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View Full Version : Some ork changes 1.4.2



Bombstarter
16th Jul 09, 3:23 PM
A couple changes that I feel would make orks a bit stronger versus predominantly ranged adversaries. I usually play the Warboss (TS25) so the majority of the proposed changes center around him. I would comment on the other two heroes but I'm not as experienced with where they need tweaks. Perhaps some other ork commanders can chime in.

1) Make Ard Boyz 100 WAAGH but make it mitigate some (let's say 60% for starters) ranged damage for the current duration. This would be helpful when charging larger ranged armies.
2) Move the Trophy Rack (now only 25% mitigation) down to T1 from T2.
3) Give the Boss Pole a Warboss specific ability that breaks suppression for all units within a certain radius. Call it "Get movin" or something of the like. This would only break suppression for a period of time, say 4 seconds and would not restore any courage. Thus squads suppressed before the ability was triggered would go back to being suppressed after the ability wore off. Wouldn't be available until T2 so I don't think it would be as harmful to setup teams or other units which focus on suppression as their main weapon.
4) Change the cybork armor so that Angry Bits and Big Stomp could be used. Now it seems that if I have both equipped, big stomp never becomes available even when I've taken sufficient damage to activate it. Maybe I missed something in the patch notes about this, if so I apologize.

Comments please.

ph03nIXx
16th Jul 09, 5:04 PM
Orky Player meself, TS 24 that is =)

I definitly agree with you that WB is at a disadvantage against ranged builds right now - though not that much that he needs drastic changes.

1) I'd like to have 'Ard Boys holding ranged damange off again. Right now in my eyes it's pretty much useless against ranged armies cause you don't need it in the first place once you get into melee - and before that, its useless =) I understand that a T3 WB with 'eavy Armor and 'Ard Boyz is an evil thing to go up against, but right now thats only the case because its too cheap.
2) Not sure if that will help anything - as it has been said in numerous threads before, TR AoE is less than the range of most ranged builds, thus making them able to kill him even though he is using it.
3) I don't know if this is viable. Yeah, the WB is easier to take down by now than he was before, but still if the enemy doesn't focus fire him down, he will get to them and stomp at least once, breaking their formation and letting the sluggas close the final gap to melee. Suppression is kinda the only way to stop a well micro'd Ork mob charging at you - at least that's what any SM is doin right now when I play against them. Anything else I just chopp away =)
4) Don't know about this one since I mostly use Spikey Armor... but question - is cyborg parts a real alternative hp wise if not goin up against a melee build?

Bombstarter
16th Jul 09, 9:11 PM
I usually take spiky armor vs. nids given their swarmy tactics and cybork vs. eldar since if you can stun the eldar army with a big stomp your sluggas will demolish anything that doesn't retreat. As a side benefit it is also a second stomp.

Frigidair44
17th Jul 09, 9:44 PM
I'm a TS27 Ork player and field the Warboss. Some changes, decent, others... not so much.


1) Make Ard Boyz 100 WAAGH but make it mitigate some (let's say 60% for starters) ranged damage for the current duration. This would be helpful when charging larger ranged armies.

I agree. I never use this ability anymore unless the warboss happens to be 1v1 a walker. Any other situations it's duration is useless... any squad would run before fighting a Slugga squad. Now the damage it really stopped: ranged now does full damage when on. Whats the point? It was used to charge, not when stuck in.


2) Move the Trophy Rack (now only 25% mitigation) down to T1 from T2.

Disagree. Trophy rack even at 25% is still an excellent piece of Wargear. In tier 1, it would make the Warboss unstoppable.


3) Give the Boss Pole a Warboss specific ability that breaks suppression for all units within a certain radius. Call it "Get movin" or something of the like. This would only break suppression for a period of time, say 4 seconds and would not restore any courage. Thus squads suppressed before the ability was triggered would go back to being suppressed after the ability wore off. Wouldn't be available until T2 so I don't think it would be as harmful to setup teams or other units which focus on suppression as their main weapon.

I like the idea... but its dangerous. Something would have to go on the Boss Pole. Possibly the health benefits because he breaks suppression now. Even then, do we want the Warboss being able to break suppression? That is his main weakness... it would be devastating to have an unstoppable Warboss.


4) Change the cybork armor so that Angry Bits and Big Stomp could be used. Now it seems that if I have both equipped, big stomp never becomes available even when I've taken sufficient damage to activate it. Maybe I missed something in the patch notes about this, if so I apologize.

Could be a bug. I've never tried the combo. I know stomp plus angry gob works... and and can nearly instagib a slugga squad when used in conjuction.