I dont really mind the melta, or the TTK. Sure I woudnt mind if it was a tad longer, especially against the bigger tanks but it is what it is. You should be required to have someone atleast nearby keeping an eye out or you are right to loose your transport, but maybe 10-12 sec for a single melta and 4-5 if working in pair. Would make the melta utser actually have to team up as well. ;o But yea, regradless the issue is that orks dont have any equivilent, which automatically makes it "op" in comparison. Either buff rokkit, add burna, nerf melta or something. I dont really care which, as long as we have an even playfield when it comes to one of the core mechanics for winning matches.
Have you ever tried driving away from somebody with a Melta? SPOILER: Your tank is so slow that he can follow you with a relaxed stroll, all the while he can keep shooting at you. Once the Melta-guy is within a certain range, your vehicle is seconds away from destruction: * You cannot hit him, because he's in a dead angle and even if he were not, anti-infantry vehicle-weapons can't kill infantry for shit. * You cannot run him over, because he's more agile than you. * Your tank cannot outrun a guy on foot.
Here's the problem with that logic: 1) It's BORING. I want to go shoot lightning hands and do backflips with my elven space mage, not get stuck with transport guarding duty. 2) Having "spawn guards" takes valuable manpower away from attackers pushing the point, while waves of defenders are literally materializing right on top of the point every 15 seconds. Defenders don't need to worry about meltas or defending their spawn or whatever, they always have it. Attackers have to manage a spawn vehicle and kill the defenders multiple times in quick succession in order to initiate a cap.
I actually have and it is difficult, particularly against the FD. That being said I actually had an idea that would fix this and tried to get it looked at on the Twitch last week but they were all wearing their dick-around hats when it came to anything Katie usually does. My suggestion was: I would also like to suggest some vehicle love. Drivers have little incentive to stick with their vehicle or use them aggressively. An XP reward for every 10s a vehicle is moving would be awesome, since you are defending a strategic advantage, much like defending the cap points. Leave the damage on the meltas as is, but make their ranges fall off more quickly. Currently the range scheme is Multimelta: 6/ 5m, 3/ 30m Meltagun, Fusion Gun: 4/ 5m, 2/ 15m Fusion Pistol: 2/ 5m, 1/10m I suggest something like this: Multimelta: 6/ 2m, 3/ 15m, 2/ 30m Meltagun, Fusion Gun: 4/ 2m, 2/ 15m, 1/ 30m Fusion Pistol: 2/ 2m, 1/5m We can also add speed and turning adjustment for vehicles to this
A multimelta needs to be twice as strong as a normal melta. Also it should have a better CQC usage vs infantry and have toned down AV damage, because this is a team game and not a free for all lone wolf "Rambo i can kill all vehicles with one guy" game. I abuse the ability to kill with meltagun a tank in 3 seconds, and i dont like it, i feel dirty and as if im cheating
Perhaps if vehicles had more specific vulnerability points rather then just being able to kite around the vehicle melting it. For example, aiming at the tracks/specific know location, like a fuel cell or something will have the current damage where as just shooting the side does much less. Would add more skill to it by actually having to AIM.
You do realize that its a SHORTER range then melee lunge? You also do realize that fusion pistol is completely and utterly USELESS against anything that isn't remotely parked and completely forgotten transport? Some people... making balance suggestions without even having a reality checks...
Yes I realize the fusion pistol sucks by itself, but it does allow for the maximum heat cap to be raised when used with other meltas/fusions. Fusion/melta are also not supposed to be used on infantry...last time I checked none of the vehicles have a melee lunge