The kommando knob for a sneaky git he sure can gib and own

Issues dealing with gameplay balance.
SirSid
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby SirSid » Wed 30 Apr, 2014 2:51 am

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Torpid » Wed 30 Apr, 2014 3:18 am

Melta stormtroopers are absolutely awful...
Lets make Ordo Malleus great again!
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Darkbulborb » Wed 30 Apr, 2014 8:32 am

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby L0thar » Wed 30 Apr, 2014 8:53 am

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby PhatE » Wed 30 Apr, 2014 11:12 am

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Bahamut » Wed 30 Apr, 2014 11:41 am

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
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby PhatE » Wed 30 Apr, 2014 12:23 pm

Bahamut wrote:Waaagh banners do have frazzle again


No they don't it's just a free waaagh. Frazzle had the stun as well.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby HandSome SoddiNg » Wed 30 Apr, 2014 1:06 pm

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
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Bahamut » Wed 30 Apr, 2014 1:31 pm

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
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Lost Son of Nikhel » Wed 30 Apr, 2014 3:16 pm

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Nurland » Wed 30 Apr, 2014 11:38 pm

While Whoreboss might have gotten his kustom shoota range nerfed the dps of that weapon went up quite heavily.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Superhooper01 » Thu 01 May, 2014 9:19 am

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Nurland » Thu 01 May, 2014 9:40 am

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.
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Flash
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Flash » Thu 01 May, 2014 5:19 pm

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.
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby HandSome SoddiNg » Fri 02 May, 2014 11:56 am

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
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby Superhooper01 » Fri 02 May, 2014 1:10 pm

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 :?
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Re: The kommando knob for a sneaky git he sure can gib and o

Postby David-CZ » Fri 02 May, 2014 1:37 pm

Yeah, I remember that one too. The ST were bunched up somewhere around the mid VP on Medean Cliff Mines IIRC.

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