Ogryns get tired way to easy! (sprinting topic)

Different classes have different sprinting speed penalties when the are out of stamina. The two more ranged oriented classes, Psyker and Veteran, have their sprint speed halved when out of stamina. Zealot, a more melee oriented class, has its sprint speed lowered 25%. The Ogryn has the same 25% sprint speed penalty as the zealot. Last I checked Ogryns are physically better than tiny humies.

Should the Ogryn have its stamina depleted sprint speed buffed? Maybe only have a 10% or 15% penalty or some such?

1 Like

I don’t understand why Ogryn’s aren’t slower when they run out of stamina. Maybe I’m just too much am observer of the square cube law (does 40K even care) but I would think of an Ogryn more of a sprinter than a marathon runner.

From a gameplay perspective, I’d prefer to see more brute force and tankiness at the expense of speed before I try to keep up with puny shouties on foot!

4 Likes

I think it’s alright the way it is right now and makes sense gameplay-wise. I could see some buffs to Ogryn’s mobility only as a choices in his talent tree, so that there needs to be some investment.

2 Likes

I feel like its Ogryn’s stamina regen speed and delay that are egregious if anything. I could see high delay with high regen rate or the reverse both still giving Ogryn a unique feel without making you feel so much like your Ogryn is constantly out of breath.

Edit: keeping the above stats as they are while instead giving him a higher top sprint speed with some acceleration time to reach it could also be a fun twist. Give you that nice feeling of heft while helping keep up with the punies in downtime jogs.

4 Likes

Interesting… Yes, even with SRS on Curios it’s alright. It’s at least better I’d say for it to recharge back slightly faster. But SE maybe could use a little buff perhaps to give to some leeway for a bit more of a delay as I don’t want to put that on my Curios as I value other things on it, hehe. I do feel Stam runs out pretty fast honestly. I do like the idea of maybe a talent node, but the buff would work better so there’s no point investment there. Personally, I’ve never had much of an issue with Stamina running out until I put Stam on most of my Curios my problem was solved basically. So, when you run out it at least comes back in time if you need to shove a Poxburster or Dog perhaps. All-in-all, I think it’s fine just having Stam Regeneration Speed perk on him for a bit of a boost & maybe, maybe just one Sprint Efficiency as well. Although, I don’t think you really need it. It’s just really personal preference when it comes to this stuff what do you really value the most. But I know this for a fact… Stam is a must have in my eyes on Mr. Oggy, it’s king. Unless, you’re not really running everywhere like me lol.

1 Like

I mean, it’s pretty hard to run when you weigh 1 to 4 tons.
Overall, it’s impressive the guy has so much stamina he can still run like that.

They are, but it mostly strength wise, like lifting stuff.
I doubt that an Ogryn can run a marathon

I don’t think that there’s any problem with sprinting on Ogryn.
(Unless you think META and SOLO stuff wise, Ogryn is very slow and just can’t run in circles like other characters can. I really want to find the person who will be able to teach me Ogryn SOLO runs, but too shy to actually ask around)

1 Like

I suggest you test that! Unless this has been changed in the last couple of months, I can say from my testing that your sprint speed doesn’t change when out of stamina.

You slowdown as stamina-less sprint as any character. Zealot just has the smallest difference between these 2 numbers because they have the highest possible modifier to sprint speed and the lowest reduction when fatigued.

loadout with one 5% movement node on Vet/Zeal:

shock maul goes 5.55 with stamina down to 5.21 without on Zealot, 5.55 → 4.87 on Veteran.

2 Likes

To be fair, Ogyrns proportionally have tinier legs than the punies. They’re mostly upper bodies. And due to physics and biology, bigger animals tend to move slower. They can move fast, but when you look at them the amount of weight that’s there means exponentially more energy is required to get their bodies moving and keep it there. Less nimbleness and agility for sure.

It’s why dropping an ant or a mouse from a skyscraper would survive but not an elephant. Gravity affects them differently.

I think their dodge distances should be greater though, their gait and single steps should move them quite a distance. Maybe should be a delay in getting their bodies to move or great effort but they should move far, and knock down people in their way.

3 Likes

You’re likely correct - and I admit I was “rounding down”. Time these two videos. I appreciate the “cutting” is pants, I just threw them together.

Net difference: it’s less than 10% difference. Full stamina throughout = 31seconds I reckon. No stamina = 34 seconds ish.

That’s the worst case scenario on a zealot where you’re stacked with full stamina on one, and no stamina at all on the other. i.e. the “real” difference is tiny for most players.

1 Like

I’m going to argue that Ogryn’s sprint rate is where it should be.

I think Pals shouldn’t be given encouragement to outrun the team and be like speedforce zealots. Nobody wants to see an ogryn on the horizon soloing when he’s more valuable CCing hordes and deathblobs.

That said… I think there’s room to consider sprint stamina usage on cleaver, club, shovel, power maul, and grenade gauntlet. I don’t think less stamina consumption would hurt or overtune cleavers since it absolutely lacks the anti-life equation combat blades are inscribed with, so I’m not worried about it becoming meta and creating obnoxious speedgryns. The rest mentioned in the above list is just because they’re a year or more out of date and in need of a tune up (even if the power creep is addressed). Power maul, in particular, needs love.

Shields and Pickaxes are fine the way they are. Maybe that’s just me.

1 Like

I would get the zoomies if I could run for longer, currently it doesn’t bother me that much as an Ogryn Main. (plus they have the fastest 40 yard dash in the 40k universe)

3 Likes

Yeah that’s a hidden passive of Zealot and a large part of why they’re so good. Even fatigued sprinting they leave most enemies in the dust. With the fan favorite knife its easy to get 6.6 (enough to outspeed chaos spawn the fastest conventionally aggro’d melee opponent) without even doing the movetech.

3 Likes

closest dude to olympia level physique i met in a gym was at 140kg off season, as far as modern medicine and god knows how many calories a day could get him.

where he couldnt get anymore though without an elevator was his apartment on the 4th floor.

he was literally pushing it as far as his heart was concerned maintaining the size, cardio wasnt doable.

so guessing the jump into 40k fiction, high gravity induced evolution, ogryn aint going to bullrush between towns but rather stomping punies at short range.

gameplay wise, oggy is in a good spot.
was playing with my first zoom-zealot the other day.
what kept him standing was stealth, i however got no intend frantically biting off more than i can chew without the translucent out of jail card.

1 Like

The only thing that really irritates me about Big buggers, is getting stuck in the poly in places that break the wall for you… like a step you watch others run up, but your biggun sticks to it and has to retake a jump- like a curb he’s just “oh no it’s a whole 6 inches what am I gonna do?!” But that’s an occasional map issue xD That and occasionally finding yourself stuck because a small enemy is wiggling about inside your slot (ooh er), invisible and annoyingly giving you tiny fistulas.

If you think Ogryns are immune, you’ve not met my Speedgryn build. Joking aside, it does bother me that speed=running ahead. These two things are separate, even if you made folks slow as snails chappies would still run ahead, and bullrush is effectively a “Rush ahead and die” button in the hands of a novice Ogryn already. I like using my mobility for quick repositioning and objectives myself, and I ain’t ever too far away from my allies.

I think the Ogryn Speed issue might just be visual. I think if they increased your FOV a bit when your speed gets buffed by any means it might help. I mean, bullrush gives you a lot of speed! Its just that Ogryn feels like molasses compared to the other 3, and this might just be a gamefeel thing. If there are mobility problems we could address with talents, I’d bet a box of donuts that they are mostly in the stamina regen and dodging departments. Ogryns get a lot of stamina but extremely poor regen, even with all your curios carrying the regen perk it’s still like 9 whole seconds for me to get back to full.

If they wanted to double down on the slow and steady I wouldn’t mind more talents that support blocking over dodging. We’ve got a few (Such as Payback, which procs on block), but I’ll need a lot more incentive to rewrite years of muscle memory. A “Perfect Parry” mechanic might be a good start. But that’s a discussion for a different topic.