Background Image

Being A Tacticals "chaperone"

Discussion in 'General Discussion' started by Djemo-SRB, Mar 6, 2015.

?

Do you like the emphasis on tactical units?

  1. Yes

  2. No

Results are only viewable after voting.
  1. Galen Galen Arkhona Vanguard

    Yes more reasons to form mindless zergs please...
  2. But then the F2W boyz are limited even harder then they are naturally, I mean Orkz have 2 types of people in their army, frees and non free :D
    If only the base units has it its gonna be F2W are only cappers because i don't think anyone wants to be a basic level ork that much when there more powerful versions of him. I mean again i don't know the bought Orkz loadout, and it can turn out he gets very powerful big shootas down the road that makes people stick with that lvl ork.
  3. But if you give the F2W the equal ability to cap as the payers, then that's just one less reason for the F2Wers to actually buy EC.
  4. Galen Galen Arkhona Vanguard

    The reason for the F2W players to buy the game will be their allready rescticted access to the ork faction and the ability to play as the other 3 factions.Imo that is reason enough.
  5. Laanshor Laanshor Well-Known Member

    Hold up :p

    What do you mean by "basic level ork" ? Just because it's a F2WAAAGH! Shoota vs a B2P Shoota doesn't affect their potential (once deployed). The only thing the free-guy lacks are the horizontal options and freedom with RP to requisition Nob elites and most of the vehicles. A basic class Ork -Choppa, Shoota, Loota - should be about as useful regardless of the payment status, just strategically limited to a fewer options. Did that change and I missed it ? o_O
    Exactly. The cap function benefits your team, not the player. It's not a perk that needs monetization :)
    Gottar_Krakdskull and Galen like this.
  6. Grigdusher Grigdusher Arch-Cardinal

    the f2p orkz are not less powerfull: the nobz are elite class like the other faction elite.

    the only limit of f2p orkz is the lack of support class
    BikerTroll and Ideas_McGee like this.
  7. well pervert of yesteryear I understand that those 3 classes will be used mostly the Loota, but the choppa, i can easiyl see much more classes that are better at melee them that basic ork and the shoota depends how far his kit goes in the end, unless you found out who gets what and didnt share! >.>. plus this is just about the tactical unit capping the base. Which would be the shoota or the choppa, if the kit is a very basic kit of basic guns that get somewat powerful but not that grand i can see people sticking to the classes that are more damaging and scary then a plain boy. they aren't weaker then a bought ork but they are weapon restricted so they do get basic things. Again tho im assuming that shootas dont get mur powerful guns later on and those guns go to the bigger classes. but if my assumption is wrong then argumnet is :D

    Anyways im off to dat Ol' 8 bit country abuv us so i out PEACE: D
  8. Laanshor Laanshor Well-Known Member

    I'm not sure I understand everything you wrote, damn giddy Greenskin. Good luck going North mate, safe travels.

    Anyway, that's the point of class asymmetry to a large extent; as long as you have the same amount of loadout points you theoretically have the same power level as any other player of equal skill. Doesn't work like that in reality because of shifting tactical concerns.

    Honestly for Orkiez, if the Choppa, Shoota and Loota builds available to F2WAAAGH! players aren't the most tactically adaptable I'll be surprised. I think it's more likely that the situationally specific wargear choices are reserved for payed players but as far as vertical balance Freeboyz should be as powerful.

    I'm not sure what you mean by the Choppa being less potent than other classes, do you mean the Stormboy/'Ardboy combo ? Really I just assume they're the Jump Pack and Shielded versions of the Choppa, less offensive capability but safer approach. They're the only 3 melee classes I know of for Orks, other than Elites/Heroes of course.
    Grigdusher likes this.
  9. Rikamar Rikamar Well-Known Member

    Here's me talking just to talk! I'm not at all hyped up on sugar! :D

    I think it would probably be better if sluggas couldn't cap, leave it to shootas. Based on what Joram said in post #35 about melee classes not being ideal at capping points because their effective range would take them away from the capture. Sure they can still fight on it (I would think that any enemy presence can still contest the capture progress) and make a shield/blade wall to protect capping units. But ranged weaponry is ideal for attacking enemies on a cap point and for defending from a cap point. This way get sluggas doing what they should do charging, around looking for punks to jump on shouting "You came to the wrong neighborhood scrub!" While shootas give covering fire from around cap points.

    As for F2W boyz effectiveness I see it like this. They are a body on the battlefield, they have potential to be many bodies on the battlefield, they have or can get skilled, B2P accentuating all this makes it a fine WAAAGH.
    I would figure that F2W boyz load out is only limited by their total points and class progression. Can equip any weapon you find and it costs points from your max. It's been said that in class progression certifications are. With those they reduce the cost of that weapon type. So would F2W boyz have those cert? I initially think only for their class' basic weapon types but not for say a F2W Loota with Beamy deffgun. F2W also would still be able to mod equipment. Maybe there are advanced versions of weapon types or modifications that require certs.

    Jump troops capping I am against after thinking about it. Ghost capping is bad. Maybe they can decap with load out item? But that still runs the ghost capping is bad thing. With their mobility they just hop around to where others can't get them. Run away and be chased forever. 3rd person camera will make hiding around corners much easier since you can see around them without exposing yourself. So players could potentially evade enemies for a long time. SH with ranged weapons I see doing they've been described as a harasser unit with their lasweapons having less firepower. Still squishy and still weak to melee. And no cap ability would make them get to fighting!

    The tactical role capping overall I'm more on board with given that in PS2 there are largely nothing but Heavies running around. Because they're survivable, lots of dakka and effective vs everything. Backed up by 1 or 2 medics and an engineer for ammo squads don't need much else. "Well in EC we could just get swarms of tacs. Like you said before!" Asymmetry of class balance and role done right fixes that. Time will tell! <insert maniacal laughter here because sanity is overrated>

    Now I away to aid in making fish ceviche and putting chunks of lamb over flame! Also a pile of green stuff. "Salad" this one female in my house calls it.


  10. Well that's the point. You aren't supposed to play the best units you have ALL the time. You will have to slum it and organize with other players if you want to take the objective. Perhaps certain objectives let all classes cap, while others only Tac or even elite. Forcing people to switch it up isn't a bad thing.

    More important objectives could be more engaging where at first the tacs start capping. After a certain point you need other units to switch off and start capping. All unit types being needed to finish taking the goal.

Share This Page