues have been sorted out now that I know about loot crates. 1. I can't source any examples for my idea about fixing matchmaking. However having a game with even players on either side is the norm for every multiplayer shooter or team based multiplayer game I've played. I shouldn't even need to suggest that both teams should have even numbers of players on both sides. 3.I agree with you about the rocket accuracy.
Yet another "Make me better than everyone else because I can't play a fair game" thread. A flat 25% damage increase with no drawback? Are you kidding me? How about they just balance the game instead of giving you a fantasy wishlist of meritless buffs?
1. That's the assumption on how it should work..2016 BF1 and BF4 STILL have match making issues. on MUCH more popular better optimized games..thats just always going to be an issue. even blizzard cant solve it. previously in planetside or dark age of camelot..unbalance of teams was replaced with a buff to the smaller faction. *snip* in dealing with the grav gun i still believe it needs another 10-15% damage nerf.. for the control it gives anyhow.
I've been playing Orks more now, still only as a Heavy. A couple things I would like to see- I'm not sure if this is specific to only Lootas, but when I vault over a railing, I basically hover in the air on the other side for roughly a full second before I start dropping. I'm not sure if this is missing animation, some sort of sorcery, etc., but taking another full second of ranged fire to my back because I just jumped onto an invisible, floating platform sucks. Is there a reason the Kannon cannot be reloaded while braced? Having to shoot, unbrace, reload, brace, and shoot again takes a #$%^load of time. Quite honestly, I'm better off NOT bracing the weapon and using a "spray and pray" approach.
And if you read the edit I made in my original post you would know that I no longer want that damage buff.
Can we please get the launch ramp on Harkus (the underground one) to have a higher clearance? Trukks get stuck in there because the top turret is too high and it hits the frame before going up the ramp. Having half your transports out of commission because of getting stuck on a map failure is extremely detrimental.
Am I the only one who still isn't satisfied with the Painboy? He fells like the guy who stands in the corner and does nothing but throwing grenades to safe his mates or tries to shut down the cap point with poison. His offensive skills are by far the worst of all classes. Going to a gun fight with a knife isn't fun. Sometimes I get the feeling that the dbash of the Painboy get's a malus of the durability of the butterknife. Just like I would clang. Is this intended?