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widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Legit Businessman posted:

Maybe my list is bugged?

That uh... seems pretty unfortunate to have them listed in that order. :stare:

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Ra Ra Rasputin
Apr 2, 2011
There will be 1 hotfix before the year is over according to fatshark.

Typical Pubbie
May 10, 2011
Is there a benefit to charging a heavy swing?

Ra Ra Rasputin
Apr 2, 2011
In VT2 there were only a few weapons that had added damage if you fully charged, mainly the rapier, for DT2 you'd have to test each weapon type.

Ra Ra Rasputin fucked around with this message at 22:16 on Dec 20, 2022

Legit Businessman
Sep 2, 2007


widespread posted:

That uh... seems pretty unfortunate to have them listed in that order. :stare:

Oh gosh. I didn't even think about that. Yikes.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Pennsylvanian posted:

I can kind of understand why they're doing the missions like this. I got tired of hitting Quickplay and playing Skittergate for the hundredth time in VT2, but there's got to be a nice middleground.
I understand the logic behind why they'd try to make the mission board this way, but the problems with it are really obvious after you've used it a couple of times so it's pretty inexcusable that the board wasn't scrapped and redone immediately.

Or you know, they could have taken a look at Payday 2 (released in 2013) and saw all the exact issues the mission board was going to have.

Evil Kit posted:

Pretty sure it's alphabetical. Made my Ogryn first and my Vet second, despite both starting with Evil the vet is first because the next letter (i) comes before o.
My Psyker was originally above my Vet despite being made after. I rerolled the Psyker to change the voice and now she's listed below my Vet. Answer: :iiam:

widespread
Aug 5, 2013

I believe I am now no longer in the presence of nice people.


Legit Businessman posted:

Oh gosh. I didn't even think about that. Yikes.

... poo poo, that wasn't your initial complaint?

But unless they're leveled or with good rolls, maybe rename? I dunno.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

I switched to a different naming convention after maxing my Zealot so I'm bummed I have to either deal with it being the ONLY one different, or level a new loving zealot.

FrasierCrane
MarisCrane
DaphneMoon
EmperorEnjoyer

ninjoatse.cx
Apr 9, 2005

Fun Shoe

widespread posted:

That uh... seems pretty unfortunate to have them listed in that order. :stare:

idgi :confused:

Spanish Manlove
Aug 31, 2008

HAILGAYSATAN
Is trauma on thunderhammers totally trash or is it just me? Most things die before the "repeated hit" thing comes up

Typical Pubbie
May 10, 2011
Ironicus (Veteran)
Malidictum (Psyker)
Guilliman (Veteran 2)
Assmodeus (Zealot)
Yargo (Ogryn)

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


how in the name of piss does the 'just a flesh wound' penance work? i just beat a heresy mission in 18 minutes while at a sliver of health for nearly the entire time (i healed before the last event and then got beat up pretty fast) and didn't get it.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

Arthrospira Maxima (zealot I made third)
Stump Beefknob (ogryn I made first)
Grist Warmill (veteran I made second)
Samsara (My psyker I never use and made last)

The listing seems completely random.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
Flamer is still really fun but man they really need to rework the primary fire into something actually useful

Enjoy
Apr 18, 2009

drrockso20 posted:

Flamer is still really fun but man they really need to rework the primary fire into something actually useful

It's supposedly better at staggering and burning an individual target, but yeah that's not super useful because an individual target can be killed in melee. I guess it might be good against small groups of Ragers if you can line it up well, but it's risky since you'd be at close range unable to block

hemale in pain
Jun 5, 2010




the puffs cause knockback so you puff puff at enemies when running at them to stop them shooting

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


the puffs also can give you enough space to deploy the secondary fire while youre surrounded by a surprise horde or some ragers or something

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:
I finally managed to get a decent rolled Kantrael 4 and it's statistically inferior to the 12 in pretty much every way (it has twice the RoF but ~43% of the damage per shot for an equivalent roll on both, and about the same about of recoil per shot) but I'll admit it's a lot of fun to just spam shots downrange with your faster RoF and near limitless ammo pool. I give it a thumbs up for goofing off if you aren't being serious because you can still make it work.

E: The only thing it truly does better than the 12 is that it has better performance in hipfire (due to being able to shoot faster, not necessary having a better spread), but honestly if you're going to hipfire frequently just use an autogun.

Insert name here fucked around with this message at 00:58 on Dec 21, 2022

Mendrian
Jan 6, 2013

Insert name here posted:

I finally managed to get a decent rolled Kantrael 4 and it's statistically inferior to the 12 in pretty much every way (it has twice the RoF but ~43% of the damage per shot for an equivalent roll on both, and about the same about of recoil per shot) but I'll admit it's a lot of fun to just spam shots downrange with your faster RoF and near limitless ammo pool. I give it a thumbs up for goofing off if you aren't being serious because you can still make it work.

I love weapons with deep ammo pools. I play Zealot and mostly on Heresy at this point, where Vet with ammo hungry weapons (bolters, plasma guns) seems to be the meta, so it's really nice to just not give a gently caress about my ammo pool while the Vets are able to hoover up whatever ammo is lying around.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

The new map feature a gigantic area that you dont go to on the other throne map. I think its a bit unfair to say its just reversed, once you go across the bridge which is the first 25% of the map its basically all new after that.

All the maps look fantastic but i do agree they need more visual set pieces. Smelter is cool, seeing everything cool down on repair is cool.

Mendrian
Jan 6, 2013

Jerkface posted:

The new map feature a gigantic area that you dont go to on the other throne map. I think its a bit unfair to say its just reversed, once you go across the bridge which is the first 25% of the map its basically all new after that.

All the maps look fantastic but i do agree they need more visual set pieces. Smelter is cool, seeing everything cool down on repair is cool.

Giant Skull Ethernet Cable is also a pretty impactful setpiece.

EDIT: If anything I would say objectives need more nuance. I feel like a lot of finales are 'hack these things, then wait.' VT2 had a lot of maps where yeah, the mechanic was just 'hold out for a bit' but there was a lot more little flair to it - I'm thinking Screaming Bell II, I'm thinking about the statue that summoned holy light from Sigmar, and so on. Yeah, it's all just some version of 'hold out here' or 'press e to interact' or 'attack this object' but there was a lot more variety in the in-universe logic of what you were doing which is a bit missing from DT.

Mendrian fucked around with this message at 01:07 on Dec 21, 2022

Kokoro Wish
Jul 23, 2007

Post? What post? Oh wow.
I had nothing to do with THAT.
They actually just put out some info on their level design process and thinking:

https://store.steampowered.com/news/app/1361210/view/6608500565553422293

Kokoro Wish fucked around with this message at 01:09 on Dec 21, 2022

SplitSoul
Dec 31, 2000

I've only seen the new map once and it was on the lowest difficulty.

ZombyDog
Jul 11, 2001

Ere to fix yer gubbinz
The list seemed random to me.

Repanse ( Zealot )
Shorsey ( Vet )
Cousin-Okri ( Ogryn )
Sindri ( Psyker )

If it's alphabetical then Cousin Okri should be at the top, and order of creation would have Shorsey at the top.

I dipped my toes into Heresy last night and the first run went suspiciusly too well, dual zealot, dual vet and somebody worked out that it was Low Intensity. Second run, a buddy pinged me and was like lets play and I was like yeah sure. It was another low intensity run 3 vets and a zealot. Alarm bells should have rung when the zealot opened up in chat "I gotta stay under 50% health for 75% of the run" the "lets get this done in under 20 minutes" before sprinting ahead and faceplanting into a daemonhost. Which bugged out and killed everyone except me ( it claimed it's first two victims then portalled out but my buddy kept on taking damage from it and it was still audible until he went down ). The Zealot bailed, my buddy was like I think this is a wash, but I managed to stay alive and recue the rest of the team ( they were pretty close by ). The bot that replaced the zealot was replaced by a Purgatus Psyker and we breezed through the rest of the map. Third Heresy run was 4 vets and was a hell of a lot of fun as well.

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Mendrian posted:

Giant Skull Ethernet Cable is also a pretty impactful setpiece.

EDIT: If anything I would say objectives need more nuance. I feel like a lot of finales are 'hack these things, then wait.' VT2 had a lot of maps where yeah, the mechanic was just 'hold out for a bit' but there was a lot more little flair to it - I'm thinking Screaming Bell II, I'm thinking about the statue that summoned holy light from Sigmar, and so on. Yeah, it's all just some version of 'hold out here' or 'press e to interact' or 'attack this object' but there was a lot more variety in the in-universe logic of what you were doing which is a bit missing from DT.

Or the finale in the elven ruins which required someone actively be moving the sliding puzzle pieces, which, granted, isn't really more involved than the data interrogator, but it was something where you could drop it to fight poo poo and pick up where you left off at least.

Or the Against the Grain finale which is literally running a giant gauntlet in a near-constant horde. The Plague Tree mission was almost like that in the final run in that you actually had a gauntlet of some significance once you were done scanning.

Kokoro Wish
Jul 23, 2007

Post? What post? Oh wow.
I had nothing to do with THAT.

DeathSandwich posted:

Or the finale in the elven ruins which required someone actively be moving the sliding puzzle pieces, which, granted, isn't really more involved than the data interrogator, but it was something where you could drop it to fight poo poo and pick up where you left off at least.

Or the Against the Grain finale which is literally running a giant gauntlet in a near-constant horde. The Plague Tree mission was almost like that in the final run in that you actually had a gauntlet of some significance once you were done scanning.

The Raid missions are literally just "Against the Grain" though. Or that one about retrieving supplies from the Marketplatz.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:

Kaddish posted:

They didn't hotfix the new Psyker bug?

They did not! Still in today.

Vargs
Mar 27, 2010

Mendrian posted:

Giant Skull Ethernet Cable is also a pretty impactful setpiece.

EDIT: If anything I would say objectives need more nuance. I feel like a lot of finales are 'hack these things, then wait.' VT2 had a lot of maps where yeah, the mechanic was just 'hold out for a bit' but there was a lot more little flair to it - I'm thinking Screaming Bell II, I'm thinking about the statue that summoned holy light from Sigmar, and so on. Yeah, it's all just some version of 'hold out here' or 'press e to interact' or 'attack this object' but there was a lot more variety in the in-universe logic of what you were doing which is a bit missing from DT.

The objectives in this game are pretty fuckin lame. Looking at the VT2 release maps, every single one felt like it had an event that was fairly unique thematically and mechanically.

Righteous Stand: Arena pit battle + The holy wrath of Sigmar.
Convocation of Decay: Delving down into the depths to stop a ritual that pulls you into Nurgle's realm while you stand next to the cauldron.
Hunger in the Dark: Minecart escort through the entire map, sometimes in pitch blackness. Ends with you fighting a troll and using the minecart to blow up like 6 more.
Halescourge: Unique boss.
Athel Yenlui: Unique elven ruin rotation puzzle.
The Screaming Bell: Breaking the chains on a giant glowing bell on somewhat precarious scaffolding, and then a guaranteed Rat Ogre bursting through the door as the bell crashes to the lower part of the map.
Fort Brachsenbrücke: Loading, aiming and firing cannons in a fort under siege to blow up skaven artillery.
Into the Nest: Unique boss.
Against the Grain: Super long section through the village with infinite hordes where you need to free captives.
Empire in Flames: Loading delicate explosives on a cart and escorting it for a big boom.
Festering Ground: Popping hidden pimples in an infested cave. Definitely the lamest one.
The War Camp: Assault on the Norscan camp followed by a unique boss.
The Skittergate: Unique boss. Also has a Chaos Spawn miniboss event.

DT maps seem to consist of carrying a cylinder to a slot, hacking, destroying nurgle growths, scanning, and one single boss. They're all reused a ton and nothing about the maps gives them any interesting flair.

Vargs fucked around with this message at 01:55 on Dec 21, 2022

Sab Sabbington
Sep 18, 2016

In my restless dreams I see that town...

Flagstaff, Arizona

Kaysette posted:

They did not! Still in today.

This is actually the most hosed up thing they've done with the game so far. If a dev gets reports that a feature they put in is giving people seizures and they don't drop everything else to hotfix it they're pieces of poo poo and deserve serious repercussions.

big cummers ONLY
Jul 17, 2005

I made a series of bad investments. Tarantula farm. The bottom fell out of the market.

Vargs posted:

The objectives in this game are pretty fuckin lame. Looking at the VT2 release maps, every single one felt like it had an event that was fairly unique thematically and mechanically.

Righteous Stand: Arena pit battle + The holy wrath of Sigmar.
Convocation of Decay: Delving down into the depths to stop a ritual that pulls you into Nurgle's realm while you stand next to the cauldron.
Hunger in the Dark: Minecart escort through the entire map, sometimes in pitch blackness. Ends with you fighting a troll and using the minecart to blow up like 6 more.
Halescourge: Unique boss.
Athel Yenlui: Unique elven ruin rotation puzzle.
The Screaming Bell: Breaking the chains on a giant glowing bell on somewhat precarious scaffolding, and then a guaranteed Rat Ogre bursting through the door as the bell crashes to the lower part of the map.
Fort Brachsenbrücke: Loading, aiming and firing cannons in a fort under siege to blow up skaven artillery.
Into the Nest: Unique boss.
Against the Grain: Super long section through the village with infinite hordes where you need to free captives.
Empire in Flames: Loading delicate explosives on a cart and escorting it for a big boom.
Festering Ground: Popping hidden pimples in an infested cave. Definitely the lamest one.
The War Camp: Assault on the Norscan camp followed by a unique boss.
The Skittergate: Unique boss. Also has a Chaos Spawn miniboss event.

DT maps seem to consist of carrying a cylinder to a slot, hacking, destroying nurgle growths, scanning, and one single boss. They're all reused a ton and nothing about the maps gives them any interesting flair.

Seeing it all laid out this makes me realize how I DON'T ever feel like I'm on a specific mission in DT. Like there isn't necessarily mechanical variety in that list, although there is more there than in DT. But DT missions don't feel like coherent stories. You aren't chasing a minecart, you aren't loading up explosives, you aren't worming your way along the edge of a crater in the center of a ruined city. You're not visiting multiple aesthetically unique locations. You're in 40k Tileset 3, moving through corridors until you reach the objective marker and need to hold "use."

Cease to Hope
Dec 12, 2011

Scikar posted:

I love the Ripper guns and I've seen people ask about them a few times, so here's what I've learnt about them:

Mk II - this is the green one, with a gold winged skull on the side, and the first one you get. It fires in a 3 round burst hip fire, and full auto with 2 rounds minimum per click braced alt-fire. The rate of fire for both is very steady and controllable, so it is good at both deleting a rager charging in with the primary fire, or laying out a full mag across a room full of shooters with the braced alt-fire. It does significantly more damage per shot than the other two, but the base cone on each shot is wider, and it has a lower cutoff for 'far' range, so you really feel it if there's a gunner in partial cover sat a bit outside your charge range.

Mk V - this is the blue one, with a wooden handle and a circular hole in the blade. It is the worst of the ripper guns in my opinion. It also fires in a 3 round burst hip fire, and braced is again full auto but minimum 3 rounds per click. The rate of fire is higher, but recoil is much worse, you pretty much cannot aim the full auto at all. It has a tighter base cone than the Mk II and 'far' range is a bit further out, but with less damage per shot and the vicious recoil, you aren't realistically applying any better damage at a distance while performing worse up close. It also has less ammo than the other two marks.

Mk VI - this is the brown one. It fires in a 2 round burst hip fire, and 3 round burst braced alt-fire. It otherwise has the same damage, rate of fire, cone spread, and range falloff as the Mk V, but with the recoil and ammo stats of the Mk II. In other words, this is the actual tradeoff option if you want to apply damage a bit further out. You'll need 3 or 4 clicks to kill a rager, but that will at least be consistent, and if you have enough ammo in the mag then you can probably knock that hound off your teammate across the room without having to actually run over there yourself.

The tl;dr is use the Mk II, and treat it exactly like a shotgun but with a room clearing continuous alt-fire instead of the precise shot that the zealot/veteran get on theirs. The Mk VI is okay but the grenadier gauntlet is better at the same job most of the time. The Mk V is just bad.

This is very helpful, thank you.

Typical Pubbie posted:

When testing or sharing weapon strats it's helpful to mention what difficulty you're playing on. Because of damage breakpoints the effectiveness of certain weapons can change dramatically depending on the difficulty level. Don't be shy, we're all farming mats or grinding contracts on T2 and T3. Knowing that a weapon is effective on Malice is cool and useful info even if it doesn't hold true for Heresy etc.

For what it's worth, I play on Damnation and sometimes Heresy when I'm not playing with goons who are leveling their characters or just want to chill out. I don't go out of my way to minmax for Malice.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


big cummers ONLY posted:

Seeing it all laid out this makes me realize how I DON'T ever feel like I'm on a specific mission in DT. Like there isn't necessarily mechanical variety in that list, although there is more there than in DT. But DT missions don't feel like coherent stories. You aren't chasing a minecart, you aren't loading up explosives, you aren't worming your way along the edge of a crater in the center of a ruined city. You're not visiting multiple aesthetically unique locations. You're in 40k Tileset 3, moving through corridors until you reach the objective marker and need to hold "use."

That's basically how I felt when someone compared Darktide to Left 4 Dead, which launched with "less" content. Every single L4D campaign involved the team moving through a distinct area for a clear reason, and every campaign is very memorable as a result. I remember some areas in Darktide, but the only noteworthy setpieces I can think of are the dead ogryn lad who occasionally shows up in some forgettable office and the demon tree that you don't interact with in any meaningful way. Meanwhile, L4D has a gas station that you can explode to rip a hole in the level just because. It literally serves no purpose, it's not required to progress, it's just something you can do.

Ra Ra Rasputin
Apr 2, 2011
One thing I dislike is that the blight tree map is the only one with a decent (if predictable after awhile) escape finale, it doesn't really deserve the epic music if you just take an elevator or plane out after the horde suddenly decides to stop after 2 minutes of waiting or 10 seconds of walking.

Instead of having us sit around for 2 minutes for the final door to open killing zombo's, I'd rather they extend the maps and make it a escape the horde finale, where you have to push forward instead of hunkering down and occasionally have that tense moment where you lost it all at the finish line or had that one guy ditch the rest to make it in solo.

Kaysette
Jan 5, 2009

~*Boston makes me*~
~*feel good*~

:wrongcity:
I might need to take a break with this as well. The weapon switch jank and staff shots just... not shooting sometimes makes this very frustrating. Adapting to the quelling bug was tough enough but juggling my staff, sword, and brain burst without knowing which one will work or if the switch will even happen has sapped any fun out of pushing harder content.

I've been stuck on 6/7 mission types on heresy for a week because I can never find a disruption heresy when I'm online.

Kith posted:

That's basically how I felt when someone compared Darktide to Left 4 Dead, which launched with "less" content. Every single L4D campaign involved the team moving through a distinct area for a clear reason, and every campaign is very memorable as a result. I remember some areas in Darktide, but the only noteworthy setpieces I can think of are the dead ogryn lad who occasionally shows up in some forgettable office and the demon tree that you don't interact with in any meaningful way. Meanwhile, L4D has a gas station that you can explode to rip a hole in the level just because. It literally serves no purpose, it's not required to progress, it's just something you can do.

I wish the maps here had any kind of campaign or more storytelling tying it all together. Nothing here matches that feeling of the No Mercy campaign with the rooftop finale. Or any of the other ones.

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Sometimes theres a little party waiting for you when you open the Escape door that leads into the final hallway of the pathogen destruction mission.

disbest
Jun 16, 2005

Pillbug
I guess I'm the weird one for naming them all the same.



I started with psyker, then vet, then ogryn, then zealot. So yeah no rhyme or reason for the order.

Jarvisi
Apr 17, 2001

Green is still best.

disbest posted:

I guess I'm the weird one for naming them all the same.



I started with psyker, then vet, then ogryn, then zealot. So yeah no rhyme or reason for the order.

Mods????? What the gently caress is this

DeadFatDuckFat
Oct 29, 2012

This avatar brought to you by the 'save our dead gay forums' foundation.


Thats seditious behavior imo

deep dish peat moss
Jul 27, 2006

I am weird I suppose but I appreciate that there's not some narrative driving force in Darktide like there is in a lot of other co-op horde shooters. Experiencing the same narrative over and over gets very grating for me and the fact that there's almost none of it here is part of what has kept me playing it.

There are other ways that it could make levels feel more distinct. More environment variety is a big one. More assassination targets. Slight changes to enemies in levels, like different colored clothes or whatever. I'm ok with missions all being mechanically the same "put battery in hole and defend elevator" but there are I think only 7 or 8 actual maps? And they all have the same kind of structure - catwalks and hallways in industrial zones.

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ninjoatse.cx
Apr 9, 2005

Fun Shoe
3/4 of my characters I named using the name generator. I’ve partied with at least 3 other Haks

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