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I will note that the Boomdakka can only shoot forwards, which means you can outturn or outmaneuver it. I do think playing against a Boomdakka Snazzwagon is harder than playing a Boomdakka Snazzwagon.
I could see shifting some of the power out of the leftclick into the molotovs or something to make it harder to play. Maybe alongside an increase in molotov duration and cooldown? I don't think it should be unable to kill a tank in 1v1 raw DPS race, that's sort of it's uh, role.
For killing a Boomdakka in a tank, if you get the first shot off before it closes and have very good aim, you can kill it. You might also need to use the missile cooldown for it as well, and it's... not easy, or reasonable.
I do think the actual strongest vehicle is the healer.
I do mostly play Kill Convoy.
I would not necessarily nerf their damage, maybe their health just a liiiiitle bit?
They apparently have 120 HPs same as most other vehicles.
They already have their speed, maneuverability and smokescreen to stay alive, the problem is, even if you focus them, they still outdamage you. Even as a Mega Tank.
When I play them, honestly I just have to hurl myself in the melee guns blazing to make a carnage. While it's fun, it's not on par with the other vehicles where I have to *dance* more and think of my positioning.
Another way which it could be made harder to pilot is it's firing arc could be reduced. It's currently like 180 degrees or so?
Where does it say that? Ingame description just says it's meant to be used in closed combat.
I've never played orks in tabletop but I think it is not labeled as an anti-tank vehicle. My deaths in a Grot Mega Tank are the majority of the time dealt by Snazzwagons.
The Mega tank is also used up close, it's supposed to have far less speed but more armor, yet it still looses to a lazy Snazz, unless you manage to plow them (good luck with that).
Well, yes I think it's a bit narrower than 180. It allows you to fire opponents while circling around them, that's why changing that in my opinion would nerf them too much. It's a light vehicle, you got to keep moving and firing.
However as player skill level rises the Snazzwagon's effectiveness drops off rapidly due to its short range & mediocre speed.
The only change I'd make to the snazzwagon would be to remove its stompa immunity when using smoke.
The bigger rebalance needed is for the LW which both underperforms & is boring to play.
The trike needs a little help too IMO; its shotgun sucks and its fragility leads to it giving away a few too many death points.
I agree on the Trike. I for one find it a bit boring. The claw is nice but cooldown is too long, it is too fragile. A bit more HP, or an ever better agility?
The looted wagon however, maybe be a bit boring due to its "slow sniper" gameplay (but flying grots riding missiles can't be considered boring), but is certainly not underperforming. It's a monster when defending a Stomper, and even in Def rally with proper planning it can be the top scorer. Two rules, don't get too close to stuff, and keep the stuff in front of you.
Looted wagon shot should do more damage than it does right now. Bike melee attack should also do more damage.
Kustom boosta blasta is imo as strong as boomdakka pretty much.
Scrapjet drill needs to be something that actually deals damage rather than just being an extra boost. I know it does deal damage but for some reason its damage over time and not burst damage, problem, once you ram someone their car gets thrown away so your drill has no time to deal any damage.
Only time game becomes hard is if there is too many kustom boosta blastas in the enemy team, it does somewhat counter boomdakka due to range and boomdakka basicly cannot shoot you if you make them fly with the grenade.
Other than that damage gap between boomdakka and everything else is massive. DPS is not even close.