Killa kans atm are cheesy as hell. So i think relic can do 1 or 2 thing or one first than the other if its still bad.
Option 1.
Reduce fire rate of rockets (rocket every 2 seconds maybe?) and nurf true damage to a reasonable amount
Option 2
Or give kans fixed DPS with rokkits and remove the cool down. And give them a different scrap upgrade (maybe a flamer to improve close quarters killiness)
What you guys think?
Comments
GuruSkippy
Right now, Killa kans are OP as hell if perfectly managed, and terrible if not.
I like the fact that they are a unique unit in game so I'd rather go for your option 1 :
2sec may be too high though.
need to be tested
CANNED_F3TUS
Yeah every second would be better probably. Kans releasing all their rockets in 1 go is a bit excessive and hatd to manage.
Northanui
Killa kans, as guru said, are godlike if you can pull off the INSANE micro required to correctly use them. Otherwise they are mediocre, like all other ork tech units.
For example take an engagement with 2 fire prisms. You need to have a seperate control group for your army, and your killa kans. As soon as you set out to attack, you put the seperate kan group on hold fire. Then you actually need 2 groups of kans (if you want to optimally use them) so that when you manually click to kill a fire prism, not ALL of your kans (lets say you have 6) will unload all their rockets at it, because it would be a massive overkill. So you need to tell KK group 1 to attack prism 1, and kk group 2 to attack prism 2, while managing your army, making sure none of your KKs waste their rockets on dire avengers and ++heresy redacted++ like that, using hero abilities, avoiding enemy abilities, ETC.
As you can see from this example, managing them correctly is insanely hard.
Scrangos
In battles I tend to keep them all in one group with fire disabled and considerably behind my army and manually target something then sort of interrupt their attack very quickly as soon as they start firing and see if the unit died, if not, then i repeat. Once spent I send them like a map screen back and forget about them. During that time I cant really micro any other units.
Doubt kans are reaching any fireprisms though unless its with the long range rokkits or the eldar isnt looking.
Kans are mediocre in real do or die engagements, they can take out high value targets that could devastate your army (like elites, walkers or predators), but their real strength is hit and running outside battles. If you dont use them outside real battles I feel you'd be better off with deffdreads even bought directly from the mek shop.
In something of a 3v3 scenario or a game thats too passive, the hit and run with the right doctrines and survivability and the ability to more or less oenshot super elites makes kans feel overpowered. But if you've ever played against a skilled SM spamming whirlwinds with solaria and the retreat doctrine that has backup of his teamates, the kans looks like absolute garbage. 3v3 is kinda broken atm in many ways.
Arbit
I feel like option one would made killa kans useless because all they have going for them is their burst damage. Their sustained dps is atrocious in both melee in ranged for a unit that costs 175 power.
I would really like to see them redesigned, because as of now it seems like the only way to use them is to get a critical mass (like five, which is 875 power) and delete your opponent's army a unit at a time. Personally, I'd like to see them ditch the burst damage concept, do decent sustained AP damage at range so orks can use something besides tankbustas for ranged AV (trakks usually aren't an option), and have upgrades that can make them a dedicated ranged unit (maybe with a big shoota upgrade) or a close combat unit (swap out the rokkit launcha for a flamer and better melee damage).