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Wing Clip Mechanics

Discussion in 'General Discussion' started by Eldritch, Feb 24, 2017.

?

Thoughts?

  1. Keep Wing Clip On All JPA

  2. Remove Wing Clip

  3. Keep Wing Clip, Remove Smart Pistols

Results are only viewable after voting.
  1. Asyran Eldritch Arkhona Vanguard

    I only bring it up because of the low TTK against all jump units.

    Funny enough, I have done it to Stormboys as well. They act so confused as they get gunned down :OrkMoon:
  2. Illuminatus Dominus_Galaxia Arkhona Vanguard

    I think currently the TTK for jump units is fine, given the improved "high risk, high reward" payoff with melee now. Before a JPA could slam right on top of me out of the blue and there was still a good chance I would kill it as a tac. Now if I don't spot a JPA before it's on me i'm dead unless someone else spots the guy attacking me or my attacker messes up.

    Like I said before, only hawks spend enough time in the air for wing clips to have a significant effect on gameplay. Being the most mobile class in the game by a significant margin is their greatest strength, and now with the rebalance they aren't just harassment units anymore, their weapons are dangerous enough that flanking hawks are the biggest problem for anyone trying to fight Eldar. Wing clipping is the only thing preventing them from being essentially untouchable.
  3. Sorry but we aren't playing the same game! You say that it is actually more dangerous for as a Tac to kill JOA than before patch? When 4 billets is all it takes to kill one? And nerf to melee damage? And the PF with useless LA ( no more clang)? And the fact that a fully tank JPA has 110 armour at best?
    I THINK YOU ARE JOKING.
    And what's this high risk high reward you speak of? When we can't close the gap anymore, when a landing d-bash is death, when you get two times more EHP?
    Really you are joking or trolling...
  4. Illuminatus Dominus_Galaxia Arkhona Vanguard

    OR OR OR maybe I keep finding people who don't try to rush the enemy head on as a JPA, and use it for flanking and disruption. You know, playing the class how its supposed to be played.

    Also the fist is bugged. That will be fixed soon...in theory.
    Elector and Ephaistos like this.
  5. I liked you answer because it makes me smile... you are one of those... play as intended? By whom? You the devs or warhammer 40k lore/fluff and games?
    Because this one is the only one whee JPA aren't JPA.
    You want me to play as you wish it to be play be it the Bain of my fun? Interesting thoughts...
    Yes, I have to because it is a tactical shooter, isn't it?
    Right, then if it is a TACTICAL SHOOTEE first delete melee classes. Second use Codex wise squads for all races and precise role to play. And put also a squad system allowing creation of an other squad with same nature than one already in game when all previous slot are taken.
    You want me to restrain my gaming style to fit your vision do the same for me. Restrict classes to squads ingame, allow new squad when all in game are full and play what you don't want to play to please me! That means for LSM it will be a good example; a tactical squad need one Sgt, 8 bolted one specialist weapon and one heavy, not two, only one... when the 10 slots are filled open choice for second squad and repeat.
    Does it seems fine for you?
    I don't think so. I'm not telling you how you must play and let you play as you want so be gentle Bartholomew and do the same for me.

    EDIT
    Because I'm a kind man be it half squad before a new one but if half squad it is one heavy plus Sgt or one specialist.
  6. Illuminatus Dominus_Galaxia Arkhona Vanguard

    This game has never been lore accurate. Lore/tabletop accuracy is not a valid argument. I'm a lore buff, so believe me I would love to divide up squads according to their function and loadout like they do in lore. In reality this is not practical in a multiplayer game, and its important to realize that.

    JPA can't just be a ground assault with a jump pack, otherwise there is no point in having ground assaults. Up until this point thats essentially what the JPA was. This is why you saw heavy spamming of JPA classes. Both classes can now kill enemy ranged classes(especially devastator and apothecary equivalents) in melee much more easily than before, the tradeoff is they cant just tank bolter rounds to close the gap without a shield.
  7. Erm... does it matter, as they die from 3 shots anyway?
    That's not me beeing sarcastic, but serious. I barly ever play the Hawks, so... does it really matter? Is it the first shot that drops you down?
  8. Remo RemoSupremo Confessor

    Hehehe, nah.

    JPA's sure, Hawk? No.

    Hawk is far more mobile than JPA's.

    If you want to remove it from them, a ranged class, then go for it.
  9. Asyran Eldritch Arkhona Vanguard

    Just wanted to get feedback, no need to be passive aggressive.

    I only brought this up because the playstyle for Hawks seems to have shifted toward bombing runs instead of on the ground fighting.
  10. kharnzor kharnzor Arkhona Vanguard

    risk vs reward.
    like being able to fly and you risk being shot out of the sky?
    leave wing clipping in

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