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Cease to Hope
Dec 12, 2011

Foul Fowl posted:

this might be a really dumb question but does anyone have any idea how well this thing would run on the deck?

e: darktide, that is

not at all, it uses easy anticheat

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Cease to Hope
Dec 12, 2011

Al-Saqr posted:

If it makes you feel better the imperial guard Cadians are getting Ms. Trunchbull from Matilda as it’s supreme commander in the tabletop game

https://wh40k.lexicanum.com/wiki/Ursula_Creed

also the new votann and IG unit boxes are co-ed

Cease to Hope
Dec 12, 2011

S.J. posted:

It'd be easy enough to put a Sister of any given order into the game, they don't all use power armor and there are others than just the sisters of battle. Although that wouldn't fit the convict theme, so I'm not gonna hold my breath.

there are penintent sisters but they are just the zealot with an eviscerator (zweihander chainsword). and they could just give the zealot that.

Cease to Hope
Dec 12, 2011

S.J. posted:

Suuuuure, but that's not exactly a convict either, and there's already a female zealot option. They also aren't gonna put an all female job in the game that mostly runs around wearing scripture for clothes :v: I'd love to see an eviscerator show up the game though, holy poo poo.

ya I am saying that they wouldn't and the only cool thing about them is something the zealot can and should do

the eviscerator is a wayne reynolds classic and a concept they ended up using for both necromunda and the 40k preachers, it's even more perfect for the zealot than the thunder hammer

Cease to Hope
Dec 12, 2011

Bussamove posted:

Surely in all the lore and fluff 40k has over the decades there’s some jokey character somewhere that stumbled into some warpy poo poo in Fantasy and ended up in the 41st millennium. There has to be precedent!

does every greater demon count

Cease to Hope
Dec 12, 2011

uncalled for! posted:

the constant reloading is what put me off the revolver. fwiw i've seen other people post about the phenomenal reloading animations that take into account how many bullets you had left, but mine always took the same long-rear end time to reload--they'll have fixed it by release, inshallah

WAI, there's a speedloader version and a version that reloads one at a time

Cease to Hope
Dec 12, 2011

this is an extremely pro click, it's a ton of gameplay from what appears to be the preview beta opening this week

Cease to Hope
Dec 12, 2011

S.J. posted:

there are already plenty of games where you can fight against chaos marines.

there are?

i'm fine with fatshark not doing space marines (if not overly enthused that they're doing zombies) but like

where are these games where you fight chaos marines

Cease to Hope
Dec 12, 2011
i did not play ratfite but i think it had a chaos warrior boss

Cease to Hope
Dec 12, 2011
If you are playing the Ogryn, do not miss out on the Rumbler grenade launcher, sometime around level 16ish. It has the same model/inventory picture as the lousy one-shot shotgun, but it's actually a grenade launcher that shoots the grenade like a slug shotgun. It's a genuinely great gun, and one of your best options for dealing with faraway enemies. The only downside is that it isn't very useful against Poxbursters; you generally need to headshot it with the (arcing) grenade shot to have any chance of killing them.

Cease to Hope fucked around with this message at 03:09 on Nov 23, 2022

Cease to Hope
Dec 12, 2011
My experience with Ogryn weapons:

Melee:
  • The pipe - Reasonably well-rounded, a mix of sweeps and overheads on both light and heavy. Doesn't do any particular thing well but I never felt bad using it.
  • Knives that weren't the Butcher (the model with a guard and a hole in the blade like a cleaver) - Mostly thrusts and overheads for light, sweeping heavies. Interesting if you like using heavies for horde clear, and Ogryn does have feats for that. I don't, though.
  • Butcher knife - Rules rules rules. Great horde-clearing lights and a backhand-overhead heavy combo. My go-to favorite choice.
  • Shovel - Similar to the Butcher but feels slower maybe? And the heavies don't feel as great. It does have a great push attack though, a wide sweep with a ton of stagger. (You just whack enemies with the flat of the shovel.)
  • Slab shield - Slooooooow. And you really need to use heavies to clear hordes and it's just so awkward. It does block bullets, and you can push-attack with the shield up, but I just can't get into it.

Ranged:
  • The one-shot shotgun - A newbie weapon I disposed of immediately. It can knock down enemies from a surprising range and has a melee attack that's actually pretty decent on M5, but it won't kill anything but trash enemies and at point blank. You need to be able to kill things with your gun.
  • Ripper gun - Honestly, you can use this forever. More range than you'd expect, great for suppressing or killing things, and a snapshot is enough damage to pop soft specials. The only weak points are poor ammo efficiency and long reload, but most Ogryn guns are like that.
  • Grenade gauntlet - Another forever gun. It's a full on melee weapon, with decent sweeping horde-clearing light swipes and an okay heavy thrust/overhead combo for elites. It just can't block. On the other hand, it's also a grenade launcher. This is your first option to handle enemies beyond medium range, and the mix of knockdown utility and surprisingly long range on top of being a quite usable melee weapon is great.
  • Rumbler - This looks exactly like the one-shot shotgun, but don't be fooled. It's a grenade launcher that shoots the grenade like a bullet out of a slug shotgun. The direct-hit damage is fine and will stagger even very tough enemies, and the grenade is a grenade. You can also bankshot the grenade if you want, since it has a little bit of a fuse. This is my current favorite gun, and it's another gun with surprisingly long range. But, unfortunately, you can't kill a poxburster with it unless you headshot with the direct damage, which sucks.
  • Heavy stubber - It's a machine gun. It will kill anything you can hose down and suppress anything else. It's your best anti-boss weapon, to boot. It does come with caveats: it takes an agonizing second to start firing even as a snapshot, takes forever to reload, and drinks ammo. But it feels great to come around a corner and just open up.

If there are any others, they must come later than level 24.

Cease to Hope fucked around with this message at 03:11 on Nov 23, 2022

Cease to Hope
Dec 12, 2011

Ra Ra Rasputin posted:

So how would we make equivalents with none-specialist enemies in darktide vs vermintide?

Ogyns = Chaos warriors

There are five types of ogryn.

Crushers are the heavily armored ones with two handed hammers. They are the equivalent of chaos warriors but easier to dodge and much more vulnerable to stagger/knockdown. They are high-armor on all body parts.

Reapers are ogryns with heavy stubbers (machine guns) and armor on their arms. You need one person to draw their fire and someone else to kill them, or else wait for their long reload. Their shooting is continuous, high-damage, and knocks you back. They suck and can be a group wiper.

Bulwarks have big riot shields and armor on their arms. That's their whole deal, don't hit the shield.

Plague ogryn are bosses that appear randomly in zones. They look like Rhino, the Spider-Man villain. Dodge (sidestep) their punches and overheads, block or backdodge their stomp, shoot them in the head.

Ogryn Skullcrushers are the most valuable members of your team, please shoot specials for them so they can cheerfully kill all the hordes for you.

JBP posted:

Do chaos space marines come up eventually? I hope they manage to make them more than punching bags with bolters if so.

Nope. The closest is the assassination boss, who's still just basically a guy, just a well-armed guy. There's another fan-favorite Chaos enemy though, Beasts of Nurgle, a boss like the Plague Ogryn.

Cease to Hope fucked around with this message at 05:51 on Nov 20, 2022

Cease to Hope
Dec 12, 2011

deep dish peat moss posted:

There's a sixth type which is the type that is on your team and eat all the bullets you shoot down a hallway just by existing and being large.

rude

Cease to Hope
Dec 12, 2011

raverrn posted:

I'm really starting to fall off of the Ogryn. He felt pretty great during the close beta, but with the seeming shift to more ranged enemies his lack of reach and Toughness is really starting to show. The Brute Shield helps somewhat, but my man is so slow with it out that it feels like it only delays the inevitable. I'm going to stick it out until I try the Stubber, but I don't have a lot of hope.

The thumper, grenade gauntlet, and heavy stubber can all hit and kill almost anything you can see. His range isn't as bad as you'd think. Remember, the thumper looks exactly like the useless newbie shotgun.

Cease to Hope
Dec 12, 2011

raverrn posted:

The gauntlet is the very definition of underwhelming. The damage falloff is so extreme that it might as well be a single-target weapon, and at that it's a weaker, more clumsy and less ammo efficient revolver. The melee attack is a cute gimmick, but the Ogryn's talents are built towards heavy attack cleaves for waveclear so it seems superfluous. If it was a heavy single target hit or have high AP I might reconsider.

My only Thumper is gray so I'm.holdomg off judgement. If it does heavy single target and the reload isn't agonizing it might do okay for ranged specials, but it's still a hard sell for the corridors with 10+ rifleman in them.

In 3* missions, I've found both of them are sufficient for that sort of situation. You peg one, it knocks down half of them and suppresses the rest, and you can charge in safely.

If that playstyle isn't doing it for you, the Stubber is just heavy weapons guy.

Cease to Hope
Dec 12, 2011

Sharkopath posted:

Oh yeah it can't, but what else has carapace armor besides mauler heads which you wouldnt shoot anyways, and ogryns?

BTW, I find the "plink" sound and sparks can be misleading on crushers. Go test in the psykanium; sometimes a "plink" is like 1% damage and you're wasting time, or sometimes it's 50% and you're basically fine.

Cease to Hope
Dec 12, 2011

Sharkopath posted:

That's a crit, you can crit through armor still.

I'm not talking about crits. I'm talking about consistent, reasonable-if-lower damage on crushers.

Let me give some examples, from 5* psykanium with my own (level 29) ogryn and some random 360-370-ish weapons.



This light melee hit did a "plink" and tossed blue sparks. It's totally ineffective. (For comparison, a heavy attack does 330-340.) Trying to kill this crusher with light melee hits with this weapon will take several minutes.



The heavy stubber also "plinks" and tosses blue sparks. It looks and sounds like you're doing poo poo for damage when shooting it.



However, a three-shot burst from the heavy stubber does 84 damage, without any yellow numbers (crits) or orange numbers (headshots I think?). This is suboptimal but workable; it comes out to a consistent 225ish DPS when focusing fire, enough to kill this 5* crusher in one magazine, and actually better than the 200ish DPS from spamming heavy melee attacks with that comparable-level shovel. The damage-over-time obviously includes some crits and headshots, but even the white damage was real damage. The heavy stubber is actually one of the best weapons I own for killing crushers!

Go ahead and test weapons in the psykanium rather than strictly relying on the visual and auditory feedback. I think you'll be surprised at how some automatic weapons perform. Granted, it's perfectly possible that the autoguns suck rear end on crushers, but it's worth actually testing.

Cease to Hope fucked around with this message at 22:21 on Nov 20, 2022

Cease to Hope
Dec 12, 2011

DeadFatDuckFat posted:

What does the Special shotgun shell do?

Either shoots all the pellets in a horizontal line or nothing, as far as I can tell.

Cease to Hope
Dec 12, 2011

Sharkopath posted:

Ogryn gunners are funny, they have carapace armor on the one shoulder and the two gauntlets, flak in the chest, and the rest is nothing, if you can get a shot on their legs its a faster kill than if you go for the chest.

Speaking of, I don't really think this is good advice.

When shooting with a precise weapon, shoot Reapers in the head. It's reasonably hittable from any frontal angle, and it's also unarmored. A near-miss goes into his unarmored left shoulder or flak armor chest. The only angles where a high-shot miss is more likely to go into armor than not are flak-armor back (looking at his spine), or carapace-armor right shoulder (which is behind him when he's shooting at you or a nearby ally). Shooting at the legs is all unarmored, but none of it is a headshot, and a near-miss is may hit empty space or his carapace-armored lower arms.

When shooting full-auto, aim center mass. Aiming low means you hit his legs, but they jostle around, making shots simply hit dead air. If you hit his chest, he'll lower his head and alternate his upper arms as he flinches. You'll hear a lot more plinks as you hit his right shoulder or hands occasionally, but you're also going to hit more and hit his head more, just resulting in more damage.

Cease to Hope
Dec 12, 2011
Huh. Four-star does not seem much harder than three-star. Plus when pugging it, you're never carrying people who really don't belong there.

The only difficulty seems to be very sparse queues.

Cease to Hope
Dec 12, 2011

Kaddish posted:

I really hope not being able to brain burst through railings is a bug that will be fixed because it's really annoying.

It's janky LOS with railings in general. You can also see it with trying to mark enemies, or sometimes even just shooting or meleeing. It's not a simple bug to fix without making those things ignore all line of sight, it's geometry errors in the actual design of the level.

Cease to Hope
Dec 12, 2011

Orv posted:

There’s a lot of decisions in the game that the more I play the more it feels like this game is both rushed and way way behind where they wanted to be and I suspect a major reworking at some point in its development.

you can say all three of these things about literally every large-studio video game in the last 20 years, though

Cease to Hope
Dec 12, 2011

bagrada posted:

The emperor gifted my zealot with a purple knife with 50 damage more than the others available to me. Stabby time.

Has anyone done any sunny outdoor levels? My buddy got one day one as his first mission but none since, like they forgot to remove them from tester beta after going early access. He's done all the mission types and just needs to force push 20 enemies off a cliff to get his hat. I'm stuck at 6/7 I think and also need to melee kill a charger while charging.

I got that mission on the first day. It consistently CTDed me in the big arena where enemies charge down the stairs.

I think the reason it's out of rotation has something to do with that.

Cease to Hope
Dec 12, 2011

Vargs posted:

Locking weapons behind levels is dumb. VT2 let you craft whatever weapon type you wanted right away.

it does not do that, you unlock the BPs as you level up

Cease to Hope
Dec 12, 2011

RBA Starblade posted:

Servitors are horrifying and I hate them, goddamn

it completely rules that they are so creepy and awful

Cease to Hope
Dec 12, 2011

Mordja posted:

Wish you were a servitor.

rude

Cease to Hope
Dec 12, 2011

wedgie deliverer posted:

Is there another way to get loot besides waiting for the shop to update, because that feels real bad right now and is my biggest complaint with the game after stability.

You have a chance to randomly get loot after a mission. It's usually bad. I got a legendary curio one time though.

Cease to Hope
Dec 12, 2011
The Ogryn shield has very anemic damage on everything except, weirdly, Crushers. Spam light attacks are quite good on Crushers. The heavy attacks with the shield have great stagger but they do absolute poo poo for damage against everything, even with the bleed talent. You're really relying on your team to do all the damage when you have the shield, and I feel like losing the ability to clear hordes is too much of a cost. ymmv.

Cease to Hope
Dec 12, 2011

Broken Cog posted:

Also, a question about the level 30 cutscene, for those that have seen it: Were we supposed to know who the other person there was?

They're another random warband member. Every time you see the "other" group of four ex-convict soldiers, you can see that person is one of them, as they level up.

Cease to Hope
Dec 12, 2011

S.J. posted:

I just heard the characters talking about someone onboard named Grendyl, I think, but I have absolutely no clue who this person is. I've never heard the name before.

Inquisitor Grendyl is the character in charge of the whole operation. Nobody seems to know who they are (and, at one point, a character isn't even clear on their gender). The only interaction with Grendyl at this point is through the creepy servitor from the "I AM A WARRIOR" cutscene.

The other characters:

Interrogator Rennick (the dude who looks a bit like Zorg from Fifth Element) is Grendyl's second in command. He's the one who's in charge of everything on a day to day basis, and the person everyone redirects to with stuff like "Perhaps you'd like to take your complaints to Rennick?" or "This is Rennick's plan, take it up with him."

Explicator Zola is from Tertium and has some sort of unspecified dark past with some of the gangs (particularly the Water Cartel). She's the female voice narrating most of the missions, and the one you save in the prologue.

Sergeant Morrow is the gruff white dude with the facial scar and the mustache. Apparently he may have been lost in the warp; if so, he's witnessed a bunch of centuries-old history. It is presented as a rumor though. He's the male voice narrating some of the missions.

Hadron is the techpriest, and the one who yells at you about the servo skull in scanning and hacking missions. More machine than woman, twisted and annoying.

Masozi is the pilot. She apparently cheats at cards, or maybe the Veteran just sucks. She's also somewhat insubordinate, which annoys some of the Zealot personalities.

Sire Melk is the guy with the cyber-eye who gives weekly missions and sells rarer gear. Everyone just kind of speculates about what his whole deal is. He's voiced by David Rintoul, the voice of Bardin.

The woman with the bouffant hairdo in the opening trailer is the captain of the ship, apparently a rogue trader (a free captain who owns her own ship). I don't know her name, and other than some characters discussing what exactly a rogue trader is, she doesn't get discussed much.

Cease to Hope
Dec 12, 2011

DreadUnknown posted:

Inquisitor Grendyl is the lady with the fancy hair on the command deck of the ship in the story cutscene, I presume.

No, that's the captain of the ship. Brahms, apparently.

Cease to Hope
Dec 12, 2011

Broken Cog posted:

Final part of the new map is not very melee-friendly. I'm sure veterans and Psykers are having the time of their lives there though

I didn't feel that way. There's lots of nasty sniper/gunner perches to be sure, but big open spaces mean you really need to manage hordes, then for the last stand there are strong chokepoints for melee whether you make your stand on top of the cars or inside them.

Cease to Hope
Dec 12, 2011

steam is displaying the % of users that had that achievement on the day you got it, not the % of users that have it now

:ms:

Cease to Hope
Dec 12, 2011
-edit- I have an updated version of this post here.

I play Ogryn pretty much exclusively, and this is based on my experience with 4*. I haven't tried 5 yet at all, but I do feel comfortable doing 4s in pugs at this point. I've also tested weapons in the psykanium a bunch; any specific claims about worse or better damage are based on psykanium testing against 4* and 5* enemies.

I feel like the main thing an Ogryn brings to the team is handling hordes. You're either the player on point, taking pressure for the team, or else you're focused on peeling enemies off of players who are overwhelmed. In a single mission, you're probably doing both, rotating back and forth. Your biggest specialty is being the guy who sees a mass of enemies and can plan to move into them, rather than giving ground and chipping at them as they advance. (This can be a trap, but it's good to have the option.)

I feel like heavy melee combos are a trap as you go up in difficulty. Even if they're more damage on paper and regenerate your toughness, they're lower overall uptime on staggering enemies, so you need to push more. So the enemies live longer, get more chances to sneak into a gap in your rotation, and it takes longer to move through a pack. Even with infinite toughness regeneration, you can't be taking melee damage all the time or you'll just die. There are ways to make heavies work, but I find they involve more opportunity to screw up and less damage overall.

My main melee weapon is the Bull Butcher Mk III Cleaver, the knife with a handguard and a blade that looks like a meat cleaver. (Butcher knife for short.) The attack rotation I use is light spam, since it's two broad horizontal swipes and one diagonal one. (For situations where heavies are advantageous for whatever reason, light-heavy-repeat is wide sweeps, with the heavy having a lot of stagger that pushes enemies to my right side.) This weapon and combo has exceptional cleave; while I can't prove it quantitatively, it feels the best plowing into a mass of both scab melee dudes or plain poxwalker zombies. It is, as far as I can tell, one of the best cleaving melee weapons in the entire game. It also has (AFAICT) best-in-class-for-ogryn damage on unarmored and unyielding (unarmored elite/boss, like dreg ragers) enemies while still having acceptable damage on flak armor. Between its stagger and its killing power, this weapon can handle a mass of horde enemies without needing to push except in situations where I explicitly need to make space to maneuver. Thus, its damage is better than even raw numbers might imply.

It isn't perfect. The push attack (block-hold attack, not the regular just push) is an unusably bad uppercut, it underpeforms on single targets with flak armor (mainly ragers), its heavy attacks are just serviceable, and your only option to deal with Crushers and Bulwarks from most angles is heavy attack spam. Light attack spam also doesn't usually chop dudes in half.

When I am dealing with a pack that contains only horde enemies, I'm spamming light attack and constantly dodging laterally, aiming to move to the edge of the mass and angle myself so I'm pushing enemies into the center of the mass. Ideally, if the party is at 6 o'clock and the pack is on the clock's axis, I want to be constantly positioning myself at 4 or 8 so I'm blocking less fire. Obviously this isn't possible in tight quarters but it's the ideal. I always want to be checking my back on the fourth or fifth swing, unless I know for a fact I'm against a wall or that someone has my back. (Nobody ever has your back.) Specials all get handled the same basic way as trash once you catch them, although a charged heavy is often handy against the dog or mutant.

When it comes to elites, Maulers can largely be handled the same way as horde trash. The main consideration is making sure that I dodge their overheads (because they generally will not be staggered out of the animation), and that I have room to dodge their overheads. A mauler or two in a pack of trash is not significantly harder than a lone mauler or a pack of pure trash. Shotgunners aren't hard to deal with as long as I'm hitting them continuously until they are dead.

What is dangerous are Ragers. Ragers exist chiefly to poo poo on this all-offense playstyle, and must be pushed and poked. Against multiple ragers, I am chiefly concerned with keeping them in the stagger from pushes and marking them for my team to help. It's possible to just tank the damage from ragers if you absolutely have to have them dead right now, but it's not wise. If ragers are in a pack of trash, I'm focused on pushing them and making space with them, while killing the rest of the pack. You can stagger loop a rager if you open with a charged heavy then land your next one just as the animation runs out, but the timing is touchy. I generally use my ult if ragers have to die right now, since they do die pretty quickly once they're on the ground.

Crushers and Bulwarks are a problem. Crushers are basically immune to the Butcher knife's light melee, and Bulwarks are only vulnerable to it in a narrow window directly behind them (or directly in front when they are stuck in animations and not blocking). Both of them are chipped down by heavy melee, which is mostly a last-resort option. Ogryn ult and grenade will stagger both of them (from all angles!), and some of the Ogryn ranged weapons can handle them, but really you're hoping literally any other class is on the ball and ready to handle them.

Reapers and Gunners largely aren't a problem as long as you can lay hands on them. Obviously, this is a challenge. I usually open with a heavy on reapers since their wristbands will deflect light attacks occasionally, but they really aren't so much of a threat at melee range that they need A Strategy. The main challenge is that you can't just bull rush them without your ult or intervening cover. Mainly I try to mark them and get out of their LOS or suppress them with my shooting, but really I'm relying on the group to be on the ball. If they're not on the ball, I hope they don't mind picking me up!

The Brute-Brainer Mk III Shovel slots into this playstyle just fine. It performs better against flak armor, slightly worse against unyielding flesh, and feels like it has worse cleave. It performs slightly better against carapace armor (which is still pretty badly), and has a cool push attack that's a wide swipe that pushes staggered enemies to your right side. The differences are so small that when I had a nicer shovel than butcher knife, I used the shovel. It even uses the same combos, although when you want to murder a single target, its heavy attack combo is better.

---

There is a separate playstyle for the Slab Shield. The slab shield has mostly inferior damage compared to any other option, and its attacks are slow and it seems to slow your movement. It has two main advantages to make up for that.

You can block shooting enemies in your forward arc in complete safety until your stamina runs out. This includes enemies with annoying knockback, like gunners, reapers, snipers, and both kinds of flamer. You can approach them in complete safety, or simply serve as mobile cover. As long as you're watching the angles and making sure you don't run out of stamina, you can even herd horde enemies with pushes (but not push attacks) while still blocking incoming fire. Note that the shield is not helpful if you're standing in a hazard, like fire or ooze, and it doesn't block any sort of explosion as far as I can tell. Enemies will generally stay fixated on you even though they're shooting your shield, and it's great for situations where cover is nonexistent or faraway. You always have the option to put the shield down and hope the rest of the team can handle things for you.

It also has a shitload of stagger. The heavy attacks have terrible damage but do a ton of stagger. The first attack sends enemies staggered forward, while the followup sends them to your left. The light melee is your main hordeclear tool, and does okay damage (AFAICT inferior to the shovel or butcher knife but better than most other weapons or other classes' weapons), and also has quite a bit of stagger. Light melee is also your main tool for killing single targets, and at best is only as good as the butcher knife but worse than the shovel (against flak) and worse than pretty much anything on unyielding. It's the only ogryn weapon that can actually damage carapace armor with light attacks, outperforming most other weapons' heavy spam by a large margin but not enough to clear crushers quickly.

Why don't I use it much? Ogryn ult can put you on top of most shooters immediately if that's where you need to be, and if that's where you need to be it's probably where you need to be right now. You will take some damage on the approach, but it's all toughness damage, and your ult is probably refilling your toughness somewhat anyway. I don't feel like being worse at your specialty of clearing hordes of dudes is worth being able to stand in a bad position and just get shot in safety. I don't think it's the wrong way to play, just a bad tradeoff overall.

---

What melee weapons don't I use at all? The "Brunt Special" Mk1 Bully Club really need to use a heavy-light rotation to clear trash, and I don't use that for the reasons I mentioned with the butcher knife. The pure light combo seems to have a dead space immediately in front of the Ogryn below the horizontal swings, which is only hit by the third swing in the combo. It requires more thinking constantly about the timing and order and placement of your attacks, but this isn't rewarded in any way. It's at best only about as good as the butcher knife for clearing hordes or tough unyielding enemies, and does worse damage than the shovel (albeit better stagger) on flak-armored enemies. If I had a really, really nice club, maybe I'd use that over the butcher knife and the shovel, but probably not.

The Krourk Mk VI Cleaver (which has a handguard and a chipped, curved blade) is oriented around heavy attack hordeclear, and uses light attacks to damage single targets except for carapace armor. I don't like heavies for hordes and the single-target damage is not great.

The Krourk Mk IV Cleaver (a stainless steel bowie knife with a grooved blade and with no handguard) looks extremely cool but just sucks. Both of its combos are mainly single-target strikes, but it's only about as good as the shovel or club for single-target damage. You're giving up almost all of your ability to clear hordes in return for nothing.

=====

When it comes to ranged weapons, ogryns have a high-level meta and a low-level meta.

The high-level meta for ogryn ranged weapons is suppression, either forcing enemies into cover or simply knocking them down. You are not a veteran nor are you a psyker. Outside of about 20-25m, your ability to quickly kill things with any weapon is fairly limited, so you want to get ranged enemies to stop attacking, with killing enemies out of cover or melee enemies approaching you as a largely secondary concern.

The heavy stubber is the most conventional option, and never the wrong choice. If you open up with the heavy stubber in the direction that enemy fire is coming from, you will stop them from shooting until you run out of bullets. This is reasonably effective at pretty much any range except for snipers at extreme range. You may not kill them; in fact, you probably will not unless you catch them out of cover or luck into headshots. But trash riflemen will all dash for cover and hide, while elites and specials will either take a ton of damage or get locked into stagger animations.

The staggers can actually be a problem when it comes to killing elites; gunners sprawled on their rear end aren't shooting but they're kind of a pain to actually hit. It also has a fairly long reload animation, during which time you're neither suppressing enemies nor running towards them. (You can walk but running interrupts reloads.) It has weaknesses but I do like the heavy stubber as the only ranged weapon in your arsenal that can be counted on to win a fight with a reaper one-on-one.

The heavy stubber, contrary to the "plinkplinkplink" sound report, is actually one of the best ogryn weapons in the game for killing crushers. It will keep them constantly in a loop of flinches, and is doing real damage. You're not as good as someone with a bolter or flamer or other dedicated hard target killing weapon of course, but you can actually do it in a pinch if you have a full magazine.

The Lorenz Mk VI Rumbler (which I erroneously called the Thumper in previous posts) is a single-shot grenade launcher that shoots the grenade like a bullet. It is a combination of a slug shotgun and a grenade launcher, and to get the most out of it you need to be taking advantage of both the impact damage and the explosion damage. For the impact damage, if you can place your shots, it has projectile drop but no damage dropoff, so you can bodyshot snipers from up to about 40m away (and depending on your gear, it will kill on 4*, and kill if the explosion also hits on 5*.) It also doesn't require you to stand out in the open and open up; you can dip in and out of cover as you take your potshots. It won't one-shot most other specials, though, even if the explosion lands perfectly on them.

This is the only explosive ogryn weapon where the explosions matter. The explosion does about 90% of the impact damage at the epicenter, then has significant damage dropoff. (The randomness of the grenade bounce means that the primary target may take an additional 25-90% of impact damage from the explosion.) Both the impact and the explosion have enough stagger to slow a horde or interrupt most elites, but not stop a poxburster or dog mid-pounce.

Speaking of which, the main disadvantage is that it can't really kill things quickly, right this second, unless it can one-shot them or catch them in the explosion. In particular, you'll need to headshot poxbursters to kill them in time, and its monstrosity damage is very underwhelming unless you have the blessing that makes your grenades stick to monstrosities. (And even then, it's not impressive.)

The Grenadier Gauntlet is better thought of as a revolver than a grenade launcher. All of the damage is concentrated in the initial target, with extreme falloff. (We're talking like 5-10 damage dealt to an enemy immediately adjacent.) The AOE is almost all stagger, which is helpful for knocking enemies down and stopping them from attacking, but generally it can only kill one target at a time. It is, IMO, strictly worse than the Rumbler for any application other than killing a specific target very quickly, like a poxburster or hound. The melee attacks are serviceable, better than most bayonets or pistol whips, but not something you'd use to kill anything but a single straggler enemy. The melee exposion is funny but does less damage than shooting the gun, so it's strictly a meme thing. This gun was great at lower levels but largely falls off as you need more than one or two shots to deal with a special or elite.

The ripper gun was great while leveling but the heavy stubber is basically the same gun with more range and better ammo efficiency. (There are different versions of the ripper gun but the only major difference is whether it shoots one shot or two on a snapshot.) The Knockback newbie shotgun is not useful for anything except at low levels.

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Feats! Ogryn feats are mostly low-impact on your actual playstyle. With a couple of exceptions (mainly Bullfighter and Non-Stop Violence), you can pick them at random and largely not notice worse performance overall.

tl;dr: I use 1-1/2-3-2/3-3-3.

At Tier 1, I find 1 (Lynchpin) is the best choice in general, since you can't ever hope to tank and outheal damage at 4* and higher no matter how you build. Regenning faster between fights and while taking cover is just more value. 2 (Smash 'Em Good) is a decent alternative since there are often stragglers to whack for a power up, and you can weave a heavy overhead in if you need a quick pickup, but it's not as good with the shield or Mk VI knife. 3 (Best Form of Defense) is only useful if you're spamming heavies, and you can't actually control the circumstances where it's useful as well.

Tier 2 is 1 (Heavyweight) for most situations. 2 has been buffed a lot, and now triggers on enemies with flak armor as well. Your grenade can be counted on to delete specials and elites that aren't ogryns and is your best bet against ogryn, and adding the grenades means you don't get behind on waveclear while doing so. Still, ogryns are everywhere at high levels, and reducing damage from them is a gamechanger. 3 is not great; the main enemies that live long enough to give you any benefit from this are ogryn and ragers.

Tier 3 is 3. No question. This is a ton of refresh for your ult, and the main things you want to ult on are elites anyway! 2 is negligible and 1 is a patch on playing badly.

Tier 4 is very disappointing overall. 2 (Hard as Nails) can help you clutch but probably not enough to save a bad situation, and 3 (Die Hard) is some regen but too unreliable to be very useful. 1 (Bloodthirst) looks amazing but isn't very good because even if you are spamming heavies, most things die too fast for you to benefit very much! It might be better in a party built around bleeds, but I don't know from personal experience.

Tier 5 is 3 (Raging Bull). It's just more damage all the time, and rewards cleaving through enemies, something you should be trying to do all the time. 1 (Payback Time) rewards you for playing badly, and 2 (Knife Through Butter) is useless since fully charging attacks takes forever.

Tier 6 is 3 (Non-Stop Violence). It's a toughness refresh, and can be a lot of toughness. (Don't get greedy and run into the middle of packs, though; either clip the edge or plan to go all the way through.) 2 (Unstoppable) is only good for doing your cosmetic penances and 1 (Bull Gore) is an enabler for Bloodthirst but I feel like it's still going to contribute less than Non-Stop Violence.

=====

BTW the main stat to look for on curios is +1 wound. More health and more toughness are nice too but yeah you're gonna go down at high levels, and reducing the amount of corruption it gives you is very strong.

Cease to Hope fucked around with this message at 01:11 on Dec 20, 2022

Cease to Hope
Dec 12, 2011

Gay Rat Wedding posted:

The sound of the ogryn breech grenade launcher hitting a sniper in the face is music

i am pretty sure the rumbler isn't the optimal ogryn gun but it is the most satisfying by a lot

Cease to Hope
Dec 12, 2011

Tehan posted:

In the lore, alien allies of Rogue Traders and Inquisitors can be granted official legal status as Sanctioned Xenos. Same as how witches are bad but sanctioned psykers are okay, and mutants are bad but ogryns are okay.

The Warhammer "lore" is, as ever, constantly contradictory on this sort of thing, but it is worth mentioning that the player characters in Darktide are part of an inquisitor's warband, and inquisitors get to break all the rules. (There's even some dialogue in DT about how we're all above the rules etc.) It would be possible for pretty much any reasonably-controllable character in 40K to end up in an inquisitor's warband, especially if that inquisitor is a radical.

This includes pretty much anyone who works for the Imperium, squats or other abhumans, just straight up mutants, mundane heretics (in the sense of ideological or theological disagreements with the Imperial Creed), Eldar of various sorts (esp Exodites, seers, Rangers, or possibly even a Harlequin), and various wild-rear end servitors. For particularly radical inquisitors (who are liable to be declared heretics at any given time), this can also include heretical warband members, like worshippers of Chaos, artificially-intelligent robots, demonhosts, or really anything that can be kept under control well enough to be useful.

Dan Abnett, who's credited as lead writer on Darktide, is best known in 40K circles for his books about the adventures of a radical inquisitor.

Cease to Hope
Dec 12, 2011

explosivo posted:

I'm sure it'll be along the lines of "You did a good job so far but you have a long way to go still"

It's not.

You, and a so-minor-they-don't-even-have-lines character that appeared briefly in the other cutscenes, are brought before Rannick, and he makes a big pronouncement about how one of you will join the warband and the other one is a traitor. He threatens you first, then shoots the other one when they try to run. Congratulations, you're now a proper servant of the Inquisitor.

Broken Cog posted:

That "Charge through 100 enemies in a single charge" penance is one hell of a blocker.

All of the higher-level Ogryn ones are also super reliant on the stars aligning and a sub-optimal feat, too.

Cease to Hope
Dec 12, 2011

wedgie deliverer posted:

Lmao, they can't fix the crashing issue and the game is about to launch.

they already fixed the crashing issue when to get crafting mats at the end of a mission

Cease to Hope
Dec 12, 2011

DeathSandwich posted:

During the beta weekend the other month, people were saying there was a revolver with the speed loader, but I've not seen it this go around.

I said that, but I might've been mistaken.

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Cease to Hope
Dec 12, 2011

Ra Ra Rasputin posted:

Looks like one of the maps will have a servoskull charging station pillar.

Most of the stage was in one of milkandcookies's videos. Timestamped to the pillar room:

https://www.youtube.com/watch?v=WlriITSJJSM&t=844s

It also has the ruined hangar you see briefly in the trailer.

It's a stage that wasn't in the beta.

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