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				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 2:51 am
				by SirSid
				Im actualy kind of glad  u brought that  up tex. 
Having more than 1  detector  when faceing the  KN , especialy   once u hit t3  , is deffinatly  a resonable response. If  u are dead  set on fielding a tank for some reason even more so is the extra  detector a good idea , and this is what  i personaly  do offten vs  a KN. 
However this  IMO point's out the problem. 
Lets say for sake of conversation that  i am playing eldar  ( the most  likley race  to field  a tank in a 1v1  vs a  KN )  i have played well and preserved  my  original upgraded ( now  level 2  ) rangers . I get t3  and  buy a fire prisum > secound set of rangers  then also get the infiltration for secound squade. This is a very powerfull set  up vs    ork's  IMO. 
So now  the  FP begins  to bully the orks , however carefully and  much more reserved than normal dew to the fact the KN "could" have a  launcher. 
Rangers spot the KN sneaking in knock him back, evreything starts  to fire  at him , he gets up fires  1  shot at the FP then retreats . 
Well the fire  prisum is  at  less than 1/3  HP and this is a best case senario if evreything is  planed and used  properly . if anyother AV sorse is around it's a dead tank , or  if  the KN manages to get a secound shot off then it's dead . He can sneak into base  to kill a wonded tank.
As  i some what  stated before it's not nessasarly the upgrade  being imbalanced or something like that it's  mechanics being inharently  broken. It can be countered with good gameplay This is  1  of the reasons  i do not  feel that it  will ( or even should  ) be changed.
The problem is the unavoidable burst damage  
This is the nature of the KN. This is  the problem with him not his  upgrades. The  knife could coast  200 power  , it will still whipe unit's in if'ey ways . same with the  launcher. Just  like web way gates this is a  problem with the nature of  useing this stratagy. 
Remember when the GK purigation flamer did all it's damage in bursts? It was a major problem and was changed . U can't change the burst damage on a  unit that is naturaly  a  "hit and  run" style  unit just like snipers. 
Im not biast  about this with the KN i feel that stormtropers for IG are the same way with thare sneakey burst AV wepon damage , at least they need to get close AND  fire more than  2  times to kill something. I still feel they are somewhat  in the same region as the KN in this regard.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 3:18 am
				by Torpid
				Melta stormtroopers are absolutely awful...
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 8:32 am
				by Darkbulborb
				Bahamut wrote:if anything orks got buffed since retail. Actually all races have got buffed since retail, some more than others
Let me list your buff list
waaagh banners - what buff?
tanky sluggas 
burn dat house - new ability which is good, yes
less pop for nobs with same frenzy duration - frenzy shouldn't be nerfed anyway, they're the elite unit of the orks
faster red auto gain - didn't know
less red cost on waaagh - that's a buff alright
buffs to battlewagon - again, what buffs?
flash gits - just a new unit
painboy - new unit also
weirdboy is still rampant - he is, but he got nerfed also
Only real nerf was stikkbombbas and even they got a slight buff 
Oh right, sluggas are not as fast anymore and now you need to buy the nob for shootas to have their high dps, but they still have it
Now for nerfs:
Waaagh! Banners - No frazzle
Weirdboy - Slower attack speed, he shoots once in 3 seconds now or so, was faster.
Weirdboy - Warp vomit stun debuff and damage amplifier
Battlewagon - Crush chance from 4% down to 3% and now even 2%
Battlewagon - Zzap gun damage lowered (not sure on this one though)
Shootas - HAVE to buy upgrades for them to do some serious damage
Slugga nob - Swamp 'em and no standard +1 speed, also not power melee anymore
Mega Rumblah - No longer keeps you stunned, can retreat out of it
Deff Dread - Rampage movement speed slowed
Warboss - Angry bitz doesn't knock back anymore if retreating with that unit
Warboss - Enhanced Kustom shoota range nerf
Mekboy - Turret still useless, even with amendments
and so on and so on.
With some of the nerfs I agree, but some are ridiculous.
 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 8:53 am
				by L0thar
				You call them nerfs, I call them balance improving changes.
Orks are still good, maybe still too good.
edit: As for the rocket launcher - detectors are must, problem is the launcher comfortably outranges most detectors (40 range vs 30). If something, I would nerf the range on that thing.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 11:12 am
				by PhatE
				Slugga knob still has his power melee. I'm wondering if you're referring to the warboss hammer that was changed to melee from power melee, that thing was bananas before. 
They're still nerfs regardless of how you want to split the straw. Which weren't even that bad and some things were pretty damn strong.
Shootas always had to buy upgrades to do damage. I'd say if anything the changes that were made have made the ork race more interesting to play as and haven't made the race necessarily weaker.
They got some love where they needed it and they got nerfs where they were needed too. Just the addition and changes to Waaagh! banners for sluggaz is so unbelievably welcome.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 11:41 am
				by Bahamut
				Darkbulborb wrote:Now for nerfs:
Waaagh! Banners - No frazzle
Weirdboy - Slower attack speed, he shoots once in 3 seconds now or so, was faster.
Weirdboy - Warp vomit stun debuff and damage amplifier
Battlewagon - Crush chance from 4% down to 3% and now even 2%
Battlewagon - Zzap gun damage lowered (not sure on this one though)
Shootas - HAVE to buy upgrades for them to do some serious damage
Slugga nob - Swamp 'em and no standard +1 speed, also not power melee anymore
Mega Rumblah - No longer keeps you stunned, can retreat out of it
Deff Dread - Rampage movement speed slowed
Warboss - Angry bitz doesn't knock back anymore if retreating with that unit
Warboss - Enhanced Kustom shoota range nerf
Mekboy - Turret still useless, even with amendments
and so on and so on.
With some of the nerfs I agree, but some are ridiculous.
Darkbulborb wrote: this mod already nerfed them down to the ground.
:/
Waaagh banners do have frazzle again
 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 12:23 pm
				by PhatE
				Bahamut wrote:Waaagh banners do have frazzle again
No they don't it's just a free waaagh. Frazzle had the stun as well.
 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 1:06 pm
				by HandSome SoddiNg
				Darkbulborb wrote:Bahamut wrote:if anything orks got buffed since retail. Actually all races have got buffed since retail, some more than others
Let me list your buff list
waaagh banners - what buff?
tanky sluggas 
burn dat house - new ability which is good, yes
less pop for nobs with same frenzy duration - frenzy shouldn't be nerfed anyway, they're the elite unit of the orks
faster red auto gain - didn't know
less red cost on waaagh - that's a buff alright
buffs to battlewagon - again, what buffs?
flash gits - just a new unit
painboy - new unit also
weirdboy is still rampant - he is, but he got nerfed also
Only real nerf was stikkbombbas and even they got a slight buff 
Oh right, sluggas are not as fast anymore and now you need to buy the nob for shootas to have their high dps, but they still have it
Now for nerfs:
Waaagh! Banners - No frazzle
Weirdboy - Slower attack speed, he shoots once in 3 seconds now or so, was faster.
Weirdboy - Warp vomit stun debuff and damage amplifier
Battlewagon - Crush chance from 4% down to 3% and now even 2%
Battlewagon - Zzap gun damage lowered (not sure on this one though)
Shootas - HAVE to buy upgrades for them to do some serious damage
Slugga nob - Swamp 'em and no standard +1 speed, also not power melee anymore
Mega Rumblah - No longer keeps you stunned, can retreat out of it
Deff Dread - Rampage movement speed slowed
Warboss - Angry bitz doesn't knock back anymore if retreating with that unit
Warboss - Enhanced Kustom shoota range nerf
Mekboy - Turret still useless, even with amendments
and so on and so on.
With some of the nerfs I agree, but some are ridiculous.
 
Le'ts NOT Forget Warpath please, Buffing entire armies speed  until he's worn out and am not entirely sure it also grants Melee damage boast to Ork units . Weirdboy's true colors are normally shown in 2v2/3v3, He can just lead Sluggaz/nobz  with warpath completely overwhelming set-up teams  . Warpath needs its desired nerf
 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 1:31 pm
				by Bahamut
				Warpath increases melee dmg by 15% yes.  Another buff from retail to elite.
Again, all races have been buffed overall from retail to elite. Some more than others, but even orks and chaos (the two truly OP races in retail) are generally stronger in elite
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 3:16 pm
				by Lost Son of Nikhel
				The Spesshul Shoota should do a lot less damage with his ability and a lot more damage with his default attack. It's ridiculous how with High Explosive Shells obliterates low hp high model squads and do half damage than the default Twinlinked shoota even at short range with his default ranged attack.
And Rokkit Launcha the same. The ability should do full damage to the aimed model and reduced damage to the nearby models, and his default ranged damage should be reduced. Is not very balanced give a high dps weapon to a hero which could infiltrate by himself.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Wed 30 Apr, 2014 11:38 pm
				by Nurland
				While Whoreboss might have gotten his kustom shoota range nerfed the dps of that weapon went up quite heavily.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Thu 01 May, 2014 9:19 am
				by Superhooper01
				Think it was needed tbh Nurland as that weapon was never used and anyway most people dont get it due t his ever weapons being great as well as the fact he is built for melee etc. Glad to see people are saying a lot of the Knob like the idea of his normal attack on shotgun being buffed while the damage from the ability being reduced.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Thu 01 May, 2014 9:40 am
				by Nurland
				Yeah I am not saying it didn't deserve the buff just pointing out that WB shoota did not get nerffed. I'd say it got buffed.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Thu 01 May, 2014 5:19 pm
				by Flash
				The last two pages read like everyone and their squirrel proposing a nerf/stating some aspect of Orks are OP... and ther isn't a whole lot of cohesion as to what should be nerfed.
			 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Fri 02 May, 2014 11:56 am
				by HandSome SoddiNg
				Flash wrote:The last two pages read like everyone and their squirrel proposing a nerf/stating some aspect of Orks are OP... and ther isn't a whole lot of cohesion as to what should be nerfed.
The KN rokkit can 1-2 shot FP/transport vehicles on rear armor,even Preds 3 shots. Fires more frequently then Mekboy-Beamy-deff gun. No setup timing and just gib around ,not sure how it can 1 shot soft infantry like ST with Crosshair ability
 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Fri 02 May, 2014 1:10 pm
				by Superhooper01
				There is a game on maestros channel were me and adila face raffa and yarrick and the right in me cross hairs ability kills 2 imperial guard ST squads can t remember how much health they had but i remember maestro yelling wow and i didnt know that ability could do that 

 
			
					
				Re: The kommando knob for a sneaky git he sure can gib and o
				Posted: Fri 02 May, 2014 1:37 pm
				by David-CZ
				Yeah, I remember that one too. The ST were bunched up somewhere around the mid VP on Medean Cliff Mines IIRC.