Chain Weapons would feel better with a timing based rev-on-hit option

The buff to be able to interrupt sawing is nice, it helps, but it doesn’t actually address what makes them unsatisfying to use; That being the awkard wind-up time for the special attack.

The issue

Having to do the rev up animation and then winding up the attack, which is even longer if you need to use a heavy, to only then finally actually hit the enemy. And Emperor help you if a mook happened to get in the way of that swing meant for a rager as all that set up is then wasted.

While all of that only takes a couple seconds, that couple seconds very often leads to most enemies you try to use it against dying long before you actually complete the chain attack. It just takes entirely too long and either ends with the thing dying before you even finish the wind up, or dying during the actual sawing animation to someone else. That just ultimately makes it frustrating to use. It creates the impression that the chain attack is more of a gimmick than an actually useful tool in your kit.

Even without taking teammate damage into account, I can either take all that time to wind up a rev attack on a rager or mauler… or I could hotswap to my sidearm and kill multiple rager/maulers in the time it would take to saw down just one.

My solution to this is a play on the Gears of War perfect-reload system;

Keep everything the same, but add the ability to press the Rev button during a specific part of your attack swing animation that will instantly rev up the chain and perform a chain attack on hit. The timing of the activation doesn’t need to be super precise, it should be something you can comfortably perform reliably and not something you need ultra-reflexes and prefect ping to achieve but still tight enough to need to learn when to press the button.

The advantage would be much more fluid usability of the chain attack that doesn’t require the awkward and clunky stop-start of trying to rev up in combat. Additionally with this system if you hit the wrong target you can just interrupt and try again much more smoothly. The trade-off is if you do get the timing wrong you end up just doing a regular hit that won’t stun the target and can lead to you getting bodied if you were banking on locking down a mauler or rager with your saw.

This would add a new element of skill to using these weapons and eliminate the need to awkwardly interrupt the rhythm of combat to pre-start the saw blade with that canned rev-up animation playing every time you want to use it. It would make chain weapons as a whole operate more fluidly. It also adds a risk/reward aspect as you could still choose to do it the old way, pre-rev first and guarantee your next swing is a chain attack, or you can more fluidly engage without having to stop if you get good enough with the timing to be confident you’ll pull it off.

This to me is the only thing Chain Weapons really need to feel incredibly fun to use as the clunk surrounding their special attack is the most glaring flaw in how they play right now.

7 Likes

I agree that the ability to rev on hit would make the chain weapons more enjoyable and engaging. This also goes well with them changing it so dodging disengages the rev hit, ending it early.

Likewise it would be better if you could activate the thunder hammer while swinging or charging up a swing, same goes for power sword and force sword.

No. Just let us activate specials on these weapons while charging a heavy attack or in the second half of the swing animation. Timing, sure, but not a gears of war style timing system I already hate servoskull decrypting minigame, I don’t need one mid-combat.

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Being able to rev mid swing would be awsome honestly, but i dont think fatshark is gonna implement it.

3 Likes

No. Just let us activate specials on these weapons while charging a heavy attack or in the second half of the swing animation. Timing, sure, but not a gears of war style timing system I already hate servoskull decrypting minigame, I don’t need one mid-combat.

You already have these mid-combat instances of timing, it’s no different than learning the timing on dodging a sniper shot/trapper, baiting a Bulwark’s attack to side step and stab its head, or learning how to push a burster or dog, or even using something like the Dueling Swords special stagger thrust or the claws parry.

Wholesale replacing heavy attacks with the chain attack would be a massive nerf to the weapon and just make them all substantially worse as not every thing you use a heavy attack on needs a full on chain attack. All my change would entail is adding the ability to Swing > Press Special before it connects and getting the Chain Attack from it. There’s nothing fancy or complicated about that, it’s as intuitive as you can get. It adds a new usability option without losing any of the weapons existing functionality.

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A gears of war based timing system is a lot different that reaction-based timing.

That isn’t what I said? Where did I say to replace the attacks? I distinctly said let you rev at certain points of the attack, like

I didn’t say replace I said “let us activate”

Then just say that. Don’t say make it like gears of war timing system, that is completely different to that. We are on the same page, you just confused me with the whole “Gears of War perfect-reload” thing.

Unfortunately I have to agree, we have asked for this before.

I think this would be a great idea and a good way to differentiate them from the power swords and shovels and such because ‘hit v to prepare Bigger Attack’ is omnipresent in Darktide melee and something fresh would be nice to have.

Make FF8 mechanics make a comeback!

A novel idea. Well, in this context on this forum, anyways. I was sceptical at first, but, why not.
I suppose the damage would have to be balanced differently, but it’s not like there are that many chain weapons around. Fatshark could probably manage. Not that they will, but they could.

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My thoughts took very similar approach in some other discussions related to power/chain weapons.

The GoW mechanics is actually very good example. Implementing this change would give weapons with activated power-up (be it force/chain/power) huge DPS boost and the mechanic similar to GoW active-reload would change it from simple playstyle to high-risk, high-reward and make it more skill based.

On the side note I am also tired of seeing the poxwalkers flying left after they got smacked with a Thunder Hammer.

So grab a +1.

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