I thought the same as I was first reading the post, BUT:
Facts.
A better solution perhaps? Under no circumstances should something as strong as Needle Pistol + Chem Build get to benefit from unlimited ammo. I get the annoyance of teammates blasting away at hordes continually in a mixed combat game - because I enjoy melee Darktide more than ranged, but…
I thought the melee requirement for Pickpocket was a good change too but chem melee build + Needle pistol is just so strong. It’s ironic because the Pickpocket nerf was mostly called for because of Needle Pistol.
i get it why the game spams the most dangerous enemy in melee, but it’s too much, as with any spam. i’d rather make carapace more resistant to hits, reduce rending (why can we simply ignore armor?), but give crushers small weakspots, like flak or unyielding visors and neck gaps, to reward precision and allow taking something else than anti-carapace.
as for the needle gun, it’s laughable how the needles don’t just bounce off thick plate.
Fatshark will probably never address the big and glaringbalance issues because it would require rehauling the entire spawn system through several difficulty tiers including Havoc and make it work properly, which is obviously too much work for Fatshark to put into the base game.
It’s easier to just release new game modes and pretend that the original game doesn’t exist (is finished).
“Needle weapons are a silent and deadly ranged weapon that uses both laser power and needles crafted from a form of crystallised neurotoxin to kill its targets. The weapon fires a laser bolt like the Lasgun to propel the toxic sliver and penetrate any armour.”
“Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.”
Worth remembering there are many types of needlers in 40k including something callad a “needle cannon” the idea that the invisible laser in in the needle pistol can penetrate ANY armour is dumb but 40k is pretty damn dumb so who knows.
lol i clicked on reply, and somehow that bit was quoted, maybe because i looked up kunkka before
ok didn’t know that needle weapons are that penetrating… sounds weird to me, but whatever the lore says. if fatshark has to stick with it, they need other balancing mechanics for the needle gun. perhaps toning down the toxin effect. gameplay-wise, it gets tiring to see scum plink crushers at any distance, and they keel over.
as for balance, yeah, we’re probably stuck with the current state for quite some time. fatshark simply doesn’t seem to have enough devs still dedicated to darktide for comprehensive overhauls. but at least they could slightly tweak the overperforming and underperforming weapons, it’s not like that hasn’t been requested during the last 2 years or so.
we’re talking about people using FTL travel to reach planets where they bash each other’s heads in with clubs one just has to like it for coolness factor, not think too much about it
We’re below 6k players (concurrent) after a big update (which I enjoyed by the way), and it feels like Fatshark is running around trying to find something to improve the player count.
Kark the game balance when retention is the Sharks’ number one priority!
There’s also the issue that if Fatshark changes the gameplay to be more similar to what I used to love (old Damnation), many people would be upset at Fatshark for slowing the game down and shafting player power.
I still really enjoy Darktide, although I’m not a complete fan of what it’s evolved into, and I believe Fatshark is wasting time on Havoc and other things, but that’s just my opinion.
Since I love GSG and DRG, I’ll try ‘Rogue Core’ (which I got to play for a few hours in closed EA) in May to see what’s what, and then we’ll have ‘Warhammer Skulls’, where Fatshark will hopefully announce something (prob a new class), and maybe that’ll be interesting.
Currently, I’m mostly playing Dota 2 and Divison 2, and Darktide if I can queue with @Pirx, @Index or @Durandal (solo queue expeditions are unplayable) , while waiting for Rogue Core.
Absolutely! But my autistic nerd brain can’t help but start wondering about certain things, for example a space marine bolter fires a .75 cal rocked propelled round that is also assisted by a traditional gunpowder charge to ensure good velocity straight out of the barrel before the bolts rocket propulsion have been able to start accelerating it much. This traditional powder charge is powerful enough to make the gun unusable to regular humans (if the bolt only relied on rocket propulsion it wouldn’t have recoil), the bolters we have in game is a lower calibre probable something like .50 and the traditional powder charge is low enough that the gun can be fired accuratly without even having a buttstock. Realisticly speaking I doubt that the small puny humie bolters we have would have better armour penetration than the gaint (also something like .50 cal but actuall long case high powder charge .50 cal) heavy stubber the ogryns use, higher tissue damage sure but not higher armour penetration.
@ steam charts: it’s the same thing as always. with every update, maybe a few thousand players bolster the loyalist ranks (see the jumps when arbites and scum were released), but the gains are short lived, many leave before the next big update.
yep, one cannot for the life of himself carry those that run into all 4 corners while getting peppered by gunners that conveniently spawn under your ass
just got 2 matches of “how not to play” for there isn’t any footage of useful randoms in expeditions, go figure
the irony of if I would have invested these 2 hours into havoc 40 I’d at least have some content to show for.
Because letting the bolter shell to accelerate past speed of sound on its own would be extremely ineffiecient on the propulsion and the stress of breaching the barrier would have very adverse effects on accuracy!
But Bob, what about the silenced bolter sniper rifle?
In the sense that Scum uses bullets instead of lasers, and the desire of some people is for them to have some kind of 60-40 split of ranged and melee? Yes, they’re exactly comparable. Even if HS is 70-30, I’d like for it be more like 95-5 ranged. Most people disagreeing with me don’t get this, but it’s because it’s a change of pace. This one build, uniquely balanced around being that “almost all shooting” class. Even at close range. Especially at close range. If they let the class have two ranged without melee, I’d love that even more. And people have speculated about that since VT2!
Balance it however you like. Reduce the damage, cleave. I like not caring about the ammo because I’m playing as a scumbag who doesn’t even think about it and shoots their gun off into the air when they’re happy.
I love the melee in this game, it’s always been my jazz. Never enjoyed any of the ranged-centric classes in VT2. Didn’t really enjoy them in DT until I started doing my “We Have Hive Scum at Home” Shredder Vet build before HS came out.
People act like we can EITHER have a perfectly fun, balanced game, or we can have HS with infinite ammo . . . and it’s ridiculous to think that this just can’t be balanced.
Current Scum right now if you play a Desperado build using an automatic, it is practically already 80-85% ranged
You can even check the video I posted a few times by now, You can already shoot so much that the melee is just a backup to get ammo
I don’t run Chem Dependency nor CDR on my stimm, and I still get to shoot at least 85% of the game, add these 2 and you’ll shoot so much more
You can already push that 95-5% garanteed if you run Desperado, with CDR stimm as well as Chem Dependency on 4 stacks
That’s your key, sacrifice damage from the stimm to get more CDR instead, sacrifice Vulture’s Mark t get Chem Dependency so more CDR, and you’ll extend your ammo so much more by spamming Desperado (bonus points if you get the subnode that reduces CDR on Desperado, as well as x3 CDR on your curios)
This is why I’m mostly confused with people saying “the class fantasy is ruined”, no, you can still pretty much do the same but instead of a 100% ranged it’s just 95% if you build it towards more ammo
I played two Auric Maelstroms yesterday after spending a long time spamming Expeditions with my Veteran, using my Dual Stub Pistol and Crowbar Scum Jado, and I was blasting with my big irons 90% of the time.
PS: I do not use Stimm Labs because I like the RNG of finding Stimm’s in a game so no built in CDR for me.
This is true. However, with the Arbites, it stayed stable (+20k) until they went on holiday while the class was broken. (talents not working for months)
Hive Scum and Expeditions are both examples of things players aren’t asking for. Thus, it explains the huge drop. For example, players hoping Expeditions is like Chaos Wastes and finding out it is not.