GK Operatives - found the problem.

Issues dealing with gameplay balance.
LOCALgHOST
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GK Operatives - found the problem.

Postby LOCALgHOST » Mon 17 May, 2021 3:00 pm

Need to check out the ops weapon stats - seems like there are no distance regions =- maybe that's why they deal waaaaaay more damage than they should? Like they do full damage, not range-based, like all other shotguns do (closer = more DMG). also wind_down time reduced, compared to catachans.

Kinda need just swap weapon type to ig_guardsmen_shotgun and see what happens.
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GuruSkippy
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Re: GK Operatives - found the problem.

Postby GuruSkippy » Mon 17 May, 2021 4:58 pm

only scouts and KN shotgun deal less or more damage depending on the range
catachans deal same damage all range, but no fotm
same for ops
LOCALgHOST
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Re: GK Operatives - found the problem.

Postby LOCALgHOST » Mon 17 May, 2021 9:35 pm

so maybe change that to scout style?
they are seems like op in pairs
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Torpid
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Re: GK Operatives - found the problem.

Postby Torpid » Tue 18 May, 2021 2:34 am

They'd be far too good against melee then, and the synergy with infiltration would lead to even easier wipes.

Clearly the dps just needs to go down period. Regen gained when breaking fallback plan is probably too high atm too.
Lets make Ordo Malleus great again!
LOCALgHOST
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Re: GK Operatives - found the problem.

Postby LOCALgHOST » Tue 18 May, 2021 7:53 am

i meant in terms of damage reduction with range
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GuruSkippy
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Re: GK Operatives - found the problem.

Postby GuruSkippy » Tue 18 May, 2021 8:36 am

LOCALgHOST wrote:i meant in terms of damage reduction with range

if you reduce their damage with range, you must give them fotm. And they will be even stronger imo.

Torpid wrote:Clearly the dps just needs to go down period. Regen gained when breaking fallback plan is probably too high atm too.

Their dps per shotgun is the same as catachans, isn't it ?
And regen after breaking fallback will be nerfed in the future patch.

I do agree that operatives are too good right now, and I totally approve the future nerf on regen after breaking retreat.
But I'm not sure that nerfing their dps is a good idea.
Personally, I think I'd make them move a little bit slowly when invisible, like -0.5speed. (and tbh, I'd do the same with pretty much all units and heroes invisible in game, except tzeentch worship and ranger holo fields, but that's an other topic)

Do not forget that OM doesn't have a real suppression team.
Melee heroes are a fucking pain for them in T1, or even warriors and ASM/raptors.
If you nerf operatives too much, you better buff purgation squad to be able to counter these units.
Inekura
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Re: GK Operatives - found the problem.

Postby Inekura » Tue 18 May, 2021 12:24 pm

They are way burstier than catas (check the weapon profiles) even tho they have same dmg in the long run.
Also their speed and infiltration helps them loads.
I'd just try to give them the catachan shotgun stats and see how it plays out

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