Ever since the vet ammo aura nerf

Because ranged peeps are always the first to go down. Always. Always. Always.

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I strongly disagree. Resource management is a part of these games and has been since their conception, and making compelling resource management in a coop game is impossible unless you also allow people to waste the teams resources.

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What?
Did you mean to say “players with zero situational awareness”?

It is not like a ranged player is unable to swap to melee, to gain more control when the enemies get too close.
Or to look around.

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It seems to always be too late by the time the silent enemies have silently backstabbed you. I don’t do ranged at all (aside from Psyker), but at least for me the game’s audio issues are getting worse and worse. There’s more and more eery silence where you might hear a poxburster ticking, but the plague ogryn that spawned behind you is silent.

But of course it’s anecdotal observation, but yeah, in my experience the ranged builds tend to go down first. It’s almost like, since they’re a ranged build, they don’t have a lot of talents for melee combat. Strange, that.

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Now how would that be different for someone who is holding a gun vs someone holding a melee weapon?

It seems like it is more of an issue that comes from positioning and bad awareness.

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I think that’s related to the idea that bad players flock to ranged focus playstyles more because they’re easier. It comes with the consequence that the moment they can’t just keep their ranged wep out they fold.

I think the thing that forces them to put the ranged wep away is good game design for that reason. It’s actual difficulty introduced to the inherent non-interactiveness of ranged gameplay. I will always argue for that thing to keep existing, and ammo econ is a part of that

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If you don’t know that holding a melee makes you capable of blocking instantly, while holding a ranged gives you 3 second ghost-input swapping delay before you can block, I think maybe you don’t know what you’re talking about, or you’re intentionally pretending to not see an issue that you absolutely know is there.

You’re also, oddly enough, never in ADS when you’re using melee. Strange, that.

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You can dodge while swapping.
Pulling out a melee weapon, is very fast.
There is almost no difference between the time to block, independent of the need to swap to melee, first.


I very rarely have the issue of ghost inputs.
When i do, it is usually not when i try to swap from my gun to my melee.
It does happen somewhat frequently, when swapping from assail to melee though.


So it is an issue of tunnelvision.
Which is lack of awareness.


Let me add something to this:
It is safer, generally speaking.

Almost every single engagement is safer for you, if you shoot the enemy from a distance, than if you first close in and then attack it in melee range.

Having terrible awareness and bad positioning, while shooting a bunch of enemies from a distance where they can do absolutely nothing to you, might result in getting backstabbed by a different enemy though (which might also happen to a melee player with bad awareness and bad positioning).
Basically, the only situation where using a ranged weapon is not safer than using melee, is when you engage into melee combat with your ranged weapon (potentially as a surprise).

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I can only say I’ve gotten messed up by ghost swaps before, but I wouldn’t say that’s why 99% of ranged players go down to 3 poxwalkers eating their ass. That’s mostly just cause they’re bad and don’t know there’s stuff behind them. Sound issues are fair but eh the footstep sounds are pretty reliable and always were so I never had issues with this

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90% of the time, there are no footstep sounds, there are no drop down or climb up sounds from enemies and it’s entirely on the backstab sound to warn you that something is swinging at your spine - if you were to go entirely by audio cues.

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I think you msut be experiencing an audio issue if that’s the case. Footstep sounds reliably play for me unless horde music is playing, in which case I’m keeping my head on a swivel anyway because stuff is actively spawning in.
Specifically footsteps get REALLY loud and noticable when the enemy is behind you and walking up to you. I remember being surprised that mechanic works as flawlessly as it does, considering Fatsharks track record on making backstab sounds play.

I think there are issues with the sound engine. Mixing of certain sounds are definitely off and there are also missing sounds for actions like climbing and dropping enemies. It’s definitely exacerbated by music playing as well.

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Yeah it’s gotten worse and worse for me lately. I’ve tried swapping from 5.1 to stereo headphones in-game (my headphones are 7.1 virtually), and sometimes there is no change, sometimes one seems better for a while, other times the audio crackles or even cuts out entirely.

There are several moments when, especially in maelstrom with conga lines of bursters, the ticking noises will be super loud, and everything else goes quiet. Like enemies right next to you will be silent, your ally shooting a weapon will be silent, and so on.

They’ve screwed up the sound worse than it ever was.

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There’s some issues like that but it depends on the thing. Mixing is definitely off, but the actual sounds cutting out not happening when they should is completely nonexistant for me when I play at this point.
I’ve seen footage of others playing and for them it literally prevents sounds from playing if they’re shooting a gun. I guess these kinda technical problems with the game make these kinda things a bit more complex than I give em credit for.

For what it’s worth there was a post in a technical feedback forum here a week or two ago where they stated they’re in the process of updating the sound engine right now, so maybe they can finally solve all this stuff

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My sound setup is purely stereo on headphones, all enhancements turned off, no equalising and sounds in Darktide are inconsistent.

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I’m not a sound tech guy but that sort of thing is often down to audio drivers and soundcard/mobo related stuff which is probably why they struggle so much with them. Few people care about that kind of thing. I don’t either for the record, probably just lucky I’m on one of the setups where it works flawlessly.

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I mean… Never in my 25 year history of gaming has this ever been an issue with any other game or software.

This is a FS problem, not a user problem.

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I have, getting Supreme Commander: Forged Alliance’s sound to work on a Windows 10+ machine was a rabbit hole. Something about the sound format and engine that Supcom uses being old and obsolete, it causes every sound in a game to play once and only once, except for the battle music.

It’s fixable, with the catalyst being an older game running on a newer OS, but FS doesn’t really have that excuse.

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And aren’t we all of us [Jackal notwithstanding] so very, very surprised by such an expected happenstance.

No I’m not bitter, why ever would you think that?

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Preach brother.
The point in “long winded” debates is to understand and be understood, finding middle/common ground.
Cant do that with a single sentence unless youre either the most concise person, or someone who doesnt care about being understood by people with opposing/“wrong” views.
ie people who use “bye” to end arguments kek

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