Ork changes
Posted: Thu 08 Sep, 2016 5:05 pm
So I started playing a few 1v1s, which are apparently quite fun, who knew. So that combined with my experience with orks in teams I'd like to propose a few changes.
For Orks in general
Waaagh banners need a nerf. Especially in teams, it's very easy to get 4 and it will basically guarantee you the first engament. Increase the price from 75 rec to 100.
For the warboss:
Use Yer Choppaz (UYC) and Hard Boyz (HB). They're too spammable. I was able to use them almost every major engagement to win melee fights between sluggas vs banshees. The damage increase is good, but of less import than the melee skill buff. I like the red cost as it is on both, I seem to never accumulate massive stockpiles of red due to using all the ork abilities; I think it could use a cooldown increase. It's currently at 120 seconds for UYC, increase to 150? HB cooldown is 50 seconds. Increase to 75 or 90 seconds?
In addition the enhanced custom shootah needs to be looked at (I presume the warp spider HGDS as well), it does not provide reliable knockback. It now provides RNG knockback. The elite mod has sought to reduce chance as much as possible (sync kills for example), having in rng ability is a back step. If I get the custom shootah I'm using it to control an entity that can be knocked down. I need it to do it's job 100% of the time not 30% or 50%. It's too erratic currently. The problem in the past was that you couldn't retreat out of it, due to the chain knockback. Currently it has a %chance to knockback in an area, with knockback not occuring more than ever 4 sec (The codex doesn't have the ability listed so I'm going off of memory and HGDS). I don't know how the damage mechanic on the ability works, but I think it does to much. I've somehow managed to take half of the WSE's health away with one use before. I'm wondering if it's tied to that %chance to knockback. Ok, proposed changes, I have a few different ideas here. On all of them the RNG nature needs to be removed.
Idea 1: the ECS does guarenteed knockback at the start of the ability, it continues shooting for 5 seconds not dealing knockback, then deals a 2nd guaranteed instance of knockback. The knockback is not constant. Add a slow in between if you like. That window in between the 1st shot and last, along with after are your windows to retreat. Damage should be let's say 100 total? So 50 damage piercing with the first knockback, then the other 50 with the second. Numbers open to discussion. I think this should be a single model rather than an area
Idea 2: change the whole ability completely. Instead of knockback, the ability stuns for 5 seconds (current duration of the ability) and does 100 damage. While this eliminates all the problems with the knockback this is a net buff as it would now work on entities it didn't before. I.e. FC with battle cry, brocap, chaos lord. Just like before this should be a single model not an area. price would need to go up. 25 power to start with?
For Kommandoes:
Kommdoes are amazing. I see everybody going for nobz when hitting t3 and not very many people getting these guys. They do so much for you, I consider them an auto-buy almost always. They disrupt, do increased damage and have double the health of shootas, anti setup with burna bomb, anti ranged with the smoke grenade, cap 2x, and have anti-vehicle. While they are a t3 unit I think they do too much. The problem is really the nob rokkit launcher, everything else is basically fine. It's too good vs all vehicles except lemans, and landraiders/BB. and even then it can put on some serious dps especially because you can get rear armor shots with the infiltration. There are a couple of options on how to nerf them. The first is to increase the cost of the nob to 30 power. Potentially increase the req cost as well so that the whole upgrade is now 100/30. Another option is to make the rokkit launcher a secondary upgrade that becomes availble after the nob has been purchased. This would require an alternate weapon for him which would be a shootah. Doing this would increase the damage of the squad however, but it would change there anti-all role to that of anti-infantry. They currently do 30 dps piercing (tied with warpspiders and storm troopers).
For painboy:
He doesn't have melee resist. I think this was something that just got overlooked in a previous update. It should be added as he is a melee unit.
Musings:
These are less thought out changes and ones that I am less certain of;thus I would like you guys' thoughts on them.
For Shootas:
This one is a complete musing, but what are the communities thoughts on allowing shootas to upgrade to either kommandoes or flash gitz come t3 a la sternguard/vanguard? I find that shootas are no longer relevant once t3 rolls around, their effectiveness drops off, and they start bleeding too much. I usually throw them away to get pop for other units. Both kommandoes and flash gitz fullfill the same role, and they do it better. So the upgrade to either would require the nob, and say 150/30? It's higher than sterns or vanguard in req, because req is more important to orks in t3, and to discourage auto-buying. Moving to kommandoes would be a straight upgrade, and something that I wouldn't want to consider until after the afore mentioned kommando changes are looking at. Altering kommandoes is a precurser to any consideration of this. Upgrading to flash gitz is in actual tradeoff in versatility (aiming watz dat) for straight up damage. Upgrading should not give you the kommando nob, nor gitfindas/ blastas for the flash gitz.
Disregard (question posed and received feedback)
For Stormboyz:
Stormboyz aren't very effective, they just bleed too much. The bomba boy upgrade is pretty good and also underused, but you do sacrifice a model to make it happen. The ability is ideal when you need disrupt a blob/setup, but actually jumping in would be too costly. In addition the squad is locked into place for 2-3 seconds while the kamikaze waits to happen. They work well with a trukk, but again they're ruinously bleedy. Possible changes include changing how they reinforce or their performance. Currently they are 35/4 to reinforce. Its the power cost that hurts when needing to reinforce. Remove that and stormboyz are no longer an unattractive option. Other option is to adjust performance. Increase their chase potential and they become worth it. Atm they can be easily kited and unless whatever they jumped on sits there, stormz are not that useful (alleviated come t2 with nob purchase for the stun). Their pistol currently deals 1 dps for the regular models and 7 for the nob. Increase both regular infantry and nob pistol damage to 10 dps (still less than all other jump troops, as it should be). The nob is extremely beefy and very threatening whereas the regular models kinda aren't. In fact without the nob they kinda suck. So another way to increase performance is a health buff, either at the expense of of the nob or just as a flat increase. Start it off with 20 hp per model, going from 180 to 200. I would prefer increasing chase potential as it keeps the fragile theme and doesn't lessen the high risk/high reward that a health buff would. Regardless the stormboyz sitting there until the bomba boy explodes needs to change. As soon as he jumps away the squad should be able to receive commands.
For Orks in general
Waaagh banners need a nerf. Especially in teams, it's very easy to get 4 and it will basically guarantee you the first engament. Increase the price from 75 rec to 100.
For the warboss:
Use Yer Choppaz (UYC) and Hard Boyz (HB). They're too spammable. I was able to use them almost every major engagement to win melee fights between sluggas vs banshees. The damage increase is good, but of less import than the melee skill buff. I like the red cost as it is on both, I seem to never accumulate massive stockpiles of red due to using all the ork abilities; I think it could use a cooldown increase. It's currently at 120 seconds for UYC, increase to 150? HB cooldown is 50 seconds. Increase to 75 or 90 seconds?
In addition the enhanced custom shootah needs to be looked at (I presume the warp spider HGDS as well), it does not provide reliable knockback. It now provides RNG knockback. The elite mod has sought to reduce chance as much as possible (sync kills for example), having in rng ability is a back step. If I get the custom shootah I'm using it to control an entity that can be knocked down. I need it to do it's job 100% of the time not 30% or 50%. It's too erratic currently. The problem in the past was that you couldn't retreat out of it, due to the chain knockback. Currently it has a %chance to knockback in an area, with knockback not occuring more than ever 4 sec (The codex doesn't have the ability listed so I'm going off of memory and HGDS). I don't know how the damage mechanic on the ability works, but I think it does to much. I've somehow managed to take half of the WSE's health away with one use before. I'm wondering if it's tied to that %chance to knockback. Ok, proposed changes, I have a few different ideas here. On all of them the RNG nature needs to be removed.
Idea 1: the ECS does guarenteed knockback at the start of the ability, it continues shooting for 5 seconds not dealing knockback, then deals a 2nd guaranteed instance of knockback. The knockback is not constant. Add a slow in between if you like. That window in between the 1st shot and last, along with after are your windows to retreat. Damage should be let's say 100 total? So 50 damage piercing with the first knockback, then the other 50 with the second. Numbers open to discussion. I think this should be a single model rather than an area
Idea 2: change the whole ability completely. Instead of knockback, the ability stuns for 5 seconds (current duration of the ability) and does 100 damage. While this eliminates all the problems with the knockback this is a net buff as it would now work on entities it didn't before. I.e. FC with battle cry, brocap, chaos lord. Just like before this should be a single model not an area. price would need to go up. 25 power to start with?
For Kommandoes:
Kommdoes are amazing. I see everybody going for nobz when hitting t3 and not very many people getting these guys. They do so much for you, I consider them an auto-buy almost always. They disrupt, do increased damage and have double the health of shootas, anti setup with burna bomb, anti ranged with the smoke grenade, cap 2x, and have anti-vehicle. While they are a t3 unit I think they do too much. The problem is really the nob rokkit launcher, everything else is basically fine. It's too good vs all vehicles except lemans, and landraiders/BB. and even then it can put on some serious dps especially because you can get rear armor shots with the infiltration. There are a couple of options on how to nerf them. The first is to increase the cost of the nob to 30 power. Potentially increase the req cost as well so that the whole upgrade is now 100/30. Another option is to make the rokkit launcher a secondary upgrade that becomes availble after the nob has been purchased. This would require an alternate weapon for him which would be a shootah. Doing this would increase the damage of the squad however, but it would change there anti-all role to that of anti-infantry. They currently do 30 dps piercing (tied with warpspiders and storm troopers).
For painboy:
He doesn't have melee resist. I think this was something that just got overlooked in a previous update. It should be added as he is a melee unit.
Musings:
These are less thought out changes and ones that I am less certain of;thus I would like you guys' thoughts on them.
For Shootas:
This one is a complete musing, but what are the communities thoughts on allowing shootas to upgrade to either kommandoes or flash gitz come t3 a la sternguard/vanguard? I find that shootas are no longer relevant once t3 rolls around, their effectiveness drops off, and they start bleeding too much. I usually throw them away to get pop for other units. Both kommandoes and flash gitz fullfill the same role, and they do it better. So the upgrade to either would require the nob, and say 150/30? It's higher than sterns or vanguard in req, because req is more important to orks in t3, and to discourage auto-buying. Moving to kommandoes would be a straight upgrade, and something that I wouldn't want to consider until after the afore mentioned kommando changes are looking at. Altering kommandoes is a precurser to any consideration of this. Upgrading to flash gitz is in actual tradeoff in versatility (aiming watz dat) for straight up damage. Upgrading should not give you the kommando nob, nor gitfindas/ blastas for the flash gitz.
Disregard (question posed and received feedback)
For Stormboyz:
Stormboyz aren't very effective, they just bleed too much. The bomba boy upgrade is pretty good and also underused, but you do sacrifice a model to make it happen. The ability is ideal when you need disrupt a blob/setup, but actually jumping in would be too costly. In addition the squad is locked into place for 2-3 seconds while the kamikaze waits to happen. They work well with a trukk, but again they're ruinously bleedy. Possible changes include changing how they reinforce or their performance. Currently they are 35/4 to reinforce. Its the power cost that hurts when needing to reinforce. Remove that and stormboyz are no longer an unattractive option. Other option is to adjust performance. Increase their chase potential and they become worth it. Atm they can be easily kited and unless whatever they jumped on sits there, stormz are not that useful (alleviated come t2 with nob purchase for the stun). Their pistol currently deals 1 dps for the regular models and 7 for the nob. Increase both regular infantry and nob pistol damage to 10 dps (still less than all other jump troops, as it should be). The nob is extremely beefy and very threatening whereas the regular models kinda aren't. In fact without the nob they kinda suck. So another way to increase performance is a health buff, either at the expense of of the nob or just as a flat increase. Start it off with 20 hp per model, going from 180 to 200. I would prefer increasing chase potential as it keeps the fragile theme and doesn't lessen the high risk/high reward that a health buff would. Regardless the stormboyz sitting there until the bomba boy explodes needs to change. As soon as he jumps away the squad should be able to receive commands.

) and with further melee potential.

