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Ra Ra Rasputin
Apr 2, 2011
I'm not too excited about new variants of existing weapons since it means diluting the pool of drops even further or ending up in a situation where the original weapon you had perfect rolls on is completely outclassed and obsolete by the new variant, like with the gorgo for ogyn or force swords for psyker.

Really would of liked if they could of figured out modding weapons and being able to simply slot out the heavy parts for the light parts to change the guns playstyle that way.

Right now I'd just settle for fatshark finally figuring out a use for my 100k diamantine.

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megane
Jun 20, 2008



Ra Ra Rasputin posted:

I'm not too excited about new variants of existing weapons since it means diluting the pool of drops even further or ending up in a situation where the original weapon you had perfect rolls on is completely outclassed and obsolete by the new variant, like with the gorgo for ogyn or force swords for psyker.
Every gun they add means fewer staves in the shop for psykers.

skaianDestiny
Jan 13, 2017

beep boop

Ra Ra Rasputin posted:

Right now I'd just settle for fatshark finally figuring out a use for my 100k diamantine.

If you could spend 1000 diamantine to upgrade perks or blessings (which would be separate from refining perks/replacing a blessing) I'd go for it.

Or even like, spend 100 diamantine to upgrade a stat by like +1% or whatever. For supposedly being the "rarer" resource you get a fuckload of it and don't spend much of it at all.

Ra Ra Rasputin
Apr 2, 2011
They had the same issue with the lowest tier crafting materials in vermintide too.

Nehru the Damaja
May 20, 2005

Evil Kit posted:

Full stop, we're gonna have to agree to disagree on using Melk's shop just for t3 blessings.

I was talking about the gold shop.

Evil Kit
May 29, 2013

I'm viable ladies.

Nehru the Damaja posted:

I was talking about the gold shop.

You mean the armoury you use dockets on? Fair enough I don't really associate gold with currency in Darktide, more like to equate it to the final tier of weapons. S'alright, I don't really care to check it other than looking for curios.

Grognan
Jan 23, 2007

by Fluffdaddy
what does brittleness mean?

Anti-Hero
Feb 26, 2004
Yah, I spent all my melk bux poorly and now the shop reset with a great T4. Luckily I’m on track to finish my weeklies before it resets. Lesson learned.

Captainicus
Feb 22, 2013



Grognan posted:

what does brittleness mean?

Debuff on enemies that reduces their armor, works for you and for your team

EDIT: If you mean 'what happens to damage on an enemy who is 25% brittle', no idea how that math works out

skaianDestiny
Jan 13, 2017

beep boop

Captainicus posted:

Debuff on enemies that reduces their armor, works for you and for your team

EDIT: If you mean 'what happens to damage on an enemy who is 25% brittle, no idea how that math works out'

It means that the damage reduction on your attacks due to armor is reduced by 25%.

So for example, if your attacks deal 80% damage to flak armor, 25% Brittleness means that 25% of that 20% damage reduction is regained (which is 5%), so in the end you deal 85% damage.

Rending is the same mechanic, but it's a buff to yourself, so 25% Rending would mean you ignore 25% of your enemies' armor.

Perestroika
Apr 8, 2010


gently caress yeah, finally more staves for the psyker. As useful as Purge and Voidstrike are, they certainly do get old after a while. A far cry from e.g. Sharpshooter, where you can pretty much just pick up any old gun out of a dozen options and have a good time with it. I'm also quite intrigued by the Long Las, I've been wanting something to fill the space between the Lucius and the Bolter.

Though it's kinda funny that they're bothering to add extra variants to the pistols. I don't think I've ever seen anybody use those except for occasionally the revolver.

toasterwarrior
Nov 11, 2011
them adding variants to the stubber and the shotgun is what made me use their weapon class at all so by all means

The Demilich
Apr 9, 2020

The First Rites of Men Were Mortuary, the First Altars Tombs.



Wouldn't an easy fix for psyker in regards to the weapon pool be to just add brain burst chances to guns (or other psyker effects)?

Captainicus
Feb 22, 2013



The Demilich posted:

Wouldn't an easy fix for psyker in regards to the weapon pool be to just add brain burst chances to guns (or other psyker effects)?

Personally, I think all guns are quite useful, even if you didn't pick veteran. Veteran's guns don't deal more damage (yes I am aware Snipe and Deadshot feat exist) outside of their career button, they can just hold more ammo. Psyker can be better at guns than zealot and base veteran is, you can get +24% damage from warp charges. I don't ever fire a gun and think 'man I wish I had more reserve ammo, this thing is useless!' Brain burst has a little anti-synergy with single target long range guns but still useful if you use something with small mag size or for long range when you have a short range gun or for carapace/boss damage if your gun is bad at that.

Unless your problem is that the psyker can't use boltor / plasma / flamers, in which I think the problem is the other guns, not the psyker

Evil Kit
May 29, 2013

I'm viable ladies.

Captainicus posted:

Personally, I think all guns are quite useful, even if you didn't pick veteran. Veteran's guns don't deal more damage (yes I am aware Snipe and Deadshot feat exist) outside of their career button, they can just hold more ammo. Psyker can be better at guns than zealot and base veteran is, you can get +24% damage from warp charges. I don't ever fire a gun and think 'man I wish I had more reserve ammo, this thing is useless!' Brain burst has a little anti-synergy with single target long range guns but still useful if you use something with small mag size or for long range when you have a short range gun or for carapace/boss damage if your gun is bad at that.

Unless your problem is that the psyker can't use boltor / plasma / flamers, in which I think the problem is the other guns, not the psyker

IIRC Vet's get a bonus 15% weakspot damage baseline compared to other classes. It's one of the class bonuses along the top you can check. It's also a weird way to think about it but extra reserve ammo can also be considered "bonus" damage as it's literally more damage available, and also more ammo recovery when you pick up bags due to it being % based on your total.


Agreed that it isn't as significant as the up to 24% damage bonus Psyker can get, and arguably if you had a way to stack up quickly and keep peril you could use the +damage based on peril feat for even more. Autopistol gunyker exists for a reason (and that reason is Pinning Fire being so busted).

Captainicus
Feb 22, 2013



Completely agree about pinning fire :v:

Perestroika
Apr 8, 2010

Another (admittedly minor) factor that also keeps me from going gun psyker is that you're using up ammo. It's not usually a huge deal, but if you got a bolter veteran and a stubber ogryn going along it's kind of nice to know you can just keep blasting away with your staff without worrying about using up ammo that's potentially better used by others.

Tagichatn
Jun 7, 2009

Perestroika posted:

gently caress yeah, finally more staves for the psyker. As useful as Purge and Voidstrike are, they certainly do get old after a while. A far cry from e.g. Sharpshooter, where you can pretty much just pick up any old gun out of a dozen options and have a good time with it. I'm also quite intrigued by the Long Las, I've been wanting something to fill the space between the Lucius and the Bolter.

Though it's kinda funny that they're bothering to add extra variants to the pistols. I don't think I've ever seen anybody use those except for occasionally the revolver.

The laspistol is pretty good actually, I think people are sleeping on it. Sure it's not bolter/plasma/autopistol tier but it's good enough. For those not aware, it does crazy damage on weak spot and critical hits. Most weapons are like, 10-20% more damage while the laspistol is double the damage. It'll be better when we have a subclass that buffs critical chance, right now there's pretty limited ways of increasing your critical chance.

Ra Ra Rasputin
Apr 2, 2011

Perestroika posted:

Another (admittedly minor) factor that also keeps me from going gun psyker is that you're using up ammo. It's not usually a huge deal, but if you got a bolter veteran and a stubber ogryn going along it's kind of nice to know you can just keep blasting away with your staff without worrying about using up ammo that's potentially better used by others.

Yeah, I've felt the pain anytime I've gone Gunker, I feel like I am devouring all the ammo and have to be very conservative with what I am able to shoot, where if I went a staff my melee would be largely optional.

It's really something you can just bring out when you have a Veteran on the team to regen your ammo and low ammo usage classes.

Typical Pubbie
May 10, 2011

Tagichatn posted:

The laspistol is pretty good actually, I think people are sleeping on it. Sure it's not bolter/plasma/autopistol tier but it's good enough. For those not aware, it does crazy damage on weak spot and critical hits. Most weapons are like, 10-20% more damage while the laspistol is double the damage. It'll be better when we have a subclass that buffs critical chance, right now there's pretty limited ways of increasing your critical chance.

#1 thing keeping me from using the laspistol is its hidden carpal tunnel stat.

Nehru the Damaja
May 20, 2005

I like the Gorgonum Stubber. It's dreadfully slow to reload, deploy, or start firing, but Ogryn doesn't really have good options for snap-firing specialists anyway, so you gotta hope your group can do their jobs. But it *does* shore up Ogryn's weaknesses against ragers/maulers and gives a good response to bursters and those midrange gunfights where you otherwise couldn't advance into melee without getting chewed up.

I haven't tried the other newer stubber, but having tried the Gorgonum, I now no longer die inside when I see an Ogryn teammate carry one into battle. At least, not until they confirm they're one of those gun-only Ogryns. Then I resume dying inside.

tangy yet delightful
Sep 13, 2005



One thing I try and do with the Gorgonum is use it without deploying it for quicker kills/damage/stagger into say 1-3 enemies at any range, it's surprisingly accurate. I only ever full deploy of I'm going to use it into a large group or boss. Well sometimes I deploy it when I don't need to but that's just because the deployed animation and pose looks so cool.

Tactics? Strategy? OGRYN SMASH

Nehru the Damaja
May 20, 2005

Y'know, it's interesting that in a game that puts a greater emphasis on ranged combat than the ratpuncher series, I have seen comparatively few people who just pull up their gun and refuse to learn how to melee. That poo poo was a plague in V2.

celewign
Jul 11, 2015

just get us in the playoffs
Probably because melee is extremely satisfying and gives you a massive dopamine hit when you chop a zombie in half

Nehru the Damaja
May 20, 2005

I feel like the floor for melee is a lot lower in Darktide. You don't have to learn as much to be effective.

And that's probably a good thing, even though I loved the punishing feel of the first Vermintide.

Tagichatn
Jun 7, 2009

celewign posted:

Probably because melee is extremely satisfying and gives you a massive dopamine hit when you chop a zombie in half

Some ranged weapons can also blow zombies in half.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Nehru the Damaja posted:

I feel like the floor for melee is a lot lower in Darktide. You don't have to learn as much to be effective.

And that's probably a good thing, even though I loved the punishing feel of the first Vermintide.

Something about dodging and blocking works better in DT. I don't know if it's the enemy animations telegraphing when they're in their wind-up better, or if it's just a better flow with the character's movements somehow, but I never really mastered blocking and dodging in VT the way I have in DT. Even now, being pretty OK at DT, if I fire up VT it just doesn't click the same way.

I'd love a VT3 in the DT engine, goddamn.

Stanley Pain
Jun 16, 2001

by Fluffdaddy

Tagichatn posted:

Some ranged weapons can also blow zombies in half.

That's what makes the Bolter such a joy to use. Thunk Thunk, SPLOOSH! :black101:

Evil Kit
May 29, 2013

I'm viable ladies.

Nehru the Damaja posted:

I like the Gorgonum Stubber. It's dreadfully slow to reload, deploy, or start firing, but Ogryn doesn't really have good options for snap-firing specialists anyway, so you gotta hope your group can do their jobs. But it *does* shore up Ogryn's weaknesses against ragers/maulers and gives a good response to bursters and those midrange gunfights where you otherwise couldn't advance into melee without getting chewed up.

I haven't tried the other newer stubber, but having tried the Gorgonum, I now no longer die inside when I see an Ogryn teammate carry one into battle. At least, not until they confirm they're one of those gun-only Ogryns. Then I resume dying inside.

Believe it or not the patch they added in the new stubbers they also buffed the poo poo out of reload and brace speeds for both the stubbers and rippers, so it used to be worse!

Unironically the Gorgonum is probably too good. It does literally everything, horde control (cleaves 2m from the first thing you shoot!), shooter control, mulches elites, specialists and ogryns alike. Just about the only thing it doesn't delete is crushers and even those you can chain stagger to buy time for you team. If you brace it and suddenly you have a laser pointer that reaches out and kills things up to 55 meters away! It's ludicrous, and on top of that it gets Charmed Reload so it has insane sustained DPS and almost practically never needs to reload.


All that and any human sized enemy you shoot turns into gibs or splits in half, it's amazing. Stubber was the best Ogryn ranged option before it got added and the Gorgonum still stole the show.

For the record you don't even really need to brace the gun against anything within 20 meters or so, it's so ridiculous accurate except under the most extreme sustained fire circumstances.

tangy yet delightful
Sep 13, 2005



Don't think I ever posted about it here but once I chain staggered and killed something like 6 crushers on damnation with the Gorgonum without having to reload. Now sure it took 20+ seconds but it's a crazy gun I love it.

Now sure my team did wipe but that's what 3 vets get for taking autoguns and now being able to kill anything armoured I guess. Retrospectively I could have positioned better to chain stagger everything possibly but they were playing too spread apart probably.

Captainicus
Feb 22, 2013



Cyrano4747 posted:

Something about dodging and blocking works better in DT. I don't know if it's the enemy animations telegraphing when they're in their wind-up better, or if it's just a better flow with the character's movements somehow, but I never really mastered blocking and dodging in VT the way I have in DT. Even now, being pretty OK at DT, if I fire up VT it just doesn't click the same way.

I'd love a VT3 in the DT engine, goddamn.

My observation it is a combination of the enemies attacks being clearer and their tendency to spread out rather than being in a dense overlapping rat clump, alongside your base dodge being further / enemy lunge range being shorter.

Perestroika
Apr 8, 2010

Captainicus posted:

My observation it is a combination of the enemies attacks being clearer and their tendency to spread out rather than being in a dense overlapping rat clump, alongside your base dodge being further / enemy lunge range being shorter.

I'd say the same. Even when I'm cornered all alone by a big horde of shamblers, I'm still generally confident I can avoid hits as long as I've got a wall at my back. It feels much easier to gauge where the attacks are coming from, how much time I got to dodge or interrupt them, and where best to dodge towards.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Captainicus posted:

My observation it is a combination of the enemies attacks being clearer and their tendency to spread out rather than being in a dense overlapping rat clump, alongside your base dodge being further / enemy lunge range being shorter.

Yeah the rat clump observation is spot on. I feel like the rats kind of clip into each other sometimes, and the DT pox zombies don't?

Fishstick
Jul 9, 2005

Does not require preheating
The classic rat HyperStacking, which Fatshark vehemently denied was a Thing with pages of semantics arguing.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Fishstick posted:

The classic rat HyperStacking, which Fatshark vehemently denied was a Thing with pages of semantics arguing.

Wait, what? I wans't active on fatshark forums or a thread here on it when I was binging VT/VT2.

They denied that? The thing that everyone with eyes could see happening in literally every match?

Evil Kit
May 29, 2013

I'm viable ladies.

Melee enemies in DT absolutely clip into each other lol. Couldn't tell you the difference since I've never played either VT for any length.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Evil Kit posted:

Melee enemies in DT absolutely clip into each other lol. Couldn't tell you the difference since I've never played either VT for any length.

In VT when they all piled over an obstacle into the play area you could easily get like a dozen of them occupying the space of one.

Evil Kit
May 29, 2013

I'm viable ladies.

Cyrano4747 posted:

In VT when they all piled over an obstacle into the play area you could easily get like a dozen of them occupying the space of one.

Watch any pox walker horde when they're jumping over some boxes or dropping down from a ledge, they do just stack up and clip into each other. As soon as you push they generally spread out but I couldn't tell you why it doesn't feel bad to fight into.

Hell at the end of the Repair mission with the coolant rods, that's the best place to do any penances that require X amount of enemies to be killed/knocked over at once since you can just push them into a corner while they pile up.

Cyrano4747
Sep 25, 2006

Yes, I know I'm old, get off my fucking lawn so I can yell at these clouds.

Evil Kit posted:

Watch any pox walker horde when they're jumping over some boxes or dropping down from a ledge, they do just stack up and clip into each other. As soon as you push they generally spread out but I couldn't tell you why it doesn't feel bad to fight into.

Hell at the end of the Repair mission with the coolant rods, that's the best place to do any penances that require X amount of enemies to be killed/knocked over at once since you can just push them into a corner while they pile up.

*shrug* I don't have a hard answer, but it just feels like less of a problem in DT than VT.

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Pharmaskittle
Dec 17, 2007

arf arf put the money in the fuckin bag

Evil Kit posted:

Watch any pox walker horde when they're jumping over some boxes

every time I see a pox walker FLING itself over a box I smile, the animations are just so good

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