I don't think that's accurate.. Its small and hard to hit with our inaccurate guns. If you hit it with a melee swing (not easy but also not impossible) you one shot it so I would say its EHP is more like 110. If we could lock on to it with melee, and it could not be deployed on the ceiling it would be nerfed enough. The doc bomb is balanced I think in terms of size and hp. The apoth healing beacon is too small and also essentially camouflaged. i would say if they made it bigger and but the grenade blinking red light on it, then it would be fine. What the pain boy really needs is more baseline weapon options to bring it in line with the apoth. BUT I would say that we dont and shouldn't want it to be an apoth clone. Good options would be to make the sticky slugga more of a unique weapon. Maybe make it full auto, keep the dot, and give it a slightly bigger clip, and make it cheaper. right now I use the dakka slugga on pain boy to get this effect. As far as melee I think we are fine but it would be nice if the syringe had higher durability, but the damage is actually higher than choppa blade with about 1/3 of the damage coming from poison which makes it better than the choppa blade.
Servo Skull takes 2 axe/sword swings to down. If you managed to kill it in one melee attack, that means that skull had already been weakened by something else.
I have taken them out when they have been freshly thrown many times. But we all know that in generally weather it can be easily killed or not doesn't really matter.. Thing probably shouldn't even exist in the game. If you look at the stats and the performance of LSM weapons in the hands of experienced players they definitely don't need an item that gives a 30% damage increase let alone and aoe one.
It is already full auto, though. Thought it could use a stronger poison effect while keeping the max so you don't have to unload the full magazine to get any decent poison effect, but that could be frustrating on the receiving end to deal with.
That's so true. After patch 1.3 all the problems of orks animations became even bigger. Playing Orks melee at the moment is basically hard mode and if one wants to win a match the first thing to do is to scream all the noobs to forget Slugga Boy and Storm Boy they play only Shoota, Loota and 1 Painboy per squad.
Can't deny the Slugga is in a bad place (yet again), but the Stormboy can work if he is restricted to low numbers for the purpose of breaking up heavy devastator positions
Too limited: if you manage to flank Devastators positions then you can achieve more with a Shoota with extended mag. Then one of the biggest problems with Orks today is a big part of our weaponry is simply useless. Pokkit Rokkit, Six shoota, One-shot shoota, Torpedo Axe, Skip Launcher... The list is very long. In the end everyone runs the same old 4-5 weapons: Shoota, Big Shoota, Dakka Slugga, Ace Dakka, sometimes Rokkit. Damn... Today I played 1,5 hours and Orks quit even using the shield.
I don't think they need more weapons, I think weapon wise the Painboyz are fine. The bigger issue with Painboyz as a whole is giving them a unique niche. As it stands Painboyz are sorta kinda a "worse Apothecary" and I'd want that changed to make them more Ork flavored. So I'd look at things like increased base health/toughness (or on their wargear slots), improving Sicky Bombs and making them the defacto meta build. So Apothecary has the bolter + healing beacon so they have good ranged damage and aoe heals while being squishier so they can't manfight aswell. The Painboyz instead would be more durable and more able to get in their in the fight, and instead of being as much about healing they poison the shit out of everything and rez some boyz that drop after the fight. This gives the Painboyz a unique and flavorful role, that divides them from Apothecaries even if they are both based around a similar base heal/res mechanic. Sicky Slugga is already full auto. Interestingly a smart version exists aswell, its also full auto, AND the poison not reduced on the smart version. 1v1 you will take down anyone with a smart sicky slugga, they might kill you but your poison will make sure they drop too the fact you can do this with basically "autoaim" from a smart version of it is pretty nice. I honestly think the Sicky Slugga is in a pretty good place, maybe an increased ammo reserve because you can't take an ammo pack and its also really your main weapon and you can ammo dump with it really fast.
I dont think the slugga is in a bad place in terms of the "class" I do just fine as a slugga with the shield. I would say the real problem is that you basically need the shield. Additionally the fact that the kluba and Choppa/electro axe aren't options due to how slow they are. Now that the server lag is going away I have been playing stormboy again and even using my claw from time to time. Our real enemy is lag, because it exacerbates our animation glitches.