sluggas need grenade launchers
- Schepp himself
- Posts: 201
- Joined: Sun 01 Oct, 2017 4:42 pm
Re: sluggas need grenade launchers
Schepp himself wrote:as the base weapon or an upgrade?
upgrade, it would serve as a counter to setup teams
seriously though having to buy stormboys just to get rekt by warshout+nade is pretty sad, especially when theres another shuri behind the first one and you cant do anything about either one of them
in other matchups you wouldn't be able to get the upgrade since sluggas serve as a melee counter
greets kvek himself
-
- Posts: 432
- Joined: Mon 15 Jan, 2018 2:48 pm
Re: sluggas need grenade launchers
Setup team counters melee so giving melee a counter for it! ya very nice!
it could be ok if slugga melee skill drops to 50 after that upgrade. like heretics do
it could be ok if slugga melee skill drops to 50 after that upgrade. like heretics do
- Schepp himself
- Posts: 201
- Joined: Sun 01 Oct, 2017 4:42 pm
Re: sluggas need grenade launchers
yeah, i see your point(s), but i would prefer a solution more in line with the lore like a bundle of granades they can throw for disruption (like catachanians).
Greets schep himself thingy
Re: sluggas need grenade launchers
Schepp himself wrote:yeah, i see your point(s), but i would prefer a solution more in line with the lore like a bundle of granades they can throw for disruption (like catachanians).
every single league game that i've played so far as orks i'm forced to buy stormboys and just hope that they dont get the buggy bug where one of them jumps late which results in early losses most of the time or that they dont get absolutely raped by eldar nades/scout nades, having an ability like catas do would be great and actually make the matchups a little bit more skill based instead of this russian roulette bullshit
even a blind grenade so stormboys could close in a little before having to jump from maximum distance would be pretty cool and if you made the ork player lose the option to go for slugga nob in t2 there would be no balance issues
- Impregnable
- Posts: 879
- Joined: Tue 02 Apr, 2013 2:58 pm
- Location: SEGMENTUM TEMPESTUS
Re: sluggas need grenade launchers
Searched up real quick and apparently Ork Boyz on table top who is by default equipped a choppa and a slugga can actually be equipped with grenades. Therefore, lore wise won't really be a problem.
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"
"Excalibur!"
"From the United Kingdom!"
"I'm looking for heaven!"
"I'm going to California!"
"Excalibur!"
"Excalibur!"
- OceansAteAlaska
- Posts: 125
- Joined: Sun 17 Dec, 2017 3:38 pm
Re: sluggas need grenade launchers
thank god it doesnt break the lore, imagine how unplayable this game would be if we had some minor lore issues
-
- Posts: 590
- Joined: Tue 02 Feb, 2016 5:12 am
Re: sluggas need grenade launchers
Thought the whole Ork anti-SUT thing was that their commanders all had counters so it wasn't just Stormboyz. Mek can teleport, Knob can stealth and throw grenades, Warboss can charge through it.
Re: sluggas need grenade launchers
OceansAteAlaska wrote:thank god it doesnt break the lore, imagine how unplayable this game would be if we had some minor lore issues
stfu toxic retard
Re: sluggas need grenade launchers
Paranoid Kamikaze wrote:Thought the whole Ork anti-SUT thing was that their commanders all had counters so it wasn't just Stormboyz. Mek can teleport, Knob can stealth and throw grenades, Warboss can charge through it.
stunbomb travel speed is too slow and the grenade is too unreliable from long range, mek cannot teleport into 2 shuris or a PC nest unless you have some extra 250 req to spare and charging into setup teams with a hero that can be supressed doesnt exactly work
- GuruSkippy
- Posts: 191
- Joined: Tue 08 Mar, 2016 12:28 pm
Re: sluggas need grenade launchers
PianoMan wrote:Paranoid Kamikaze wrote:Thought the whole Ork anti-SUT thing was that their commanders all had counters so it wasn't just Stormboyz. Mek can teleport, Knob can stealth and throw grenades, Warboss can charge through it.
and the grenade is too unreliable from long range
I asked for a fix for that in discord 2 days ago, since it doesn't stun a full squad anymore, it was accepted.
and WB kustom shoota is a better counter to suts than charge wich can be a death sentence.
Re: sluggas need grenade launchers
I'm a bit amazed at people replying seriously to this thread.
But since we're at it: WB Boss Pole counters suppression much better than any charge. If we want to be even more specifif, steps are:
1) Advance one shoota squad and use Aiming? Wotz Dat?
2) A-move with WB in front
3) Profit.
4) Repeat with the second shoota squad if there are 2 setup teams.
But since we're at it: WB Boss Pole counters suppression much better than any charge. If we want to be even more specifif, steps are:
1) Advance one shoota squad and use Aiming? Wotz Dat?
2) A-move with WB in front
3) Profit.
4) Repeat with the second shoota squad if there are 2 setup teams.
Re: sluggas need grenade launchers
Asmon wrote:I'm a bit amazed at people replying seriously to this thread.
But since we're at it: WB Boss Pole counters suppression much better than any charge. If we want to be even more specifif, steps are:
1) Advance one shoota squad and use Aiming? Wotz Dat?
2) A-move with WB in front
3) Profit.
4) Repeat with the second shoota squad if there are 2 setup teams.
ok sorry im just the #1 warboss player
Return to “Balance Discussion”
Who is online
Users browsing this forum: No registered users and 41 guests