Deff Rolla

Issues dealing with gameplay balance.
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Toilailee
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Deff Rolla

Postby Toilailee » Fri 29 Nov, 2013 8:45 pm

This ability makes battlewagon bonkers op.

- It can easily wipe several squads from full hp in few seconds.
- Retreating does nothing but prevents knockback.
- Due to BW's speed and the duration of the ability, even if you retreat as soon as you. see BW at the edge of your screen it can still catch up to you and wipe your squads.
- Even if BW is 100% snared and surrounded by heavy melee it can still use deff rolla and spin on the spot to wipe stuff.

Nerf :?:
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Re: Deff Rolla

Postby FiSH » Fri 29 Nov, 2013 8:57 pm

><%FiSH((@>
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Torpid
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Re: Deff Rolla

Postby Torpid » Fri 29 Nov, 2013 9:51 pm

Yeah... this ability helps make the BW the best super unit. I agree, it needs a nerf.
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Orkfaeller
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Re: Deff Rolla

Postby Orkfaeller » Fri 29 Nov, 2013 10:55 pm

I for one allway thought the BW should just have a "charge", like the ones in the campaign.

All this close combat deff rolla, rotating on point and glitching around seemed just... eh
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Re: Deff Rolla

Postby Bahamut » Fri 29 Nov, 2013 11:09 pm

i think the problem is the you only need 1 squad inside the battle waggon to fully upgrade its speed
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Forestradio
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Re: Deff Rolla

Postby Forestradio » Fri 29 Nov, 2013 11:14 pm

Orkfaeller wrote:I for one allway thought the BW should just have a "charge", like the ones in the campaign.

All this close combat deff rolla, rotating on point and glitching around seemed just... eh


From the changelog

"New ability: Rollin' Thunda - targeted charge that damages and knocks back units and stuns any vehicles it hits"

So yes it does have both a charge and a speed increase ability.
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Re: Deff Rolla

Postby Nurland » Sat 30 Nov, 2013 10:18 am

Yesh! Rape Rolla sure could use a nerf. That just wipes stuff way too much.
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Deff Rolla

Postby Lulgrim » Sat 30 Nov, 2013 10:25 am

Spins up the deff rolla for 15 seconds, increasing the Battlewagon's speed by 4 and doing weapon knockback in radius 6. Enemy infantry hit by the rolla have a 4% chance of being crushed. Heroes and super heavy infantry cannot be crushed. Cooldown 60 seconds.

This is the retail description. I assume crushing is checked each second. Should it do fixed damage maybe or what? Buff the disruption instead?

Lower speed bonus, -5 duration?
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Re: Deff Rolla

Postby Lost Son of Nikhel » Sat 30 Nov, 2013 11:12 am

What about to quit the instantkill effect and change it for a +xx damage taken.

For example: when the effect trigers, the affected model receives 50 damage instead of be killed.

Still it would kill models if they are severely wounded but don't instantkill full hp models.
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Re: Deff Rolla

Postby Torpid » Sat 30 Nov, 2013 12:05 pm

Well it would have to be much lower than 50 because if you think about how fast models are popped considering the deff rolla only has a 4% chance of doing so it definitely seems it procs more than once a second, so 50 damage would add up fast.
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Toilailee
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Re: Deff Rolla

Postby Toilailee » Sat 30 Nov, 2013 1:48 pm

The mechanics of the "crush" is the problem here either way. Dunno what 4% chance is referring to here but it feels lot more than 4% each second.

Lowered duration and/or less speed would make it a bit harder to abuse but, still you would only need to be closer to enemy shit when using it.

Fixed damage would at least prevent the trollage of wiping 3 full hp marine/nob squads and one shotting sub commanders but dunno how op it would be vs high model count units. Altho aren't all super unit abilities pretty effective vs such units?
If you can make fixed damage happen it's worth a try imo. See how it plays out.
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Ace of Swords
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Re: Deff Rolla

Postby Ace of Swords » Sat 30 Nov, 2013 7:29 pm

From rumors I knew the insta kill effect happens only on retreating units, but dunno I have no certain information about it.
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Re: Deff Rolla

Postby Torpid » Sat 30 Nov, 2013 9:32 pm

Huh? No, it will wipe everything if you do or don't retreat.
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Re: Deff Rolla

Postby Uncle Milty » Sun 01 Dec, 2013 1:02 am

I am not 100% sure if i interprete these values the right way, but it has a probability of occurance of 4% indeed on a repeat_action with a frequency of 0.1 in radius 6 of the point that is 7 ahead if the center of the bw.
So basically it rapidfires the gib-action and is only way more effectively against retreating units, since they cannot be knocked back by the deff rolla what would prevent them from being spammed by this gib-action.

So if a retreating model of yours (that hits the targetting requirements) gets chased by a battlewaggon over a timespan of lets say 5 seconds and stays in that circle of radius 6 (so under the rolla) it gets hit by 50 of these actions. So the probability that this model survives that 5 seconds is 0.96^50 = 0.13

again: i am not 100% sure if i interprete this correctly.
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Re: Deff Rolla

Postby Torpid » Sun 01 Dec, 2013 1:18 am

Yeah, that sounds about right. It still will gib stuff that doesn't retreat, but retreating does make the matter even worse and that probably is due to the lack of the knockback.
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Re: Deff Rolla

Postby SirSid » Mon 02 Dec, 2013 7:41 am

it's to much lul'z to nurf , just leave.

;)

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Re: Deff Rolla

Postby Darkbulborb » Mon 02 Dec, 2013 1:58 pm

I agree that it is strong, but we should also consider that the ability is made for doing that. What other purpose could you give a massive spiky steamroller? The knockback prevents instant killing on non retreating units as explained, so it's mostly effective on retreating units (which is logical) and even then, the battlewagon drives around units since it has problems with unit collision and sometimes pathing. I think that bringing back 4 squads for speed and a slight reduction of time the ability is active should be enough of a nerf, also maybe when activating the ability remove unit collission so you actually have to "drive" the battlewagon. It wil need focus of the player to drive the wagon to the exact units they want to try and crush.
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Re: Deff Rolla

Postby Uncle Milty » Mon 02 Dec, 2013 10:52 pm

remove unit collision is a horrible idea
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Cyris
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Re: Deff Rolla

Postby Cyris » Mon 02 Dec, 2013 11:07 pm

I've never really liked the squad deleting aspects of the Rolla. I like the artillery style gun and the "go better when full" parts. I really like the fixed directional charge that was added. Honestly, the active roller part and it's "guess I win" moments are the only parts I really don't like. Lose that, buff other aspects, maybe even let a 2nd squad increase potency a little further.
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Re: Deff Rolla

Postby Nuclear Arbitor » Tue 03 Dec, 2013 12:43 am

just doing knockback and less damage would be pretty strong already as long as it doesn't require many, if any, squads to do. being able to knockback units while they're being shot by ork's strong ranged units could certainly force retreats and would be much less likely to simply wipe everything.

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