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The Ork Heroes

Discussion in 'Orks' started by Blakklaw, Aug 3, 2014.


  1. Don't forget dat da boyz get more powerfully the more stick together in a horde. So orks reward for having a group mentality :D!
    TheWiseDane likes this.
  2. Exactly. A shoota is unpredictable and hard to hit stuff with compared with a Bolter, but the point isn't accuracy as an Ork - The point is to hit everything! One Boy might be worthless to enemy troops because of lousy gear, but when there is a lot of them (and there will be), they are so numerous that the more elite armies (everyone else) can't defend themselves because of the sheer dakka-output. On top of that, when there are so many Orks, what should you focus on? One or two Devastators are easy to pick out, but when there are 15 Boyz having fun creating Swiss Cheese in front of you alongside the more elite characters like Meganobz and Kommandoes closing in, what do you shoot? Shoot one side and the other will be there to krump your sorry genetically engineered arse.

    On a side note, I expect them to turn Imperial Guard into a Free-To-Play too. They do the same thing, with more Big Freaking Tank and less green.
  3. Well thats always been the problem with fighting orks. You don't have enough power for their sheer numbers and if there is asmall amount of marines going against the green horde there is no reason they should survive at all because of the amount of orks around and they buffing they get when they swarm like that.
    The smart ork guilds will always use the F2p players as meet shield as their elite players and heros get in for the kills, dis how it works in ork kulture.

    I don't believe they would do that at all. IG would piss to many playerss off that try and play it. There are the weakest of the factions and only ever get sheer numbers to try and make it a fair fight. When compared to all the other factions they would die in 1 or 2 bullets, and theres no way to make it lore wise in order to make it playable. I understand they can't be 100% lore based with this game but the IG would break the bank. Plus the the IG depends mostly on their vehicles to get the job done and the whole thing with vehicles they showed is ticking people off so yea. Also they don't have a major army to be attached to :D
  4. The heroic and elite classes would make no sense otherwise. It's a lot like planetside to from the looks of it.
    Also you won't just oddly appear as one, you'll spawn as one effectively, most likely only able to change at a base, think of it almost like nearly any shooter where you can change loadouts / class during respawn.
  5. Let me just start to say I'm against them adding IG simply because I don't think Marines really need any more players joining their side seeing the faction polls that have been done thus far. This aside if they really did want to they could, now don't get me wrong I agree that one IG would be a bit absurd if it could take the same damage as anything else but I'd think of them more like a pet class, ie something along the lines of a mastermind from city of villains. In other words you don't control just one, you have a small group one as you the other as AI that follow orders, and they all die fairly easily but allow you to spread out and jump between the small group making the whole group overall as good as one player. This would allow opposing players to say tear apart a few of the "minions" and still have the player not entirely dead while allowing them cool little abilities.
    I mean imagine you spawn with, say, 5. You control one and the others follow you around. You might come to a building and go to the roof, then order two of your guys to stay at certain spots on the roof and fire at whatever comes then maybe keep one at the stairs with a shotgun to cover whoever's coming up then use your last two to fire at whatever you see, maybe posting in the tower or go to explore another objective. If say those two died while you where out you'd be rocketed back to one of the other pets you left on the roof consciousness wise until all where gone. If at some point you got healed, the others would start to come back.
    A little complicated but it could be done and it'd be a lot of fun I think, though as I said simply for faction balance it doesn't seem like a good idea to be throwing more reasons to play on the Imperial team.
  6. Lol that sounds like a fun concept but imagine trying to get that up and running in a huge battle environment. 500v500 players and then lets say 200 people have the IG squad of 5 so that just gets the numbers into absurdity as quick as possible. Its an interesting idea in concept but it can never take off in this game mode.
    As for the IG in the game it can't happen story wise it be to weird and they would stretch even the reality of thew warp putting them in. I mean for the IG and SM have been known to battle one other from time to time, but not IG vs 4 Chapters from Adeptus Astartes. Just like adding the SoBs in the game i see people want from time to time. Its be unfair for it to be a 2v1v1v1 and u cant make the Sobs and Sm fight each other on that level. It understandably if its just one chapter then u can say there's a risk of taint and heresy among the chapter, but for them to go to war with saying 4 of the chapter could be corrupted and one of them being the Ultramarines, thats a whole level of daaa fuuuc
  7. I believe we need to throw something away - Our faith in the fluff and rules of the Tabletop. Let me explain why:

    1. The lore isn't "The Lore".

    Yeah, weird wording is weird, but there is really no consistency in the Warhammer 40,000. The lore has always come up to preferences of the individual writer/reader/fan. Sure, some things are somewhat consistent, but on wildly different levels. Some books potray the Space Marine as one-man-armies who can take on thousands upon thousands of xenos in one go and come out on top, while the tabletop teaches us that in reality a Space Marine is roughly equal to, say, three Imperial Guardsmen. What about the fluff that describes Orks as unkillable unless decapitated? Or the idea that Plasma Guns should be severely rare in the Imperium but are readily found in pretty much any IG and SM army?
    All this means that we can throw away any version we have of the universe for the good of the game - Yes, Boyz are weak, but no one want to play a race where you will need your entire Strikeforce to bring down any oppossition - The game MUST be fun and balanced to play, or it fails as a game. That it fails as a true representation of some fluff is something I really can't put as a first priority. Maybe you feel different, and thats fine I guess, but I really can't see what choice we have.

    2. The lore is not hindrance, but guidance.

    The devs from Games Workshop has told us that the fluff is only a frame for the painting we might want to paint since forever. I don't see how the fluff can't keep you from doing something specific you really want to do in your game - Maybe it would make sense through the fluff that the Imperial Guard would be completely alligned with the Space Marines, but that is only the standard - You could get those two factions to fight no problem, and can indeed do so. If you feel like it you can, by 7th Edition rules, make any form of army in the tabletop through Unbound and Allies. What does that say? That your imagination should free you from the fluff and let you guide you to find some new cool concepts! Besides, I don't know how big a problem it would be to let those forces duke it out too. The game won't be broken by it I am sure.

    3. Tabletop rules? What's that?

    Again, I believe the Tabletop rules are a good guidance for furhter gamedesign, but you must keep your eyes on the prize - For example, I play Orks and I know how you readily throw unit after unit of Ork Boyz in the face of the enemy to wear them down and keep them occupied. I don't believe that is the goal of this game - If Orks are just there for fodder and to be killed until some damned elite snoops in and get the kills I know I won't want to play as Orks at all. So, while the current rules allow you to buy close to three Ork Boyz per Marine, if you match them up like that in this game, I think it will ring dissapointment because one faction is so much weaker than the others. So no, an Imperial Guardsman may be weaker than a Marine, but for the sake of the game you need something that allows a Guardsman to fight a Marine head on. My personal guess would be a smaller hitbox, easier access to special weaponry and some really nasty group buffs for the big fights. It would make sense of the meatier characters like Space Marines and Orks are larger targets and easier to pick out, while the smaller Guardsmen may take less punishment in general but be able to dish more out through clever thinking, great guns and TANKS.

    So, that is my point. Sorry for my ever so slightly hostile tone, it was a bit rude, I just want to get my point across to you guys.
    BikerTroll likes this.

  8. I understand that the Lore is in the eye of the beholder and i am 100% on the reasoning there isn't 100% backing on some concepts and other have different views like you said the SM that can destroy a whole xeno horde by himself. What I was saying though having an IG unit is on a much different scale compared to the other races. Where the SM are genetically engineered, Orks are ....well Orkz :D!, Chaos as the taint of the warp to back them up, and Eldar have their wraithbone armor, They have nothing to provide them a reason for survivalibity in this game. I understand TT rules and such but I'm not backing it up at all. IG are normal humans with small armor and nothing going for them so making them a playable faction by balancing them in comparison the other factions with being able to withstand enemy fire is kinda just ludicrous.

    Tho why we are talking bout the IG here in the Orkz heros thread is a whole nother issues that should probly be pushed to a different thread so this one can get back on topic at hand about the Ork heros

    I just want a big mek so i got an excuse to ride a Big bike. I just wondering if Orks get bigger vehicles to compensate for the Larger nobz Like a regular Bike ork is much smaller compared to a LArger Nobs big so this is a thing
    TheWiseDane likes this.

  9. But IG HAS something special! I can think of free things - Tanks, weaponry and dicipline! Especially dicipline is something I really believe you can do stuff with Orders and Holy Pub Brawls of the Empra - Have the Elites, Medics and Heroes be able to lay down some serious buffs to keep the otherwise weak Guardsmen in the fight. Could be an interesting general mechanic - Guardsmen are hard to get to, but if you manage to get them debuffed/out of their boxes/in the open, they are easy pickings.
  10. Gruk'Lok Blakk Klaw Blakklaw Arkhona Vanguard

    Well, I must say I agree with UnrelentingOrk. "Some buffs" wouldn't be enough. It would have to be insane buffs that wouldn't make any sence at all. "For the Emporer Guardsmen, run and i'll shoot you!" A rallying cry like this could never triple buff them to the point where the guardsmen would be equal. They would stand no chance at all and would have to consist out of Vehicles to pose any threat at all. If you "seek Guidance" to the lore, thinking of Four Space Marine chapters fighting off IG would be insane.
    Game wise, as Unrelenting said, it would take 1-3 shots to take one down, with the possibility of Orks having incredible weapons spewing out bullets everywhere, they would die. Die so fast.

    Yes I understand this. Alot of things resembles Planetside 2. I expected it to be permanent classes and didn't think it would roll with the "Big guys costs to spawn", but of course if this wasen't implemented it could cause proplems such as everyone would be running around as Nobz perhaps.

    Well, I see something that might be a proplem. Is the Orks gonna rely on the Ork Playerbase and F2P. As the Orks are incredibly numerous I don't think that a solid thing to rely on. The Space Marines are looking to be the most numerous faction by far. If you look on, for and example the Recruitment. The only Ork Recruitment that got a really good number was Da Lead Belchas.
    All in all i think relying on Orks to have sheer numbers is a bad thing. This is how they work yes, but can it hold for a long time? Can you depend on the numbers of a faction to keep it up? I don't know if it's just something I see because I'm so tired or forgetting another factor, but then again doesen't Planetside 2 also rely abit on this and still works out 100% good?

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