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Yep...another Ork Kannon thread...

Discussion in 'General Discussion' started by Halcyon, Mar 30, 2017.

  1. Rathael Rathael Arkhona Vanguard

    I keep seeing people say Ork melee is terrible, but I do not understand this claim.

    I have had plenty of success on storm boy. Sure the slugga shield is a bit crud, but that's just one aspect of melee. There's nothing wrong with the stormboy, in my experience.

    On top of that? Orks get the fire choppah. LSM's do not get any kind of ailment upgrade for assault-specific classes. In that respect, Chaos and Orks are the only two factions that can bring an ailment weapon on a highly mobile melee class. The lashsword is at least limited to scorpions who are on foot.

    I mean this seriously... I would like an explanation as to why Ork melee is supposedly bad. I will definitely accept valid arguments, but I just have had no problems myself. The only thing I noticed is that the lunges feel a bit short, but it's not by that much, and it's easily compensated for by aiming a little closer.
  2. Because most of their melee attacks have half the reach and forward momentum as other factions'. You can just run away from a Slugga Boy and he'll never catch up (thank Gork for those pistols), now try to do the same against anyone else and see what happens.
    Kaptin_Pokkets likes this.
  3. Khornatian Khornatian Steam Early Access

    Compare the lunge ranges:


    View: https://www.youtube.com/watch?v=ruIF28YMzWY



    View: https://www.youtube.com/watch?v=-aZxAtkeQ0A



    View: https://www.youtube.com/watch?v=BF1NQ36tSjw

    Orks simply can not ice-skate with their melee attacks like the CSM/LSM can, which enables the latter two to catch up even to sprinting opponents without trouble, as well as cross distances and stagger foes with far more ease. In a meta where shooting dominates, preventing said shooting even by a fraction of a second faster is a massive boon.

    Add to that, orks have an annoying delay in their animations that allow their axes/maces to be interrupted by enemy sword attacks. This also prevents the orks from landing 2 light attacks when inflicting a d-bash on an enemy, so long as said enemy spams the melee button while stunned.
  4. Lucius Vinicius JojoKasei Arkhona Vanguard

    I said it before and I will say it again: Putting "good AI" (meaning AoE or high RoF) and "good AV" (meaning extremely high pen and damage) into the same weapon is a bad concept and I will never understand how anyone would ever think this would be a good idea.
  5. In addition to the distance and animation problems already pointed out, we don't get power swords. I mean, not the biggest game-breaker, but hey.
  6. Khornatian Khornatian Steam Early Access

    They were quite a problem when Powerswords were THE best melee weapons in the game, and Orks were the only ones that didn't get them, in addition to their various other melee problems. The only reason the Burny Choppa, which was long held to be our Powersword equivalent (while being unable to be modded with the nigh vital impact mod), is rather good now is because literally every other option has been nerfed rather harshly.
    Kaptin_Pokkets likes this.
  7. Lootmasta Kaptin_Pokkets Arkhona Vanguard

    Probably because the devs had a hard time picking good guns for the Lootas to use, without it just being a reskin of another factions weapons (a.k.a the Zzzap Gun). Lore-wise they simply loot the biggest guns they can find, and what's bigger than a tank cannon? Also, tank cannons in real life provide both advantages.

    It was mentioned by someone previously that Mods would make this a much easier issue to rectify, and I agree. I say that the devs should remove the Burny Kannon, reduce the standard Kannon's damage by half (still respectable), and add Ammo Mods that allow it to shoot AV rounds, AP rounds, or Napalm rounds. The AV and AP rounds will bring the Kannon back up to its current standard damage against that enemy type, and the Napalm rounds would be strictly AP but have a larger AoE with the damage-over-time thing.

    But noooooo, Mods aren't a PRIORITY right now.
    JojoKasei and BrotherShrimp like this.
  8. Warboss Sickytoof Karond Steam Early Access

    The problem with the Kannon is the solutions people bring. Alright, say it was changed to have one of the following changes:

    - Projectile speed decreased to PC: The result is that you get a worse PC, since the PC has snapshot.
    - Reduce AoE of the weapon: The result is that you get a worse PC, since the PC has the same AoE currently.

    Neither of these are appealing if the weapon should stand out. See the projectile incoming? Well, you do see the ork and the barrel. There is an animation that's visible, so you know it's firing up, but you kind of have to react before the shot is seen or it's too late. Seeing it is the same as projectile speed however. If you're unaware, the difference to a PC isn't that noticable to the reciever, but on the user end the speed does indeed make it easier to aim, whereas the PC just shoots into windows at random and hopes someone happens to walk in at the right moment (and they do fairly often depending on where you're positioned, played a few LSM games as PC and our enemies complained that it was OP).

    So what are the good solutions? The solutions that aim to make it different to the PC, yet asymmetrically balanced? All one see is suggestions to make it a worse version of the PC...
  9. Warboss Sickytoof Karond Steam Early Access

    Eldar enjoy that benefit too, btw.
  10. Khornatian Khornatian Steam Early Access

    Eldar can make up for it with their movement-speed if they need to catch up to someone sprinting away. Though I concede I am puzzled why the Banshee in particular suffers similar problems to the orks, animation-wise.
    Niothewarlock likes this.

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