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Waaagh

Discussion in 'Orks' started by b0ink7, Oct 7, 2016.

  1. b0ink7 Recruit

    So this is basically the orks special thing, more or less (since the hp was basically just compensation for easy headshots) however I don't think it's all that great.

    It's rather inconsistent, sometimes it can be great borderline OP other times it can be a quick way to lose depending on the map and the side you fight as.

    In general if the match is skewed in one favour it won't show up at all most of the time since the game will be over long before the last 5min starts. On fortress defense it just makes you lose lives faster and in a close even game it will likely skew the favour towards orks a lot, turning it into an uneven one.. so in general pretty lame all around.

    Or is it just me that would like to see this revamped completely? Question is to what though..
  2. Azrakhai Exosus Arkhona Vanguard

    Here's something they "could" do I suppose :

    Once Warlords become a thing, maybe Waaagh! can be a Warlord ability they can trigger rather than a set event. That way you can avoid it activating and potentially fucking your team / plan up and instead the Warlord can decide whether or not to trigger it after possibly consulting with Squad leaders.

    Just an idea.
  3. Redfingers Recruit

    It only kicks in when you're already winning.
  4. It is super bad for Orks when they're defending in Fortress maps. Instant death, no opportunities for revives, eternal bleed.
  5. I think just disabling the way it kills you at 0 hp on fortress defense would help a lot. As it is, Orks dying instantly destroys the usefulness of the Painboy at the moment when the team needs them working to revive and heel boyz the most. If they get rid of the insta death, even if JUST for that game type on defense, it remains the way it should be: a clear benefit with no major drawbacks. The only other option, as the normal "lore" reason for dying at 0 hp is a sudden influx of Orks charging in to replace the dead, the Waaagh! should give bonus lives to the defending side when it is activated. The problem with this is balance (how many lives is the right amount?) and the fact that in the future the Waaagh! will be activated, and not just on a timer. So, just disabling insta-death is the easier of the two options.
  6. MefDaFixa GeorgePhillips Arkhona Vanguard

    I suggest that the more Orkz fight the more Waaagh there iz Orkz should be a less tactical but more aggressive race.
    Orkz like to TK its part of Orky Kulta and we also ten ta be greedy so TKing and Fightyness should add to the Waaagh! This encourages aggression and discourages passive idleness IE defending.
    There should be stages of WAAAGH basically a WAAAGH! meter where it fills as we fight and TK. and decreases as we do not fight.
    Excessive TK will still get you kicked from a match but more TK is allowed for Orkz then other factions.
    Also 10xp is awarded for a TK but Badmoonz get 15xp for TK and all orkz get 15xp for TK a badmoon this is completely lore and RP freindly and is a very minuscule amount of XP since you get 15-17XP every so many seconds defending. Also Evil Sun vehicles should move faster then other ork vehicles.

    the first stages of WAAAGH should give a respawn reduction and increase bleedout rate and movement speed this should increase at each stage until it is at full WAAAGH where it has the same effects it currently does or adjusted amounts for better balance.

    Also There are other subfactions things I have not mentioned that should be added.
    This Makes Orkz a Unique playstyle with different mechanics.

    I have came up with a fun and interesting Chaos mechanic I will do the same for the WAAAGH! mechanic but you must support my efforts!
    http://forum.eternalcrusade.com/thr...-a-chaos-god-as-a-mechanic-like-waaagh.59282/
    LSM
    and
    Eldar also need mechanics which you can send me ideas for threw having a conversation/PMing me
    Kaptain_K_Rool likes this.

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