Ork Mekboy Turret

Issues dealing with gameplay balance.
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welshy
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Ork Mekboy Turret

Postby welshy » Mon 03 Aug, 2015 2:49 pm

Are these things meant to suppress?

http://dawnofwar.info/elite/weapon.php? ... shoota_mek

It says it is a suppression weapon, but it does no courage damage?

Also are these under used because they are under powered?
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Indrid
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Re: Ork Mekboy Turret

Postby Indrid » Mon 03 Aug, 2015 3:11 pm

They're not meant to suppress any more, just use suppression_pvp damage type still.
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egewithin
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Re: Ork Mekboy Turret

Postby egewithin » Mon 03 Aug, 2015 3:49 pm

Sooo, for what purpose shall I use them? It can't even bleed my CSM.
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Toilailee
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Re: Ork Mekboy Turret

Postby Toilailee » Mon 03 Aug, 2015 3:52 pm

It has massive damage drop off now so it does huge damage up close but only tickles things at max range. Dunno maybe build them right in front of enemy genfarm and try to bash? Pretty much useless and definitely not worth the cost.
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Indrid
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Re: Ork Mekboy Turret

Postby Indrid » Mon 03 Aug, 2015 7:05 pm

The damage is not meant to be affected by distance I thought.
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Wise Windu
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Re: Ork Mekboy Turret

Postby Wise Windu » Mon 03 Aug, 2015 7:16 pm

Indrid wrote:The damage is not meant to be affected by distance I thought.
Yep. It does 150 damage at all distances, but no suppression.
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Toilailee
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Re: Ork Mekboy Turret

Postby Toilailee » Mon 03 Aug, 2015 8:17 pm

I'm a patch or two behind then.
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DandyFrontline
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Re: Ork Mekboy Turret

Postby DandyFrontline » Mon 03 Aug, 2015 9:40 pm

Heh, didnt know that. Maybe that's why i didnt saw ork turrets for monthes
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egewithin
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Re: Ork Mekboy Turret

Postby egewithin » Mon 03 Aug, 2015 10:44 pm

There should be a rework for them because it has no actual pupose to serve now. Even it is not extra dakka source, weak damage. Btw, can someone remind me why supperession removed from Mek turrent? I can't remember.
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Re: Ork Mekboy Turret

Postby Kentation » Mon 03 Aug, 2015 11:19 pm

It was probably removed due to how shootas can suppress with Aiming? Wotz Dat? You also have the lootas and the deffgun on the Mekboy for other suppression options.
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Re: Ork Mekboy Turret

Postby Slaaneshi Cacophony » Tue 04 Aug, 2015 11:48 am

I'd imagine the suppression was removed to offset the fact that the Mekboy can teleport around by default. Teleporting into an annoying crevice or behind an enemy line and setting up a turret that could suppress everything would be extremely annoying. But still, it sucks that nobody has any use for it regardless. Everything should have a place and usefulness within the mod and it's a bit bonkers that the Guardsmen multilaser turret is more intimidating than a turret only available to one commander.
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Re: Ork Mekboy Turret

Postby Adeptus Noobus » Tue 04 Aug, 2015 5:10 pm

I seem to remember Marutectz having a ton of fun with the turrets. He used to build two as a backline support (since no more dmg drop over range) and made approaching him quite a lot more unfavorable. It has range 49 and costs only 150/20 and has a build time of 15 seconds. You can also salvage it to regain 100/15.
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Re: Ork Mekboy Turret

Postby Tex » Tue 04 Aug, 2015 6:38 pm

Im not really strong with my numbers, what does the damage of the mekboy turret equate to in terms of squads? I saw the number 150, does that mean its doing a burst of 150 and then reloads for whatever amount of time? Because 150 seems pretty decent compared to a tac marine burst damage of 75.
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Re: Ork Mekboy Turret

Postby Indrid » Tue 04 Aug, 2015 7:51 pm

The turret does 150 damage over 3 seconds and then waits 1 second.

3 Tacs would do 75 damage over 2 seconds and then wait 1 second, then every 3-4 of these bursts they will have a 3 second reload.

I think that's right.


The Codex and Lulgrim say that weapons do their damage for each second of burst. Can anyone confirm? That would be 450 turret damage over three seconds? Sheesh.

EDIT: I suppose it must be each second for the 112 DPS value to be correct, same with the Tac bolters.

So it would be:

The turret does 450 damage over 3 seconds and then waits 1 second.

3 Tacs would do 150 damage over 2 seconds and then wait 1 second, then every 3-4 of these bursts they will have a 3 second reload.
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Re: Ork Mekboy Turret

Postby Black Relic » Tue 04 Aug, 2015 8:10 pm

I think the turret was decent atm except I think the build time is longer than it should be or have the keen sight be 20. I view the turret as a means to increase defenses when a shoots boy squad is retreating back to base or slowly making its way back to the VP or what ever you want to fortify.

On a side note: I can see it being used to keep a capping unit in a 1v1 game from getting a secluded req/power point or at the very least caz some bleed if they try to decap said point.
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Foma
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Re: Ork Mekboy Turret

Postby Foma » Fri 14 Aug, 2015 2:09 pm

ork base turret does basically no damage at all. If this is the same damage profile that mek turret does, good stuff.

Instead of long build time even the base turret got nerfed ? xD
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Caeltos
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Re: Ork Mekboy Turret

Postby Caeltos » Sun 16 Aug, 2015 2:47 pm

The supression_pvp is a damage shared by all base-turrets.

The mekboy turret got mostly just damage profile changes, which is not tied to the supression_pvp modifier.
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Re: Ork Mekboy Turret

Postby Myrdal » Sun 16 Aug, 2015 8:09 pm

Base and mek turrets are complete separate.
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Re: Ork Mekboy Turret

Postby Tex » Mon 17 Aug, 2015 2:06 am

Honestly, when I read the stat profile, that thing should kick the living piss out of commanders. 101dps or w/e? I gotta start using this thing against face checkers.
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Re: Ork Mekboy Turret

Postby Adeptus Noobus » Mon 17 Aug, 2015 2:47 am

Tex wrote:Honestly, when I read the stat profile, that thing should kick the living piss out of commanders. 101dps or w/e? I gotta start using this thing against face checkers.

Doesn't it have an accuracy malus though and deals only ~19 dps because of it? And since it has no range modifier it does that across all ranges.
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Re: Ork Mekboy Turret

Postby Bahamut » Mon 17 Aug, 2015 2:54 am

IIRC the mek turret was changed to be pretty much a stronger version of a multi lass turret so it should have 1x modifier at all ranges
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Re: Ork Mekboy Turret

Postby Adeptus Noobus » Mon 17 Aug, 2015 2:55 am

Bahamut wrote:IIRC the mek turret was changed to be pretty much a stronger version of a multi lass turret so it should have 1x modifier at all ranges

That is basically what I have said :-)
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Forestradio
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Re: Ork Mekboy Turret

Postby Forestradio » Mon 17 Aug, 2015 3:36 am

Tex wrote:I gotta start using this thing against face checkers.
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Re: Ork Mekboy Turret

Postby Atlas » Mon 17 Aug, 2015 4:57 am

Tex wrote:Honestly, when I read the stat profile, that thing should kick the living piss out of commanders. 101dps or w/e? I gotta start using this thing against face checkers.
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