My main peeve with the chainsword is the fact that when unreved,you don’t really have the impression that you are using a chainsaw at all.Some attacks do sticks to the enemy but since there is no sawing effect like the chainaxe,you really have the impression that you are bonking them with the frame of the chainsword and not really cutting them.
I would love to see some sawing added to the unreev move set of the chainsword(for example maybe to the strike down attack that already sticks to the mob in game ).
If not for the chainsword marks we already got then maybe for the next mark?Or maybe to a next type of weapon,a heavy chainsword of sort.
The esvicerator feels perfect as a chain weapon.The chain axes i have less time with them but they feel quite good too (the new chainaxe needs to have some engine reeving on his lights though).
I am also of the sentiment that the chainsword could be a bit longer,somewhat closer to the esvicerator in term of blade length.It looks really tiny in game and you did had a sick artwork on the game launcher with a veteran holding a esvicerator.
The screenshot is the comparaison in length between a chainsword and a esvicerator on a character.Maybe the chainsword could be 75% of the length of the esvicerator
Evis is in its own league, but I like that about the group personally. The chainsword is the one you use that is the least transition away from a conventional weapon. The animation cancel on the activation pairs best with this new mechanic of canceling latched attacks. You can put a ridiculous number of bloodletter stacks on things when you need to, and quickly block activate to hit elites.
It doesn’t get a non activated rev attack, but none of the other chain weapons get an animation cancel. Huge trade off.
I only want for more stagger power on veteran sometimes, but again we can finally dodge out of those latched moves that fail to stagger so my chainsword appreciation is at an all time high atm.
Mk4 is still decently hard for the average jo. But for us its definitely easier than it was. And holy cow is it strong. Mk12 im a bit more torn on. It has some interesting breakpoints but it seems to be just less good overall. Hardly bad tho.
Man you and i are of a mind including your whole post. I appreciate your work on it. Ill be sure to add you to my megathread.
That’s exactly what it is, sure it fights hordes better now but that wasn’t really the issue. Its still mobility of a power sword and none of the carnage to justify it. The rest of the melee kits still exist, and despite better blessings the chainsword is so much better at darktide (5 dodges).
What? No, that is the entire point of the evicerator it is a BIGGER chainsword. The chainsword is the right length.
You just want the vet to have the evicerator, don’t try to fool me! Tell you what, you give the zealot the power sword and the vet can have the evicerator.
That whole sticking to targets to simulate the weapons sawing through targets on unrevved attacks is a fun idea, its one i suggested way back when the game was still in beta.
BUT, after having played with the chainaxe and realized how nauseating and obnoxious it can be in practice, i am kinda glad that not all chain weapons function like that.
Glad to see that I am not the only one to be of this opinion.
Chainsword is a very useable weapon but it could feel nearly perfect with such details added.
Indeed, the power fits, the feel is lacking. And they supposedly spent so much time on that, if their earlier streams and videos were anything to go by.
I wouldn’t be averse to a 10% scaled down mk2 evis with a mix of attacks from the mk4 sword and mk2 evis to become a heavy (non-assault pattern) chainsword available to all human classes.
Variety and all. They already have most of the animations anyways. The “bigger evis” horse has been beaten to death, revived by unholy means, and killed again, but I’ll gladly kick it more.
I used to think that I knew what I wanted of a heavy Evis, but, after seeing how “chain-weapon-y” the chain Axis feels, I’d like some of that, as well.
Imo, the problem just requires the sfx fix. Basically, give chainweapons proper sawing sounds even on non-revved attacks (instead of awful bonk), and get a bit more gore as a result of the hit. That’s it. No mechanic change needed.
Ah while we are on the subject. Fatshark should Up the amounts of decals the reved chainsword makes.When you hit a mob in it’s torso ( flak armored bruiser for exemple) with a light attack without hitting the head or any limb,the lack of sawing decals on the body is disheartening.
It’s even more noticeable on a mauler ,bullwark or a rager where you can put a couple of rrevef hit on them without leaving any noticeable traces of sawing on their bodies
Unrev attack do leave appropriate dzcals so the straigth foward solution would to add the decals that unreved attacks does to the reved attacks 's pool.
I remember when you could hit an enemy and bits of their armor or even flesh would be missing where you struck them. When they increased enemy density they toned all that way back for performance concerns (mostly on console).
Well to be honest i do believe the gore decals system works well with most weapons
Heck even the unreved moveset of the chainsword let nice decals on the body with teeth bite like wound on the enemy.
You can up the number of decals on bodies on the graphical settings,maybe a update messed with your max decals modifier?
It’s more like the reved moveset only accounted for dismemberment for the gore and when you don’t dismember the enemy for the most time ,there is little to no decals.
I would agree.That would still makes the chainsword believable and,well,you don’t really want a eviscerator for his realism,the sillyness is all part of the charm of the weapon.