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Space Marine and Ork support classes

Discussion in 'General Discussion' started by LobsterSenpai, Apr 20, 2017.

  1. wot da zog
    I didn't even know you COULD shoot the sikky bomb out. I thought it was supposed to be like a molotov.
  2. Khornatian Khornatian Steam Early Access

    It's a beacon, similar to the dok healing bomb, except it dies twice as fast. Undisturbed, it remains in place for 10 seconds.
  3. Nosfantor Recruit

    I don't think clouds obstruct line of sight. It's a simple thing to just shoot the capper. Remember that with friendly fire and poison clouds there's a decent chance that the Painboy will get auto-kicked because new players sit inside the cloud, which basically will mean that it will never be taken.

    It's better to disable friendly-fire on the clouds and change the duration of the cloud as necessary so that spamming isn't as viable.
  4. Brosephelon Recruit

    Its like a healing nade/dok bomb, but with a 10 second duration and putting out poison instead of healing. Its supposed to be a direct counter to the medicae grenade which puts out a hot (I'm pretty sure its designed as direct competition).

    Its actually useful for sticking on the side of a doorway and for 10 seconds its basically a no go zone for the enemies. They can't realistically kill it, if they go in they will just die even if its just you with your pistol guarding it solo thanks to the poison. Because it has a 10 second duration and you get 2 bombs by default you can block an area for 20 seconds (if you throw a second one while the first is active the first self destructs fyi), and if its near a ammo box you can do this basically permanently.
    I'm pretty sure an organized painboy group with sicky bombs could basically permalock down the doorways on say Maggon A point with ease. Maybe 4 painboys total for the 4 ground level doorways who also double as the healers, they just need to bomb their designated doorway once every 10 seconds, reaarm after their second bomb. Then you just defend the top as normal and the painboys still have some freedom to res and heal if needed.

    The problem is that idiots will walk into your clouds, die, and get you kicked from the server for TK'ing. It requires coordination like that, you actually need "designated doorways" or just designated areas, assigned roles, and concepts like that going into it. You need everyone involved to understand the map layout, you need them to understand how the sicky bombs work, and you need idiots to not run into your poison clouds as they try to chase kills outside.
    All of that is a really tall order, maybe DLB can pull it off, but they seem more happy fun times "everyone grab AV and rush the METAL BAWKZ" and less "OrkA on door1, OrkB on door2, go go go" hyper tactical focused. We are talking organized CSGO level stuff not the sort of thing you see from people in EC which is generally pretty casual.

    This is also why I personally hope the painboy gets balanced/designed more around poison/sicky bombs and less around being a healing Apoth clone but weaker as currently.
  5. People that are saying the Painboy's melee is shit....I disagree. The only melee I have trouble going toe to toe with as a painboy is the PF, and only because they punish any mistake with a shit ton of damage.

    When I started Painboy I played like a wussy. I hid, I didn't engage, I stuck to healing.

    Eventually I got sick of feeling useless and started engaging like a melee....and started finding great success.

    Yes, it's a knife class weapon but that's plenty for everything besides dedicated melee. And between the poison on the knife and the poison on the gun, as long as I'm getting hits or shots in there's a damn good chance I will win the melee.

    Right now for actual fighting, Painboy is my favorite support. Apothecary may be able to fight along side the rest of their team with a bolter, and CSM Sorc and Warlock may be able to heal way easier with way higher degree of safety....but the Painboy can take anyone to town in melee, and that pistol will punish the shit out of anyone that underestimates the poison damage. They're also the most durable of the supports despite not having the armor of an Apoth or Aspiring Sorcerer and that actually counts for a lot. When jumped over to Apothecary for a while I had to relearn how to play a support because they can't whether fire like Painboys can.
  6. Painboyz don't really have that many options in terms of wargear even on TT I don't think. I couldn't find anything about them using Shootas etc but I only did a quick look.

    However I did notice that they always mention them having Painsaws etc and I think it would be good to give Painboyz access to giant rusty/bloody saws(not chainswords and not choppas, like old fashiony saw looking things) as an equivalent to a Chainsword/maybe even Power Sword.

    Hell, could even be a Buzzsaw weapon like this:
    [​IMG]
  7. Threule Threule1994 Firebrand

    b-but kannon op we should nerf other factions w-without giving nothing in return, furthermore they should cheat us
  8. When I play Ork it is as a PUG so I haven't test it in a coordinated team.
    The poison grenade itself isn't that great but you got two of them and they make quite a big area of poisonous gaz and a single roll will let them in if they choose the wrong direction.
    Personally I only use them combine with poison immunity gear making it normal ground for me.
    Furthermore I lurk inside the gaz trying to stay hidden and land a heavy attack on my target then fat attack and back for 2-3 poison pistol shot. Most of the time my intended target is dead.
    As for the real usefulness of the loadout, I only play it on fortress and hold the line maps as attacker. With the "rules" of those map my life means nothing but each dead enemy a step to victory. So my main goal is to fall all enemy possible before going down myself. For this part the cloud effect is quite useful.
    I love to use the trchnique aiming for upper floor while on the stairs, using them as cover and jumping on the first enemy coming near.
    This loadout is useless on defence because you will poison your team mate and loose ticket and too much situational on conquest map. IMO it is a strategic loadout shinning in few situations but not very useful the rest of the time.
    Khornatian likes this.
  9. Khornatian Khornatian Steam Early Access

    It is not poison-immunity. It confers 50% poison-resistance, same as Mark of Nurgle or Veterans get by default (Nurgle Veterans are the only ones flat-out immune to poison).
  10. Catnium Catnium Well-Known Member

    we don't have power swords they do not have 120 pen they do not do the same melee damage.

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