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Evil Kit
May 29, 2013

I'm viable ladies.

Nehru the Damaja posted:

I downloaded the weapon customization mod and it's neat. Does the flashlight, when modded in, still bother daemonhosts? My instinct would be that since it's all client-side, it wouldn't, but I kind of don't want to test it.

For the record, if you add a flashlight to a gun this overrides the special attack. For some weapons this is a useless (maybe not anymore?) sweep of the weapon stock or something, but you don't want to put one on Plasma because suddenly you can't actively vent except for a reload.


And yes, it does spook Daemonhosts. And while technically the mod is client side, I'm pretty sure other players can still see the flashlight if you turn it on.

edit: similar to how the For the Emperor mod worked, other people could hear you using it even if they didn't have the mod (or any mods) installed.

Evil Kit fucked around with this message at 20:06 on Nov 1, 2023

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megane
Jun 20, 2008



UP AND ADAM posted:

What is the structure of missions. I've heard there's like a mid-mission challenge where you're doing a big hold-out against waves, or scanning artifexes or whatever, as a yard marker for the middle of the mission, but beyond that is there some reddit nerd diagram of the exact encounter structure and pacing of maps? I feel like someone should have documented this at some point.

I feel like I could probably do this from memory for a lot of maps

e.g. the Archivum mission goes:
  • climb up to a little alley where scribes would apparently wait
  • the chunk of Enclavum Baross where there are two parallel paths right before the long staircase, but you go through it sideways and end up at a little door on the lower left
  • small section with like a subway track in it, followed by an airlock
  • med station, then the alarm section, where you have to run through a sequence of little square rooms full of nerds, then pull some levers, then do it again 2 more times, all while the best music in the game plays (this is the "mid-mission event")
  • turn off the alarm, med station, then go up and through a little subway section until you get to the large library room with four paths
  • the chunk of the Radio Dish mission that's a big block of hallways full of servitors, but you go through it sideways; there's a med station in the left bit
  • the "deep archives," where you go down big spiral staircases round and round a bunch of towers
  • finally, the *really* huge library room, where you do a couple rounds of auspex scans and then have to hold out while the servitor writes it down and then you escape through the back

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!

tangy yet delightful posted:

I still don't actually believe it but at the same time I trust the multiple posters on this so I guess it must be true.

Now I need the scoreboard mod to breakdown between the different categories Melee Scab, Ranged Scab, etc so I can double extra super confirm. Or...Exodee what's the mod you have installed the shows contract progression during the game?
It's this one:
https://www.nexusmods.com/warhammer40kdarktide/mods/145

One other thing I've noticed now that I've started keeping track of it is that sometimes the AI director just doesn't spawn a certain faction for a long time. Like I had a contract to kill dregs with ranged attacks and every single human enemy we came across were scabs instead, even the specialists.

A Cool Video Game Too posted:

For the record, if you add a flashlight to a gun this overrides the special attack. For some weapons this is a useless (maybe not anymore?) sweep of the weapon stock or something, but you don't want to put one on Plasma because suddenly you can't actively vent except for a reload.

And yes, it does spook Daemonhosts. And while technically the mod is client side, I'm pretty sure other players can still see the flashlight if you turn it on.

edit: similar to how the For the Emperor mod worked, other people could hear you using it even if they didn't have the mod (or any mods) installed.
I guess that makes sense, since like with the For the Empire mod the basic functionality was already in the game, the mod just re-enables and expands upon it.

Edit: Speaking of that mod, the Weapons Expanded Expanded submod is pretty great. I made a tommy gun with it:


But you can also do silly stuff like this!


You can find it on the modding discord here: (hopefully this direct link works)
https://discord.com/channels/1048312349867646996/1048318548180738118/1168170550498185257
I think you just need the latest edited version, but maybe you need to copy it over the regular mod? Not sure honestly but that's what I did anyways.

Exodee fucked around with this message at 21:18 on Nov 1, 2023

ninjoatse.cx
Apr 9, 2005

Fun Shoe
I wish there was a way to send the middle finder to teammates who jump when things tart looking bad. Would have finished this damnation mission if two teammates ahdn't jumped and been replaced by bots. Nobody new ever joined.

SuperKlaus
Oct 20, 2005


Fun Shoe
I feel like deja vu asking this but - when you reduce staff charge time with Warp Flurry (or a better charge time stat I guess) do you reduce the amount of peril taken per cast, or is the same amount of peril crammed into a shorter period?

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

Artificer posted:

The dustbowl mid level event is hell

Appropriate considering Dustbowls in FPS games tend to be Hell in general

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
I wish they would tell you what mission types you have already done all my characters are at 6 of 7

Reiley
Dec 16, 2007


Benagain posted:

I wish they would tell you what mission types you have already done all my characters are at 6 of 7

They do, in a roundabout way. There are penances for "do X mission 10 times" and you can see which one is at 0. For me it was Repair.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

Theres also a mod that can tell you.

UP AND ADAM
Jan 24, 2007

by Pragmatica

megane posted:

I feel like I could probably do this from memory for a lot of maps

e.g. the Archivum mission goes:
  • climb up to a little alley where scribes would apparently wait
  • the chunk of Enclavum Baross where there are two parallel paths right before the long staircase, but you go through it sideways and end up at a little door on the lower left
  • small section with like a subway track in it, followed by an airlock
  • med station, then the alarm section, where you have to run through a sequence of little square rooms full of nerds, then pull some levers, then do it again 2 more times, all while the best music in the game plays (this is the "mid-mission event")
  • turn off the alarm, med station, then go up and through a little subway section until you get to the large library room with four paths
  • the chunk of the Radio Dish mission that's a big block of hallways full of servitors, but you go through it sideways; there's a med station in the left bit
  • the "deep archives," where you go down big spiral staircases round and round a bunch of towers
  • finally, the *really* huge library room, where you do a couple rounds of auspex scans and then have to hold out while the servitor writes it down and then you escape through the back

thank you good sir

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

SuperKlaus posted:

I feel like deja vu asking this but - when you reduce staff charge time with Warp Flurry (or a better charge time stat I guess) do you reduce the amount of peril taken per cast, or is the same amount of peril crammed into a shorter period?

It reduces the amount, but only the peril generated while charging up and not the final cast itself. Like on my Trauma staff for example, the initial charge generates 19-20% peril while powering up and then an additional 4-5% when the explosion detonates. At max Warp Flurry stacks, the charge-up peril drops to 15-16% but the 4-5% remains constant.

megane posted:

all while the best music in the game plays (this is the "mid-mission event")

correct

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


Certain pennances being straight up broken (vet resupply, for example) has really killed my motivation to work on pennances in general, even if there's obviously a bunch that I can do no problem.

tangy yet delightful
Sep 13, 2005



I just took the Ogryn Kickback for a spin and it's really good now, as a bonus there was a vet running the ammo on elite kill talent so I was frequently getting 1 to 1 ammo replenishment.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

tangy yet delightful posted:

I just took the Ogryn Kickback for a spin and it's really good now, as a bonus there was a vet running the ammo on elite kill talent so I was frequently getting 1 to 1 ammo replenishment.

What are the important stats for a kickback?

tangy yet delightful
Sep 13, 2005



KPC_Mammon posted:

What are the important stats for a kickback?

Out of the modifiers you can probably dumpstat Mobility and Reload Speed. Blessings you want Surgical and Full Bore, perks probably Flak and Maniac ideally but I'm running the blessings I mentioned plus Ranged Crit Damage and Reload speed because I had to change both blessings. It fucks out to a way longer range than you'd imagine and you can really just face punch all the baddies charging at you.

I don't know if I'll run it more than my stubber long term but it's a fun change up.

toasterwarrior
Nov 11, 2011
wait why'd you want to dump reload on a kickback, it reloads after every shot

Nehru the Damaja
May 20, 2005

Did my first Auric Maelstrom Damnation. We won but Jesus Christ. Neverending nightmare of Crushers and Maulers and no ammo pickups.

Magitek
Feb 20, 2008

That's not jolly.
That's not jolly at all!

Nehru the Damaja posted:

Did my first Auric Maelstrom Damnation. We won but Jesus Christ. Neverending nightmare of Crushers and Maulers and no ammo pickups.

That combo should be worth a lot more dockets. It’s fun and all, but there’s so much meat to chew through that the group’s pace will generally be pretty slow.

Nehru the Damaja
May 20, 2005

Magitek posted:

That combo should be worth a lot more dockets. It’s fun and all, but there’s so much meat to chew through that the group’s pace will generally be pretty slow.

Yeah it took us 42 minutes lmao

tangy yet delightful
Sep 13, 2005



toasterwarrior posted:

wait why'd you want to dump reload on a kickback, it reloads after every shot

Well admittedly I did a mixture of guessing at it plus looking at what I was running. I haven't looked at what the actual breakpoints are for the different stats of the kickback. But for me reload speed is one of my lower stats and it still felt pretty quick to me.

Reiley
Dec 16, 2007


I gave chainaxe/bolter a run and its a fun loadout, chainaxe chewing up carapaces and bolter blowing up crowds is a novel combination, but it's really hard to compete with eviscerator/revolver, that combo is just the perfect generalist loadout.

megane
Jun 20, 2008



The poor bolter really needs some work. It's clunky and slow and it's got low ammo and a small mag, and it just doesn't hit hard enough to justify all those downsides.

Ra Ra Rasputin
Apr 2, 2011
You want 80 damage/stopping power/range on the kickback, ideally you'd have nothing in mobility and 80 reload but reload is ok to sacrifice a little for 4-6% slower reloads in exchange for max range and damage.
Surgical is top tier just because of the option it gives for guaranteed crits, full bore is a little bit tricky to actually use because you'd have to zoom in like 5 meters away from a boss to actually hit it, expansive is nice if you prefer to just shoot once into a crowd and melee after, blaze away is nice if you like to unload constantly into a crowd, but has anti synergy with surgical.

Reiley
Dec 16, 2007


megane posted:

The poor bolter really needs some work. It's clunky and slow and it's got low ammo and a small mag, and it just doesn't hit hard enough to justify all those downsides.

It felt like the best way to use it was hipfiring two round bursts. I rolled one with 80% damage and good reload, I could understand why the magazine capacity was low but the swap speed feels excessively slow. As a Zealot I was keeping it as an emergency crowd clear without my beloved Eviscerator and I nuked a haz 4 beast of nurgle with a full magazine, but I just wish -switching to it- wasn't as bad as reloading it. For the moments when it is firing it's very fun.

The chain axe feels hyperspecialized as a can opener and it "sticking" to shred on every light swing took getting used to, but it cooks on a wounded Martyr build. I bought a nearly perfect one from Melk and it rolled Rev It Up 4 as its last blessing and it's just such a fun little guy.

In the end Evis+Revolver feels really really solid and I hope all weapons can find their way up to that level of stability.

Fishstick
Jul 9, 2005

Does not require preheating
Nothing like playing 4 games back to back and checking in with Melk and realizing "lol you forgot to check in beforehand with this character, you get zero progress"

Because launch day "QoL" bugs are so hard to fix

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


I wish you could just bring up weapons without doing an H&K slap or whatever. At least it's not like back at launch where you'd do a big, slow rack of the charging handle every time you switched to the bolter.

Legit Businessman
Sep 2, 2007


Fishstick posted:

Nothing like playing 4 games back to back and checking in with Melk and realizing "lol you forgot to check in beforehand with this character, you get zero progress"

Because launch day "QoL" bugs are so hard to fix

Mods?!

Will fix that issue. ("Better Melk" iirc)

Evil Kit
May 29, 2013

I'm viable ladies.

Black Griffon posted:

I wish you could just bring up weapons without doing an H&K slap or whatever. At least it's not like back at launch where you'd do a big, slow rack of the charging handle every time you switched to the bolter.

the bolter still has that animation, they just added some more variation so people get less frustrated with it. The long animation for pulling it out is clearly intended to be a balancing factor to how strong the Bolter was, but it's just not worth it anymore lol. Especially since Plasma is so strong right now.

All ranged weapons do have an animation or pull up time, it's just that some are so short it doesn't actually matter. I know at one point in a patch notes that Fatshark said swapping to melee being instant is intended, but going to ranged needs to take at least a minimal amount of time as a balancing feature.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk
Is there an ETA on veteran getting an updated talent tree? I started playing one because all the veterans I was randomly grouped with were running the +3% damage aura but their talent tree feels terrible due to no real capstones, awkwardly placed toughness talents, and only one real aura.

Evil Kit
May 29, 2013

I'm viable ladies.

there's no current official ETA.

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



Valtonen posted:

I got 750 ranged dreg and 750 ranged scab kill tasks from Melk to my zealot, and he has now become convert to the laspistol-based order of the most anointed St. John of Woo.

It is no joke the most satisfying representation of “laser pistol” I have ever used in an FPS game to speedfreak around zapping heads as your reload takes about quarter second and magazines seem endless.

Also napalm grenades and offensive use of the invulnerability bell make the build such an all-rounder that you always feel like you have a tool for the situation at hand.

One gripe for patch 13//14 is that I have not seen a single flamer zealot around anymore.

I tried it for a bit with the idea of using my flamer to purge scrubs and the daggers against maniacs but the revolver just feels a lot better (and I don't mean the bugged blessing).

Damn Dirty Ape
Jan 23, 2015

I love you Dr. Zaius



KPC_Mammon posted:

Is there an ETA on veteran getting an updated talent tree? I started playing one because all the veterans I was randomly grouped with were running the +3% damage aura but their talent tree feels terrible due to no real capstones, awkwardly placed toughness talents, and only one real aura.

Vet could use a little brushing up in spots but it's got some really great talents and doesn't feel underpowered at all to me. Smoke grenade is bad and the auras could use a few better options. The right tree in particular has some bad talents (stuff like 10% chance to throw an extra grenade) making a melee / close quarter vet a little underwhelming. Voice command is freaking amazing right now and paired with Tactical Awareness is almost always available.

Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

Since Fatshark is actually redoing the tree and adding Keystone talents I am assuming it won't be for a few patch cycles. Maybe we get a blog post about it this week/next week?

Reiley
Dec 16, 2007


Is how far you slide affected by how fast you're running or is it a fixed distance? It feels like speed affects slide but it's hard to tell for sure in first person.

SuperKlaus
Oct 20, 2005


Fun Shoe
I used to use bolter on Zealot to kill all kinds of elites. You could build one to take out Damnation ragers in 2 shots, meaning one hip fire mouse click. But now rager health rose more than bolter damage did and Pinning Fire was basically executed (note the increase to heavy enemy stagger resistance further cutting the true power of PF beyond the direct number decrease). So I still keep a bolter on Zealot because I'm stuck in my ways but I have to skew all its modifiers towards keeping its ability to kill Crushers at acceptable speed (6 shots). Ragers need 4 shots now.

Ra Ra Rasputin
Apr 2, 2011
With both revolver and knives my zealot is consistently #1 in specialist kills.

It does not feel good at all to pull out the bolter, by the time you pull it out the specialist could of got out it's ability and doomed your team or some stray enemy on the side smacks you and you end up shooting the ceiling and floor instead with the recoil.

Ra Ra Rasputin fucked around with this message at 20:23 on Nov 2, 2023

Mendrian
Jan 6, 2013

Fun fact. Take knives on bolter zealot, throwing a knife interrups the draw animation or at least shortens it.

DogsInSpace!
Sep 11, 2001


Fun Shoe

Evil Kit posted:

the bolter still has that animation, they just added some more variation so people get less frustrated with it. The long animation for pulling it out is clearly intended to be a balancing factor to how strong the Bolter was, but it's just not worth it anymore lol. Especially since Plasma is so strong right now.

All ranged weapons do have an animation or pull up time, it's just that some are so short it doesn't actually matter. I know at one point in a patch notes that Fatshark said swapping to melee being instant is intended, but going to ranged needs to take at least a minimal amount of time as a balancing feature.

Yeah I want to like the Bolter but it’s janky even with controlled bursts and kicks too much for using the sights long distance. I kinda wish they had bolt pistols instead with a compact, then medium size and space marine (size of a rifle) fuckoff humongous pistol with varying levels of power, explosive aoe and kick. Don’t know if that is possible but I’m sad as the Bolter is almost THE weapon of 40k and I’d like to use it but it kinda sucks compared to everything else. Kinda wish it was more like Ripper or revolver.

On good news: the heavy laspistol has become my weapon of choice for my zealot. Yeah it’s not super powerful but it’s accurate, no kick and tons of ammo. Since I’m using my eviscerator 99% of the time it’s perfect for those elites out of knife range and, best of all, I almost never need ammo. Will easily pop the odd sniper or flamer tho. Love this pistol as the revolver felt too easy and low ammo count meant I’m competing with the rest of the guys for ammunition. Now I just milk what I have and give the rest a knife or the Emperor’s redemptive saw. Really nice choice so thank you.

Speaking of Zealot: I’m going chant and knife throw but anyone got a fave similar build they use? Definitely laughing at cross play as I’ve seen a ton of combat knife zealots and plasma vets in games. Also waaay too many gun ogryns. No way I’m giving up my eviscerator as I love this weapon. Not even thunder hammer is as satisfying. Wish I could take flamer but the randos I team with love to ignore snipers. So anyone got a cool build? Thinking of damage with missing wounds but you guys know more than myself. Caveat: I play on Xbox

Sharkopath
May 27, 2009

Whats the good blessings for lasguns and the helbore? I wish there was a guide to other classes as comprehensive as the ogrynomicon.

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Artificer
Apr 8, 2010

You're going to try ponies and you're. Going. To. LOVE. ME!!

Sharkopath posted:

Whats the good blessings for lasguns and the helbore? I wish there was a guide to other classes as comprehensive as the ogrynomicon.

Infantry lasguns, you're looking for deadly accurate, headhunter, or opening salvo.

Helbore, you want onslaught and surgical.

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