Post your feedback and solutions in this thread. I'll start: As of this patch, Orks might find a bucket full of squigs a frightful challenge to fight. Lol. - The Orks need to bounce less when running. The animation itself is good and is a step in the right direction. - Why is there a slow charge time when using the Rokkit Launcha? It's not a Lascannon, it's a rocket launcher that has a huge cone of fire. If you removed the charge up and decreased the reload time, you'll find more than the 3-4 orks actively using it. - Shootas are inaccurate as usual. It would be nice if there was a slight damage buff to it as increasing accuracy is out of the question. - Stormboys need to have their rocket tanks transparent. We usually can't see well with it in close quarters combat and it would be much appreciated. - Melee has been nerfed as far as i can see with the new update. The attack range has been decreased, the attack speed increased for heavier weapons such as the ork club and the power axe, and the orks' weapon range stayed unchanged. This has made our melee quite bad. If the orks would get the pre #22 patch melee mechanics, that'd probably make us less free XP to most factions. - Big Shoota: Made obsolete by the drum magazine Shootas as of September 7, 2016. It might just be me but you should try it yourself. You can move faster and aim more accurately with a 100 round drum mag compared to the Big Shoota's slow aiming and 75 round mag. - The Trukk needs a turning buff. Really bad. - Ork resistances seem to not help us as we're still getting headshotted left and right. I know that ork boys are supposed to be unarmored but as of right now we're effectively cannon fodder. - The orks weapon muzzle flash all across needs to be toned down. Players are having difficulty seeing past the slow puffs of fire in heavy firefights. This includes the tanks' muzzle fire. - The Sicky Pistol and the heal grenades are very good, keep up the good work with that. - Holy crap the Rokkit Launcha is an OP hunk o' gun when you sit in the side lines and spam it into a highly populated lane. It should not one hit kill a space marine. What it should have been was a moderate-ish to high rate of fire, high stun, high explosive weapon that did moderate damage to vehicles and at least 1.2 rockets to kill on infantry. - The added weapon mods have made the Shoota bearable now. Thank you for that. EDIT: September 9, 2016 - Ork respawn times should be much shorter for the duration of pre-launch testing since most of our game time is spent on the repsawn screen and less on the battlefield. - Zapp Deffgun is pretty good, but i suspect that its just a copy-paste of the Lascannon from the Space marines so no big surprise if it is. - Ork squad leads need a wider area of influence when using boss poles. You don't really expect orks to stay in an tight, organized formation all the time? - The Orks Dok Grenade can easily be abused when defending caps by spamming them all over the vicinity to auto revive fallen Orks. I personally like this seeing how weak the orks are but this will need to be addressed before release. I suggest that the orks' dok grenade have at most a 15-20% healing rate nerf and allow players to shoot the grenade to destroy the healing field. (15-20% slower healing) (Oh god why are you doing this EadThwacka!?) Because I want a balanced game, it would be nice if the other factions would follow suit for once and identify weapons they believe is OP on their factions too... Edit: September 10, 2016 - THERE IS NO WAAAAAAAGH! VOICE COMMAND - Ork specific DBash seems to be unreliably glitchy. It fails to register most of the time when playing on highly populated maps. Maybe its the animations probably? I will add/edit more to the list as i continue to test everything. P.S. You guys are extremely lucky to have such a persistent Ork player base that has tolerated being fed zog through a funnel for the past few months, please congratulate their persistence. But seeing how release is almost 2 and a half weeks away and atm the orks are literal cannonfodder, the ork "new player" base is going to be the first to die if things do not change for the better. So do give the orks some love.
My only tidbit to add at the moment is: -Vehicles control a bit better but feel overall too slippery. Just tapping left or right while moving forward makes me feel like it's going to tip over. Either make turning less sensitive or add a bit more virtual "weight" to our trukks. By Gork you have a serious point here. Us hardcore Ork nuts will stick around but new players will take one pass at playing them then never come back. It wouldn't bother so much if the game wasn't "releasing" in about two weeks.
I agree on melee. My main thing in games is usually melee options and close range options, and while Shootas feel way better, melee feels like shootas did last patch. It's not just that they're missing some of their tools (power klaw and improvised shield) for melee, it's that it's an uphill battle against space/chaos marines with the same options, and a god damn slaughter against Eldar. I'm not sure if Eldar are just insane right now or if Orks are just that shit at melee range, but Orks are actually supposed to be better than Eldar at close range. From the Q&A answer compilation thread's February 2016 entry (so still really recent) : https://forum.eternalcrusade.com/threads/q-a-answers-compilation-thread.32349/page-4 It says they're supposed to be better because he made sure to say "very strong" for Orks and just "strong" for eldar.
Uhhh...Orks are stupid good right now. Dbash is working like a charm, they're tough as hell and their weapons/animations are amazing. My Scorpion was having a hell of a time killing them tonight. Felt like fighting a god damn shield bro now. Oh, also, Poison is still OP and broken as hell, enjoy your Painboys.
Ork D-bash has short enough range that as long as you aren't brain dead mashing quick melee (and keep in mind your Striking Scorpion's heavy strike is faster than an Ork's quick melee), you can dance around it with your dodge and get a free shuriken spam kill. Their supposedly amazing animations and movement (which, while aesthetically are pretty fun, are on par with Space/Chaos Marines even though we should be better at melee than them) are 100% countered by the fabled Eldar strategy "press space and walk backwards" even when you catch an eldar with their pants down. The poison I can't speak for yet, but I doubt it makes up for the severe handicap Orks have in melee right now.
Think my biggest problem is that the deffgun feels underpowered compared to heavy bolters. I've braced/shot someone as they were still bracing with the hb and they still get me, this is pretty much every time(5 times in a row in just one harkus match I was testing in and I was shooting down on him each time)
I think the problem is Deffguns have crappier bloom and slower turning than HB's. It misses more than you think it does and more than HB I think.
I have the exact opposite experience with Rokkit Launchas. Very limited ammo so every shot counts, but you'll never get to hit anything against any competent players (if they ever give you time to actually shoot) due to travel speed and random trajectory. Damage is fine, I think it should actually be higher against vehicles, just get rid of that stupid charge-up time and the weapon will be usable.
You forgot to mention that Big Shoota has a suppression effect which seems better now and a higher RoF than Shoota (480 -> 600 RPM = 25% buff). I love it, it's a bit better at medium range engagements than regular Shoota (I use both on 2 separate dakkadakka loadouts ). What I would like to mention: - Six Shoota pistol has illogical stats and Advancement tree mastery cost - it's still far too weak to be so AP-costly and that far up the sidearm tree. - Ordnance vehicle (not sure how it's called) still has horrendous turning. No other vehicle complaints from me other than the situations when you have to park out of tight front-back spaces, yikes.
Ork trukks turn around radius when slow turning is very poor. Melee attack ranges are atrocious for all Melee weapons. Back peddling Eldar are shooting while outrunning Melee attack ranges of rolling and lunging attacks. Fast attack range is so terrible unless someone's a total idiot and standing still, fast attacks are useless vs a moving, active opponent.