View Full Version : Rippers
Kommando Nob
23rd Feb 09, 8:06 PM
Not sure if this is supposed to balanced but a nid player was able to tie up my kommando nob for 5 mins of the game by simply having a ripper squad attack him. He couldn't move or free himself due to the low damage output from his melee. Couldn't have him retreat either. The only way I was able to break free was by upgrading to his speshul shoota and using volatile shells. Making me think of retiring the kommando for a while.
Goobers
23rd Feb 09, 8:16 PM
Get sluggaz and chop dem gud.
Rippers only take 30% damage from small arms type weapons and have bucket loads of HP. Jump in and get choppin', or grab a burner and have a right propa orky cook off.
They cost 240 req and are immune to Suppression under synapse but do stuff all damage. They are a right pain to everyone but the orkz, so get choppin'.
Lokus
23rd Feb 09, 8:25 PM
The point is that rippers can block a single unit from retreating, it's not at all fair.
Goobers
23rd Feb 09, 8:29 PM
Hormigaunts can do that as well, only they have a chance to kill the retreating units since they deal damage. Both cost the same.
Hell, even Guardians can swarm a retreating hero in melee and block its path, I've done it a few times.
Kommando Nob
23rd Feb 09, 8:36 PM
I'd expect retreating units to run like they're going for a touchdown and charge through light infantry. It's silly watching a unit block them and take massive damage due to the increased melee damage against retreating units buff. I've had times where he would juke back and forth while retreating due to a unit blocking his way and it would cost him his life. I've lost the point, my units, and resources. Tactical retreat my ass.
Ducalion
23rd Feb 09, 8:59 PM
Most of the time retreating units DO manage to do an old football/swim move past the people blocking them, but now and again...nope.
c4dillon
24th Feb 09, 9:54 AM
I saw a lot of good players last night moving their melee or other troops in the path of retreat to intercept plenty of my units last night. Just something to adapt to - saw it in CoH too, but melee makes things very different.
LandShark
24th Feb 09, 10:11 AM
i made a post during beta about the retreat button giving a 30% increase to melee damage taken being exploitable, but the majority of people said it was fine.
so i will continue to use my kommando nob special attacks to knockdown retreating units so my melee can wipe entire squads.
Basically the name of the game is whoever can wipe out the other sides entire squad first is going to be the winner.
It is easiest to tie up units with nids because of thier masses, and extremely hard to get out of melee alive, but i make sure to repay the favor 2 fold. Its impossible to get away from my kommando nob when i dont want you to. shotgun special attack + stun grenade= dead whatever unit i want, usually commanders.
BarxBaron
25th Feb 09, 5:18 AM
Your name is "Kommando Nob".
You're NOT ALLOWED to stop playing the Orky Kommando! :P
Srsly though he's my fav hero in the game. One thing I've done with success (more then you may think at first glace) is use him as a glorified stickbomma squad with added sucidal tendancies. :D
Get knife, and the stickbomb gear and yer set. Or Just get stickbomb early.
1. Knife is alot stronger then most people figure especially vs t1 melee....
2. stickbombs can be used as a early verson of kaboom when he gets stuck. Don't be afraid to let him inflict self pain....he's an ork ...it happens.
Spike + retreat usually gets me out as some opponents are hardwired to micro-move from nades. :)
Vs nids I usually don't mind him getting surrounded as they soon will get kaboomed/nadespiked. I think Kaboom was overnerfed a bit, though. Added TOO much of a self-damage component to it at beta end imo. :(
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