Ogryn with a two handed maul and the unlimited cleave feat will be interesting indeed.
But yes, it all seems to come back to our huge hitbox and difficulty dealing with ranged enemies. Shield is great for that, but I don’t really enjoy the weapon unfortunately, and don’t plan to be pigeon holed into it. That and I’m kind of surprised we have 0 feats for dealing with ranged enemies.
Increasing the accuracy of our ripperguns would go a pretty long way, actually. Would let us more consistently kill or supress ranged enemies, deal with more of them at once, save ammo, etc.
I also completely agree about the grenade issue. I’ve been saying that since the closed beta.
To me, it seems like the job of an Ogryn is to keep the enemy off your allies and create some space for the ranged characters to do their job.
He is not a ‘front line’ tank, he is a ‘back line’ peeler and designed to keep the other classes up and running. This is further emphasized by the fact that the Ogryns are the best objective runners. Ogryns are not ment for killing enemies but for protecting allies.
The problem is that the Ogryn isn’t nearly as good at being a midline/backline support as he could be.
His uninterruptible revive passive doesn’t work if he’s standing in fire or if he’s pulling someone up from a ledge.
His charge doesn’t stop Mutants and Hounds from pouncing/charging. More importantly, Ogryn’s charge doesn’t free targets who are incapacitated by these two disablers. Not being able to peel the two most dangerous disablers off of his team is really bad for a backline protector. Oddly enough, Ogryns can charge Plague Beasts to make them spit out whoever they just ate. Ogryns are strong enough to make a daemon barf up his lunch, but not strong enough to knock a doggy off a teammate or to shove a meatwad that’s smaller than he is out of the way? Strange…
These two issues are just a few of Ogryn’s many problems, but fixing them would help him fulfill his midline/backline protector role far better than he does now.
That is not true. There have also been numerous times I’ve verified it’s targeting specifically me that I’ve counter charged it. You guys just continue to jump through mental hoops looking for any reason it’s not possible despite video evidence.
This topic is exhausting with all of the misinformation and bad advice. I’m not saying it’s not impossible for you to be grabbed, I’m just saying it’s more than likely a latency related issue if so.
EDIT:
And some video evidence of freeing people from a mutant:
It’s super screwy though in terms of the teleporting player after. Stunning them with a surge staff does similar, where they warp back to the origin point for whatever reason.
At first I totally agreed with you, but more I play malice as a VET…I find it super super useful to have an ogryn on my team. The ability to cc, unstoppable revive, dash stop everyone has been very nice. They usually dont run shield if that helps
I’m not jumping through anything, in all my experience with that janky a-hole I’ve YET to counter charge, he grabs regardless. That video doesn’t look like anybody was free’d you just didn’t see him yeet his target away like always.
They do have a few things they are very good at but unlike other classes also a large number of things they are extremely bad at and the things they are bad at are the things that matter the most. Like mobility - both run speed AND dodges are abyssmal, dealing with absolutely anything at range, even bloody attack speed - the shield bash combo is obscenely slow to the point where even basic mobs recover from the stagger in time to get a hit in.
The silly amount of stamina damage to shields from gunners was also already mentioned so not even the only pathetic option the ogryn has to really deal with spread out gunners is not actually an option.
I play Heresy regularly, but Malice mainly. Most of the complaints I’ve seen so far about Ogryn’s role are the epitome of “skill issue”. They play fine - stop trying to pretend you’re a space marine. Proportionally to your size, you’re just as squishy as the other classes - and that’s a good thing. Bull rush allows you to close any gaps you need to - otherwise, like other classes, use cover and lines of sight intelligently, and time your movements and aggression. Flank or take cover, instead of running headlong into a firing line that already has you in their sights.
Plain wrong - Early on I was under the same impression, however Bull-rush has a wind-up and I was popping it too late. You can absolutely counter-charge mutants, albeit the window you have to do anything with that is rather short, and it lacks feedback to let you know you did it successfully.
The charge does feel awkward to use at times. Especially with chargers when you just phase through them instead of knocking them down. Nearly every single other elite you can knock down, even the big armored covered ogryns.