Background Image

The only thing that should kill Vehicles this fast..

Discussion in 'General Discussion' started by Dreadspectre, Oct 13, 2016.

  1. XavierLight XavierLight Well-Known Member

    What if a full Melta blast dealt around 40% to a vehicle? Single Melra user would need 2 full blasts and a Krak/Melta Bomb to take out a vehicle, but two or three working together have a similar TTK as current?
  2. Ok out of this rambling diatrabe I got only a few things worth noting.

    One: You're mad about Ork melee.

    Two: You're mad about Orks having any worthwhile ranged.

    Three: You have a very strange view of balance if you somehow think that a tactical weapon being the best AV option over a Devastator/Havok weapon is all well and good.

    Four: You seem to think we want a melta, we do not. In fact anyone who asks for a burna that acts just like a melta gets promptly stomped and told to zog off and place Space Marines.

    Five: We already do suicide runs to kill vehicles, it's called using a klaw. The difference is those can actually be stopped.
  3. XavierLight XavierLight Well-Known Member

    Wasnt the original idea for loadouts that we can only take 5, including presets?
  4. Pouncey Pouncey Subordinate

    >.>

    Erm, in the TTG multi-meltas are generally considered as not worth taking on infantry due to their short range and lack of mobility. If you want to take a melta weapon on an infantry unit, the meltagun is the way to go. Devastators, Havocs and Retributors taking multi-meltas are generally considered a waste of points.
  5. Pouncey Pouncey Subordinate

    The "original idea" for Eternal Crusade has been thoroughly ignored or heavily modified in a ton of different ways, to the point where I'm not sure it has any bearing on the current game.
  6. Just because the TT did not manage to do something well does not mean a game using an utterly different system automatically has to as well.

    The current meta for running vehicle busting teams in tanks with a melta passenger to hop out would be an example where the multimelta would be incredibly useful if it weren't utterly overshadowed and made irrelevant by it's little brother.
  7. XavierLight XavierLight Well-Known Member

    When the devs said we were getting more custom loadouts, I recall them saying we'd be able to select 5 loadouts total, from customs and presets, before battle.

    I wonder what's holding this up?
  8. Pouncey Pouncey Subordinate

    I know the TTG is mostly irrelevant, but it does show that multi-meltas have not always been the superior option to a meltagun in 40k games, which is what the person I was replying to was saying.
  9. The way the two meltas should be balanced is simple Risk/Reward.

    With the tactical armed with a meltagun it's trivial to get up close to even a guarded transport or tank and stay there long enough to start dealing damage.

    With the Dev/Havoc with a multimelta it is more difficult to do so but once you are in range that vehicle should be pretty much dead.

    The balancing act between the two is that both should be viable, while currently they are not at all.
    If we were to go by proper Space Marine squad equipment rules then the Tacticals wouldn't have meltabombs(because they are only for squad leaders) and it would be GAs who would have those instead for a rather more well rounded approach to AV.

    As for Fire Dragons, I have less problem with them in this sense since they are a one-trick pony but perhaps slowing them down and making them tougher would ring truer since they are meant to be armoured to shit.
    This is of course provided they disallow the use of presets at rank 3 so people actually have to spec into it.
  10. Pouncey Pouncey Subordinate

    So, regarding the meltagun/multi-melta thing, the problem is that even though meltaguns lose a third of the multi-melta's effectiveness at optimal range, they still wreck vehicles fast enough that the loss of damage doesn't really matter?

Share This Page