I said % of total ammo. It’s fine for other weapons since their reserve ammo is 90%+ of their total ammo, but when the plasma gun’s reserve is ~50% of its total ammo, you’re losing a lot of ammo return compared to every other weapon in the game.
Okay, that logic actually makes sense. In such a circumstance I do agree, but this is hardly a fault of its economy. In fact, it hardly makes things worse off for the Plasma Gun due to its kill potential as I’ve outlined out. It’s another one of those things where, in a vacuum, it looks worse than it actually is.
In every mission where I’ve played with the Boltgun, I’ve struggled to generate and maintain any sort of economy with the gun when I’ve very rarely had to worry about it with the Plasma Gun, and I am extremely liberal with using charged shots (on gunners or shotgunners or specialists that do not need to be charged, for example).
Both guns suffer exponentially more without Scavenger in the end, even if returns are pitiful.
Literally just fix the ADS jank and it’s fine.
The Helbore needs faster switch time becauae its a precision weapon. The bolter doesn’t need a faster switch time. Stop.
Iam not so sure about that.
Removing the invisible donkey that kicks you after each ADS shot would be a good first step, but still wouldnt make me want to run it over infantry/braced Autos, PG, or Revolver.
Needing up to four bolts to deal with a dog is kind of nuts. Having worse breakpoints than the Revovler with all the negative jank a Bolter brings also just feels bad.
Atleast make the Bolts turn into fist sized projectiles like the Revolver’s. That and/or easier access to 25% more ammo would probably be enough. Wihtout “Fully Loaded” Bolters ammo economy is terrible. Just more damage, that changes the breakpoints, would also nullify that problem.
IMO all that bolter needs is reduced swaying on ADS and slightly higher bodyshot damage. Can’t even consistently 1-shot bodyshot the trash enemies.
But that weapon sway on ADS is atrocious, I have this screenshot that has a sight on the weapon to show where the center of my screen is and where I’d expect to hit, and a dot that shows where the actual bullet is going to fire. There’s a massive disconnect and it feels bad.
Also I see some people are calling it a bug when that definitely isn’t the case. It’s a feature that feels bad.
I can acknowledge it feels bad the same way Headhunter Autoguns feel bad when they have a maximum damage multiplier of ~71% against Maniacs—one of the most important enemy types in the game.
I don’t know why they did it—perhaps to compensate for the fact that both weapons are extremely effective against Flak and Flak/Carapace respectively as ranged options. Not sure they’ll ever change it for either weapon.
The bolts are bigger than the revolver’s projectiles I believe, but they have almost no cleave.
Revolver is just better, not only because it has had way more buffs, but because it has a focused design and playstyle instead of being a hybridized monstrosity that the Boltgun is weirdly trying to be.
Yeah the recoil applying before the bullet (I’ve replayed clips slowed down and you can literally witness it) should go, if they want you to aim it.
And Lucius weirdly enough doesn’t really need to swap a lot of the time anymore, provided you aren’t using Mk3. You can machine gun fire stabs and massacre enemies, killing ragers in 3 hits while staggering anything but crushers. I am sure this will get nerfed for being fun like gauntlet…but in the meantime the swap time is at an all time ‘who care’ for me.
Used to be that boltgun shots could get blocked by your allies but thankfully that doesn’t seem to be the case anymore.
No one uses it cause
- they were used to a too strong weapon so now they feel it weak
- a lot of weapons are now good (MK V by example but also revolver)
Btw, I use it… but I switched the blessing as I said. I have yet my bolter with pinning fire + shattering impact with unyielding +25% and elite +10%… but I prefer the one with surgical strike.
I agree about scavenger that should take into consideration the ammo of the clip (especially for plasma)
EDIT Also the 1% should be rounded up… so a weapon with more than 100 total ammo should receive 2 ammos
No auto… you have more ammo than a shotgun and do more damages.
Balance between weapons
As I have said, the current damages of the revolver looks like the ones that should deal the heavy pattern revolver. And it seems we have the light version in game (see thread about data mined ranged weapons).
Revolver is a little too strong. In my opinion it is linked to surgical strike that permits to proc easily hand canon. Anyways, the weapon is a little too strong…
And Boltgun is really fine when you compare to other weapons…
Can’t say if plasma is too strong. I had no time to test it. I actually play with… the bolter.
So, I won’t talk about that cause I have no reference post patch 12.
(except scoreboards that show damages > 700k+ with plasma boys)
If the damages stay like they are actually, I agree on this part.
I feel that it is intended and linked to stability. But a little more stability would make it a lot better without really making it again OP.
Honestly the main issues i have running boltgun are the following
-hitting arms of trash and not one shotting them (this feels AWFUL)
-running out of ammo becasue scavanger has been nerfed to hell(but its still 100 times better than the other auras lol)
-hounds
-ads that takes way too long to settle down again making follow up shots a pain.
I dont really think it needs more damage at all aside from infested(maybe a small amount for some breakpoints), or a better swap time.
Imo the swap time is easy played around if you use voice of command or executioner stance. Exe stance obviously insta swaps. Voice of command, if used when you need it and not spammed, gives you more than enough time to pull out the bolter and kill a bunch of elites. Honestly even when using stealth you can pull it out while invis then mow down a bunch of elites with the extra damage after exiting node. As for zealot, he has the knife tech to cancel the animation.
I think the bolter would benefit from the following:
-Scavenger rounding up(will buff shotguns and revolver, but i really dont think its that big of a deal. Vet should have a better ammo economy anyways)
-same damage when hitting arms/legs and body (maybe a small increase in base damage)
-better infested damage
-ads that resets to neutral faster with less jank.
EDIT: Forgot to be the 199th person to ask for auto reload on executioners stance back. Gib it back fat fish
It needs little extra damage, FS can cap max damage though.
Shooting a Dreg Gunner, Nearly full damage modifier + Weakspot + Critical + 5 Stacks of Spotting (4x5) 20% extra damage + 10% Ranged Weakspot Damage weapon perk + 10% Ranged damage from Veteran Tree choices.
This is one of the posts i have done before
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