Mekboy Big Shoota and Stikkbomma Melee Skill Balance
Posted: Mon 07 Nov, 2016 9:40 am
On the proposal to make the Mekboy Dakka Dakka Dakka (big shoota) go from 100/20 to 100/25 I say:
"It's a good weapon, but, this change is actually huge. I feel I might be a bit biased because I love the mek and love abusing him. In some MUs like eldar getting the big shoota ASAP on him is the best thing ever so you can bleed those DAs as fast as possible. Same with vsing other orks. And I feel like that's a really key thing about the mek beating those MUs and that the dakka dakka dakka is certainly not worth 25 power in late t1 or 20 power even in early t1 vs most other races such as IG, SM, CSM and nids... I'm gonna have to ask some orks.
Also, do we want to do anything with his deffgun? That thing is kinda weird to be blunt."
I wanted to raise this with the forum in general. For me the change to 25 power for this weapon is like changing the LCs power sword to 25 power. It's a HUGE change. Do we get similar feelings of "wow this thing is so pressuring for that cheap 20 power" when we consider the mekboy's big shoota? Should it be nerfed in cost? How about keeping cost similar but giving a small dps decrease so you can still get it early and bleed models vs eldar/orks but it isn't quite as punishing all throughout T1 for that cheap initial sunk cost?
Additionally I wanted to raise a discussion about stikkbomma's melee skill. Generally I believe it is a good principle to maintain unique and interesting attributes of uniques where possible. The fact that stikks can be somewhat viably used in melee combat in tandem with a slugga squad to absolutely obliterate other melee is an interesting attribute this artillery unique has!
But, does it impede on balance too much to the extent that we should remove it? I wanted to bring it down from 80 to 70 so it wasn't quite so overwhelming vs T2 melee. Do people feel this is okay to concede? Or are they any other suggestions of what we could do, perhaps we could keep their MS high but nerf them in a different way to compensate. It has to be noted they are the cheapest artillery squad to buy in req and also the cheapest squad to buy in terms of power out of all those that do cost power, then being 360/20.
Thoughts?
"It's a good weapon, but, this change is actually huge. I feel I might be a bit biased because I love the mek and love abusing him. In some MUs like eldar getting the big shoota ASAP on him is the best thing ever so you can bleed those DAs as fast as possible. Same with vsing other orks. And I feel like that's a really key thing about the mek beating those MUs and that the dakka dakka dakka is certainly not worth 25 power in late t1 or 20 power even in early t1 vs most other races such as IG, SM, CSM and nids... I'm gonna have to ask some orks.
Also, do we want to do anything with his deffgun? That thing is kinda weird to be blunt."
I wanted to raise this with the forum in general. For me the change to 25 power for this weapon is like changing the LCs power sword to 25 power. It's a HUGE change. Do we get similar feelings of "wow this thing is so pressuring for that cheap 20 power" when we consider the mekboy's big shoota? Should it be nerfed in cost? How about keeping cost similar but giving a small dps decrease so you can still get it early and bleed models vs eldar/orks but it isn't quite as punishing all throughout T1 for that cheap initial sunk cost?
Additionally I wanted to raise a discussion about stikkbomma's melee skill. Generally I believe it is a good principle to maintain unique and interesting attributes of uniques where possible. The fact that stikks can be somewhat viably used in melee combat in tandem with a slugga squad to absolutely obliterate other melee is an interesting attribute this artillery unique has!
But, does it impede on balance too much to the extent that we should remove it? I wanted to bring it down from 80 to 70 so it wasn't quite so overwhelming vs T2 melee. Do people feel this is okay to concede? Or are they any other suggestions of what we could do, perhaps we could keep their MS high but nerf them in a different way to compensate. It has to be noted they are the cheapest artillery squad to buy in req and also the cheapest squad to buy in terms of power out of all those that do cost power, then being 360/20.
Thoughts?
but to cheap 120rec 25 power should make the cost fine.