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View Full Version : Mekboy Deffgun Setup + Teleport



Oxyminoan
23rd Jan 09, 9:41 AM
I'm not sure if this is a bug, but it's definitely something that needs to be pointed out and discussed.

For those who don't know, the Mekboy is able to be upgraded with an infantry suppression weapon (Deffgun), and a powerful AV weapon (Beamy Deffgun). These work like normal heavy weapons teams and require time to setup.

However, when the Mekboy teleports, the weapons require NO setup time and fire immediately, with the arc always being in the direction that the Mekboy teleports. This enables the mekboy to change his firing arc at will, with no setup time. With the Deffgun equipped, he's able to teleport ahead of his strike force and INSTANTLY suppress any infantry. He's able to do this every 10 seconds.

Is it fun? Yes. Is it a bug? I have no clue. Is it imbalanced? Yes.

Pathen
23rd Jan 09, 10:24 AM
Yup. Sounds like an oversight on the part of the devs there. That's the kind of exploit that betas are for :D Good find.

troglodytejb
23rd Jan 09, 10:31 AM
Wow. That's handy. Now if you'll excuse me, me and my Orks have some games to win...

Killer Of Many
23rd Jan 09, 4:42 PM
Oh snap I'm a start using the mekboy a little bit more now....

oh and nice find

Pocktio
23rd Jan 09, 5:29 PM
Could it be because the mekboy teleports with the gun setup ? The gun 'unsetting up' would make less sense. It's a powerful tactic that works very well against platform spam. Teleport behind, supress and waaaagh from the front.

Smikis
23rd Jan 09, 8:26 PM
i dont see how is this a problem.. his fire rate is just silly.. its like once 5s.. at best.. his dmg dealt is extremely low, and as above poster.. teleport with setup gun=end of teleport with same setup gun ,makes sense to me

TheDeadlyShoe
23rd Jan 09, 10:25 PM
It's strong, I don't think it's imbalanced though. Jump troops just screw the mekboy as is, or a teleport FC, or a warp spider...etc... what's wrong with the mekboy being able to avoid that problem? :)

Boomstar
24th Jan 09, 3:21 AM
Heros are supposed to be strong...

Oakwarrior
24th Jan 09, 3:26 AM
If you teleport while set up you'll arrive at the destination, with your weapon set up. I don't think this is a bug.

Blargles
24th Jan 09, 3:11 PM
Woah, i just tried this. With the AI upgrade you will 100% wipe out pretty near any squad you teleport at. It's definitely overpowered if anything. At least against eldar, might not matter ALL that much vs other races. Like you will wipe out a guardian even if they instantly retreat.

D-coy
24th Jan 09, 3:13 PM
I've never tried this, sounds AWESOME! (yes, with capital :p)

Weavern
24th Jan 09, 3:38 PM
The problem with this is more the general sillyness of supression related weapons not the mek himself. If supression weapons in general didnt supress or be as silly lethal, it wouldent be an issue. Keep in mind it is as much of a help as it is a hinderance that he teleports with the gun setup.

GRIM Ripper
24th Jan 09, 5:18 PM
Yes exactly. Teleporting while setup means u have to desetup to move so for example u cannot teleport to tie up units anymore after u gets deffgun. It also means that trleporting out to retreat is less effective bc of desetup.

I find it powerful yes, but not quite oped yet.

Buguba
24th Jan 09, 7:55 PM
Teleporting while setup means u have to desetup to move so for example u cannot teleport to tie up units anymore after u gets deffgun. It also means that trleporting out to retreat is less effective bc of desetup.

I find it powerful yes, but not quite oped yet.

Heavy weapons don't set up unless you tell them to or an enemy comes into range. The "disadvantage" you're talking about would only occur if the player was stupid enough to have set-up his mekboy in the wrong direction before teleporting.

It's definitely overpowered. Regardless of the power of the mek's gun, it doesn't change the fact that it's STILL a suppression weapon that can be abused to skip its set-up time. Saying that "heroes are supposed to be powerful" isn't enough. Heroes are meant to be powerful, but they can be countered too. A hero can upgrade to AT weapons, but that makes them vulnerable to infantry. A hero can upgrade to AI, but that makes them vulnerable to vehicles.

Even if they're powerful, a hero always has a weakness of some sort. The mek boy being able to circumvent the weakness of his weapon choice is definitely over-powered.

Boomstar
24th Jan 09, 10:20 PM
Please tell me the weakness of tyrant with crushing claws and that invulnerability shield thingy. And its not that hes melee.

Thats like saying a force commander with teleporter and powerfist is overpowered because he can circumvent his weakness to run into melee.

The beamy deffgun would be rendered completely useless in kiting dreadnoughts around if teleporting required another set up.

iko
24th Jan 09, 10:23 PM
If you teleport while he's moving you've still got to set it up iirc. I still find the Mekboy pales in comparison to the Warboss.

Boomstar
24th Jan 09, 10:25 PM
Right you set up ahead of time in the direction he will need to be facing.And then teleport.

Blargles
24th Jan 09, 10:38 PM
No. You set it up, then when you teleport, the direction you teleported is the direction he is now facing. Don't need to turn.

Buguba
24th Jan 09, 10:42 PM
Please tell me the weakness of tyrant with crushing claws and that invulnerability shield thingy. And its not that hes melee.

Thats like saying a force commander with teleporter and powerfist is overpowered because he can circumvent his weakness to run into melee.

Both of those are anti-vehicle weapons. Honestly, you could easily beat them down with your own melee infantry. Or you could just gun them down with ranged units. Crushing claws and the powerfist aren't nearly as efficient infantry killers as their anti-infantry upgrades.

Still though, that's melee. The difference between the Mekboy and your examples is that, despite the power of the FC and the Hive Tyrant, they're STILL susceptible to their weakness; albiet that weakness is lesser than their standard infantry counterparts. Any melee unit is only going to be able to focus on one squad at a time, meaning that he can be overwhelmed. The Mekboy can essentially shut down an entire army of infantry with suppression in 2 seconds after teleporting. With this advantage, his weakness is so minimal that it's imbalanced.

Blargles
24th Jan 09, 10:46 PM
I dunno though. Seems like warboss is still better. With the AOE buffs for all ork units. He has stomp, which is somewhat useful.

TheDeadlyShoe
24th Jan 09, 10:47 PM
Buguba: Nonsense. The army would have to be blobbed and 5 seconds later they are going to gib the mekboy. What about Flesh Hooks? What about Warp Throw? Bio plasma. Shotguns. Angry jump troops. The list goes on.

Boomstar
24th Jan 09, 10:47 PM
Ah thats good to know then I've always ended up teleporting him in the way he was facing i guess.