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Re: Orc balance issues.

Posted: Wed 19 Mar, 2014 11:43 am
by Torpid
No, the idea is that the support is too effective. VoT devs aren't OP because in order to get them you have to pay 85 power and ~450 req for that support. On the other hand sluggas+vomit ill beat pretty much any t2 melee unit yet that support not only costs a mere 400 req 40 power but it also has far more utility in combat as a portable mini-plasma devastator and therefore countering entire t1s - attack ground ranged units/set-up teams, vomit on melee/jump teams.

Not to mention the utility the weirdboy grants from his upgrades is far more desirable than that of the librarian. Yet I was the one to defend the librarian in the past and even at present. I do well with the librarian, I don't think he's drastically UP and I certainly wouldn't want his base price to fall. However, this seems to mean the weirdboy is OP. Combine this analogy to the libby with the intuitions of most players and the statistical observance as to how often people buy the weirdboy in T2 when playing as orks (My guess is at 70%).

I get that he's pretty fundamental to ork play, however I think he's just too good out the gate since he's so cheap then, only once you buy his upgrades does he become expensive. I appreciate his default attack got nerfed in some way before (I don't recall how exactly) and so I don't want to touch that, but rather the vomit is the problem here. I think it's just too easy to use with no repercussions given what it does. I think an energy cost increase for the ability and the removal of the (20%) extra damage taken by any unit stunned by vomit would be good. Also warpath could serve to see either an energy cost increase or a nerf in some of its effects too, that thing is crazy-strong right now.

Re: Orc balance issues.

Posted: Wed 19 Mar, 2014 12:48 pm
by L0thar
Nurland wrote:Just be careful with the dread. Always have FC, scouts, devs to protect it from Nobz/commanders so it can make it out if it gets low.

Nobz will lock the dread in a cellar and violently rape it for three decades of you don't support the dread properly.



That Torpid Gamer wrote:
L0thar wrote:Thanks to Torpid and Radio for some tips regarding Nobs (back in page 4).

I already use TH FC, scouts, etc, but I've never tried dreads against them. I'll keep it in mind next time.


Yeah, the basic idea is to just chain knockback/stuns so that you can outright outlast them, or if you can't do that just use the knockback/stuns to waste their frenzy so that you can then suppress them and shoot them to bits (with plasma tacs, ranged termies, preds or set-up teams).

For example if your opponent has tankbustas and a beamy loota from t2 because your ally was spamming chimeras obviously vanguards+plasma devs would do much more to counter nobs than a dreadnought, yet if they have a weirdboy and dual sluggas (and they went for a wartrukk in t2) getting a dread is a great aid in countering the nobs as he can stall them for quite a lot of time and bleed their models without bleeding himself and being at much risk (unlike vanguard which would bleed to the dual sluggas).

Often in all but the very highest level of games you can get away with only using a t2 centred around dreads and libby play as SM. Most orks will get nobs in t3. You have the dread to stall them when they use frenzy and in all other circumstances you have devastators to threaten them. even if they have a weirdboy to counter your devs, or you dread can't stun the nobs in time you have veil of time AND gate of infinity to get your devs out of trouble and ready to counter the entire ork blob (unless they have stikks, a rarely purchased unit in elite [and unjustifiably so]). There is also the force barrier to be used after your the emperor's fist's stun wears off, given that the nobs were stunned it's easy to hit it here while your army regroups and the nobs are pushed back. What have they achieved? Very little, they're back where they started a minute ago but now with only half hp. If they go for a looted tank then you have far less to worry about since a melta bomb+veil of time las-devs promptly deals with any vehicular threats and if tanks are really really giving you trouble despite that you can always buy a melta on your dread. This sort of build works really really well against nids, chaos, orks and other SMs alike. However leman russ/kasrkin of IG will give you issues if you don't have the tech lead and if you do often you can seal the game by just going for ranged termies. Vs eldar preds are desirable just because of how hard it can be to kill prism's otherwise. That said it's not too hard in the end so long as you have ASM. Angels of death prevents KB and be used alongside VoT las-devs and ASM to snipe prisms in t2. The FC can go for alacrity+teleport+power fist and use FTE on himself. The TM can cry to the machine gods.


Thanks for the tips!

I generally know the theory behind countering them but I often can't get it to work. Guess I just need to play better. It's good to see something is working though. I wish I could try it right now, lol.

Yeah, I don't see stikks too much either, which is weird. They always seemed like an amazing unit to me.

Re: Orc balance issues.

Posted: Wed 19 Mar, 2014 4:48 pm
by Dark Riku
Tex wrote:I'm back from vacation and read some of this lul thread.

So in keeping in line now I'm formally requesting a nerf to las-cannon because its op when libby uses VoT on it.

hur hur
Yes, cuz the libby is an auto buy like the weirdboy. Ow wait...
Not to mention all the other factors that are mentioned many times before.(+1 Torpid)
This is one of your dumbest posts yet Tex.

Re: Orc balance issues.

Posted: Wed 19 Mar, 2014 5:54 pm
by Arbit
L0thar wrote:
Torpid wrote:...(unless they have stikks, a rarely purchased unit in elite [and unjustifiably so])...

Yeah, I don't see stikks too much either, which is weird. They always seemed like an amazing unit to me.

The reason stikks aren't used extensively is popcap and AV. If you can get by with the barebones ork T1 (2x shoota, slugga), once you're in T2 and have nobs on your three squads that's 47 pop. If you get stikks that's another 12, so 59 pop, with absolutely no AV capability at all. If you need tankbustas, that's another 12 so 71 pop. If you get to T3 with all those boyz, all ork T3 squads cost 15 to 20 pop apiece without squad leaders for nobs/kommandos, so you're up to 86 to 91 pop there.

Note if you get storms in addition to 2x shootas and 1x slugga, that's another 15 pop, 20 with the nob = 67 pop for 4 squads with a nob on each, with some AV on a single stormboy model. Stikks will then put you up to 79 pop, which is realistically about all the pop you can afford to field (factoring in bleed and upkeep) assuming you are not ROFLstomping your opponent. That puts you in a pretty tenuous position of relying on the stormboy nob + hero wargear for your AV.

Thinking about a barebones popcap allocation for SM similar to the first ork scenario, you would have 1x scout, 1x tac + additonal tac or ASM. With squad leaders all around, that's 52 pop, but with varying degrees of AV capability from the tacs/sterns/ASM. Getting lasdevs puts you at 64 but gives your army some potent AV capability since tacs/ASM/sterns can pitch in as well.

Re: Orc balance issues.

Posted: Thu 20 Mar, 2014 12:31 am
by Tex
Dark Riku wrote:
Tex wrote:I'm back from vacation and read some of this lul thread.

So in keeping in line now I'm formally requesting a nerf to las-cannon because its op when libby uses VoT on it.

hur hur
Yes, cuz the libby is an auto buy like the weirdboy. Ow wait...
Not to mention all the other factors that are mentioned many times before.(+1 Torpid)
This is one of your dumbest posts yet Tex.


Correction, you took the bait.

Re: Orc balance issues.

Posted: Fri 21 Mar, 2014 10:57 am
by L0thar
@Arbit - Thanks for the explanation. It seems reasonable enough and I certainly don't know enough about Orks to dispute that.

Still, I would expect to see them more in team games, where the AV role can be taken by teammates. Stikks seem especially effective as ranged blob counter, which are also more prevalent in 3v3...

Re: Orc balance issues.

Posted: Fri 21 Mar, 2014 12:16 pm
by sk4zi
actually tankbustas are one of the best AV choices of the game i think...

so it would be great to have an ork-teammate for the av :P