@Fissiccisst Apoth healnades are also tiny compared to Painboy ones, and require a good 7 shots from weapons, and seem to ignore splash damage from the Kannon. (Also likely the Rokkit and grenades.) RMB spam kills ours because it's so big, and heals slower than the LSM one does. (Though that could be because we have higher health?) It could also be that they get an upgraded one and we don't.
Its not that they're immune to the kannon and rokkit, that's a failure of the game's aoe detection moreso than the grenade itself, although being tiny does it a lot of favors in that regard as well. I personally usually don't have issues killing the nades with explosives, but the hit detection can be flaky as hell sometimes depeding on how smooth the terrain is. If I'm not mistaken AoE is basically a Line of Sight detection to see if damage should apply, so given the grenade's size, it's possible there's the tinest of ledges preventing it from being hit or something similar. It also not as if LSM heal nades are immune to melee, it's that they're too tiny to actually hit with a melee attack, while ours are so huge they can be hit accidentally and taken out as collateral damage in a melee fight, which ironically is what of their primary functions: to assist in a melee brawl. I can't comment on the efficacy of the heals themselves vs apoth healing. Apoth do get the HOT grenades, so perhaps it only seems that way since they can get healing from both if 2 apoth are in the vicinity dropping nades. Also can't comment on how many shots it takes in regards to total hp of the nades. That being said, when one is the size of a soda can vs a large lantern, its obvious that the one easier to hit will go down faster since bullets are less likely to miss.
@Fissiccisst It's engrained post LSM push behavior now that i go hunting heal nades to stop stragglers using them. You also don't have to put much effort in to killing Dok Bombs if they've been set up for defending a point. You actually have to fine aim at Apoth ones. If not be stood next to them depending on what your using. (Or swich to usually more accurate sidearm.)
Ork heal nades are throwable trash cans anyone idiot can accidently hit, and apothecary healing grenades are tiny bullet sized things you have to actively search for.
That's why I possibly throw them on walls instead of the ground. I do not want stupid orks or melee spammers to destroy my healing beacon.
Seems we play a different game.. I can easily defeat most RMB spammers as dok (eldar and powerfists are more difficult but you can kill them too) and with the e-choppa i kill even more.
Not really, orks have the worst melee in the game, with animations that are set up so Orks move less, turn less, dbash slower, have shorter range, can hit less people, all while doing the exact same damage. On top of that all ork unique melee weapons are trash and our healer cannot field anything other than the syringe/pistol. also lol ork klaw. Ever since they changed the ork animations, all our moves cause us to stop dead in our tracks after an attack, making our attacks extremely stuttered. This is why orks cannot chase people down with just melee and people can dodge our dbash 100% and orks cannot reply in kind. Ork bash travels less distance and has a shorter range than the marine one. We also cannot animation cancel out of our animations nearly as easily as marines, meaning orks more often than not will eat most Dbashes and marines will more often than not roll out of most dbashes. The only way to reliably land an ork dbash is to start the dbash 1.5 seconds before the marine actually attacks, meaning most ork players have to be psychic in order to have a chance at being even in melee. If you start the dbash any later, the marine can animation cancel into a roll and avoid the stun 100% of the time until they run out of stamina. This is a death sentence for the ork since its possible to roll out of a dbash clang and attack before the ork dbash animation actually finishes even for normal marines (JPA are twice as ridiculous). This is compared to marine attacks which flow without having to stop and chain from one to another without slowing at all. This is how marines skate around simply spamming attacks and practically move as fast as sprinting. Combined with the ability to animation cancel far earlier in their animations than orks and you can basically cheat the RPS system by going "ROCK *sees paper* NO WAIT I MEANT SCISSORS" . Its like fighting with a 2 year old that changes the rules of the game so they always win. This is why marines can basically spam fast attacks all day with no thought process at all. If you fast attack, you'll lose due to a clang break, if you parry, they roll out of it shoot you or continue the spam, if you heavy, their fast attack cancels it. Also, because ork weapons are physically smaller, ork melee range in reduced compare to marines, and ork animations are downward diagonal chops, meaning you'll only hit maybe two marines at one if you're lucky, but marine attacks are sweeping horizontal strikes, meaning they'll be more likely to hit more enemies in single strikes. Eldar weapons are even larger and their animations allow them to hit enemies through allies and even over half cover.
thanks for the textwall, but I was simply saying that the current ork faction can't be renamed to tau empire because tau don't have melee.
>Complain about Orkz not being lore appropriate >Totally ignores the fact that most Ork boyz wouldn't stand 1v1 versus a space marine in the first damn place But go on with the circle jerk, don't mind me