It’s a key point here I think: you have to rely on your team to dispatch mid-long range threats.
So far I’ve had a blast pairing it with an evi on my zealot.
It’s fun and efficient to quick-slap a special (especially flamers/bombers/trappers), approaching ragers, make maulers mellow, and even delete non-crusher ogryns if you’re close enough to get good headshots. Weapon swap is fast enough.
The fanning is generous as it allows nicely grouped shots.
The first shot it also very precise but the damage drop-off is severe - I occasionally use it to kill (not too) distant snipers.
What makes it weird, thematically, is how the game has to be balanced so bolters don’t outshine a tiny revolver (so dmg per projectile are not too dissimilar).
Fatshark inherently doesn’t understand shooter gameplay. Totally random shot patterns are intrinsically unfun to those who value shooter gameplay. The way to incorporate some extra skill into controlling a weapon is to add recoil, but the shots still go precisely where the crosshair is and the recoil is at least somewhat humanly controllable.
A second approach is to add a recoil pattern that can be learned where the crosshair doesn’t necessarily represent where the shots are going, but where they are going is entirely fixed based on the pattern (Counter-Strike style).
A third style is a realistic bullet drop approach. You shot goes where the crosshair is, but the projectile has travel time and will drop off at certain distances, often based on the weapon, although in some games (Ghost Recon Wildlands comes to mind) the dropoff is fixed game-wide. Darktide uses hitscan for virtually all weapons, so this method can’t really apply to much other than grenade launchers and zealot knives. Weapons like the plasma gun are projectile-based, but obviously have no dropoff.
I have a strong preference for option 1 in most scenarios. By all means, have a lot of recoil, but my shots should always go precisely where the crosshair is. This creates a high skill ceiling and a healthy skill gap.
The worst approach is pseudo random spread that is not humanly predictable, left-right recoil that is not humanly predictable, or worse yet, a combination of the two. Fatshark likes these approaches because they hate shooters. With a passion. It’s almost concerning how much disdain they have for this gameplay.
The new revolver completely falls in line with Fatshark’s approach to ranged weaponry in Darktide. I also knew with absolute certainty that the old revolver was going to get a nerf when the new one released. It wasn’t warranted at all in the greater context of weapon balancing because the old revolver was mid tier at best, but the new revolver can’t be seen as worse in all contexts to the old one. It’s a problem with ranged weapon marks in general. The Helbore is doomed to F tier because it has marks. If we had one Helbore with the damage of III and a firerate between I and II, and the bayonet stab of the I and II, it would be a solid weapon. Because the marks have to be balanced within the family, all of them end up bad.
Ive had a game or two running this gun on the vet. The grief i have is its poor performance on maulers, a few missing but important breakpoints, and over reliance on crit.
The accuracy is hilariously never an issue for me. Standing still for a brief moment stablises it quickly and you can even use it to snipe to a certain extent.
For me its true flaw is how reliant you are on crit to make this gun truly shine. Crits just do so much damage, esp with handcannon. I also opt in to use executioner stance with marksman focus; I rightly named my revolver ITS HIGH NOON after the first game. Deadshot could make this thing a beast, and considering it doesnt eat up all your stamina it certain seems like a strong setup.
Overall its a revolver that is on par with the default one, but it being able to take down ragers (also thanks to their recent health nerf) rapidly and having a decent reload speed is very nice. Oh and also more bullets. Im having fun with it now.
Mind sharing your build? Mauler failure is fine, I might be able to run kraks or power sword to handle them, but I’d like to know how you’re hitting Damnation breakpoints. I’ve got a 377 one and it only one-shots on headshot, which isn’t feasible to rapid-fire it feels like.
I have tried it and so far i don’t see a useful niche for the weapon, at least on zealot, that the Zarona doesn’t do better. I think Run and Gun is actually awesome on this revolver but otherwise i dunno what to do with it.
The new Revolver is just a cowboy role play weapon. You get a flashy move and that’s it. The best way to address this gun is just give it an extra shot maybe a lil less damage and some cleave and it will be ok for close range encounters.
Unless you run Deadshot/ExecStance Vet or Dance of Death on Zealot it’s pretty unreliable at mid to long range. Also it doesn’t pen through teammate is a big oof.
I had a lot of Oggies phase through me and eat all 5 shots.
I’ve been messing around with it a bit on psyker on an assail build where assail is the primary ranged weapon and the revolver is more of a backup for hastily killing specials that get too close and for killing reapers. The monster damage isn’t that bad either.
Youre not one shotting without either a crit or a headshot regardless. This is less so about build but more about the weapon blessing IMO. Crucian roulette and handcannon are what i have. +5 crit on the perks; i didnt get any damage modifiers though. Flak will allow kill on scab gunner headshot withour crit i think. Cant 1 tap crushers or maulers; with crits you can easily fan one to death.
Its okay is what im getting at. Both revolvers rely heavily on crits to perform well anyway. They really pulled a powersword powercycler situation again. Bravo.
Went and tested my Hand Cannon 3 and Crucian Roulette revolver out. Headshots everything except maulers, mutants, and rager’s and fanning can usually down those alongside Ogryns and such. Running it with damage modifiers to see what I can do and stacking a bunch of perks for infiltrate. This is definitely a glass cannon high mobility DPS build.
The old Revolver doesnt rely on crit. All the specials bar Mutant die to a Headshot. (This is much easier to achieve than it sounds, because the Revolver for some reason shoots fist sized bullets.)
All crits do is allow funny business, and for the occasional bodyhit to kill anyway. That’s why its great on Zealot, and still the top weapon on Vet.
The new Revolver is a completely diffrent story. Not even 100% crit rate plus Handcannon can change that no cleave plus a five bullet drum equals a very bad time vs any amount of specials in Auric. Requiring a full unload for a single bomber that hides behind some meat takes too much time and ammo. Sometimes even a full unload wont be able to kill the target you want dead now.
I have not tried it on Psyker yet, and probably wont thanks to the supreme crafting system we have, but on Vet and Zealot it is a massive downgrade from the Zarona.
i should have mentioned that this is in context to killing maulers and crushers, but regardless ive no issue with shooting at specials and elites. But yes the lack of penetration is there. My bigger problem is STILL teammates blocking your bullets. Its a bad mechanic.
Agreed. Due to the low number of shots required to kill and the chunky downtime (aided by periodic melee for Agile Engagement proc or stealth) you can really go ham with this thing for short bursts.
They should give it the other handgun’s bullet penetration, if only to make it bearable when you have a size maxed ogryn that INSISTS on standing in front of you no matter how you try to step out of the way.
Alternatively give all bullets pen through friendlies, or enable friendly fire so that they can take a dirt nap and reconsider their life choices.