I mean, that’s the point of having weapons with high stagger or impact blessings. Combat knife has some great qualities, but it’s not going to interrupt a Reaper from firing their cannon. (And it shouldn’t.)
Correct. This is why I run knife/revolver. That said, ranged enemies are supposed to swap to melee at close range. (And in the case of gunners/reapers, they’re supposed to melee you and then attempt to back off/build space then go back to dakka dakka’ing)
It’s not a matter of weapon choice. It’s purely supposed to be how it’s supposed to work in terms of the AI. To get around it you have to basically force the AI to refresh by doing some sort of stagger, even a very brief one (EG: a revolver shot to the head), and even that is no guarantee, I’ve had times I’ve done that with the revolver shoved into their face between knife slashes and they just go right back to shooting. I know full well how to deal with it, that doesn’t mean it’s right that you should have to work around it.
How people think it would work in a ‘real’ scenario is irrelevant, nor is the fact that suppression exists an excuse for them to not melee; The game mechanics aren’t working the way they’re supposed to and that is the issue. There’s zero consistency. If the game has to rely on a coin flip for whether or not that shotgunner will swap to meleeing you and be able to be dealt with, or shotgun you in the face for all your toughness and 1/4th of your health, that’s badly designed ‘difficulty.’
Dreg Shotgunners/Autogunners have no melee. They just hit you with the weapon when you are truly in melee range. Normal Dregs pull out a spade from their back. And Traitor Marines attack with bajonet.
You just have to be in their melee range. sure they shoot you from 5 meters away. 5 meters are not melee range at all.
Except if they keep shooting you while standing right next to you. I think I am slowly starting to figure out what the issue is: The slot system. If you are surrounded by melee enemies and have no “open slots” for additional melee enemies, those who still have their ranged weapon equipped will keep shooting at you even though they are standing right in your face.
Yeah, that does make sense, you can sometimes see shotgunners within 1 meters of you inside a horde you are fighting still popping off shots.
The most Reapers do in melee is try and slap you away to use their big fragging cannon, as they should. It’s a big fragging cannon.
I’m less annoyed when gunners/reapers do some random melee shenanigans but what i’m not fine with is 20 shooters who all have the capability to 1-2 shot full tougness bar just flat out ignore mechanics that are even outlined in the tutorial.
When the system works controlled aggression especially from zealot and ogryn can save a lot of time, a lot of bullets and in some cases even health.
Zealots entire kit is pretty much built around the idea of surving that initial onslaught and tying enemies to your melee range.
But when the system does not work then you can pretty much lose the entire health bar to couple shooters or a shotgunner. Add the toughness break stun on top of this for that extra fun or not even being able to dodge those couple shooters who you managed to tie into melee.
Yes, the normal behavior is for them to try to smack you away and then they trundle away a distance before trying to unload on you again.
The screwy behavior is such as in the video where they just continue to unload and have zero effs to give about you actively slashing them to bits.
That’s neither here nor there overall though, as was mentioned the regular shooters continuing to shoot at point blank is the largest issue. It was just a clip on my mind because it was from a run I had just done when I was reading the topic. It was just one example of how ranged units in general aren’t consistent. You can even see the other reapers and gunners acting normally and trying to avoid me, but that one reaper just did not care.
Yeah, cause you’re using a tiny knife on them that won’t interrupt their ranged attacks.
Why does a lot of people trying to be logical about game mechanic? lol
If every video game enemy is as smart as actual human it would be really miserable to play. Imagine hack&slash game where enemy won’t take turn attacking you or stealth game where enemy is so perceptive you barely can get near them.
On the topic, the mechanic work consistently for me most of the time(with shotgunner and reaper as outlier or elite gunner that will either shoot until they empty their mag or run away) but I think there’s some issue with Dreg shooter where they barely get suppress from gunfire and don’t really utilize cover or have tendency to bayonet charge/run away like Scab shooter so they’re most likely will shoot player trying to melee them in the face.
also ffs please make Scab Stalker get hightlight by Vet’s counterfire feat, it’s pain when entire horde of shooter consist of only Scab Stalker, not to mention they usually come with 2-3 Shotgunner which shred toughness really fast even at medium-long range.
Except for how they are one of the enemies that can shoot through hordes without the horde catching the buckshot in the back. And with how much damage enemy shotguns do in one shot, that is really unfair.
That is a very good point.
…Have you read the rules from the tabletop about shooting into combat? As in: Melee combat? I think you kinda played yourself there with your unnecessarily argumentative and adversarial comment there, buddy.
That’s what I loved about Vermintide, there was flavour as to why rattlings and globadiers can delete hordes when they shoot through/on them.
Seems to be working as intended even from tabletops perspective.
I think a lot of issues will be resolved if they fix so you can’t be targeted when you are in engagement range of other units. As per tabletop.
A dreg shooter was inside of my player model and shooting me earlier today. They hath no shame.
How about you stop trying to cope and defend a broken product/ignoring that the explicitly stated mechanics of the game are not working and instead have some standards?
I do agree that the enemy should definitely have friendly fire or stop firing if they don’t want to hit friendlies.
They do have friendly fire, but it usually doesn’t seem to be enough to kill each other unless it’s like a sniper shot. I’ve seen snipers blow up pox bursters though, as well as mow down pox walkers and groaners to take a shot at a player. The main reason to make them shoot each other is so they can’t shoot you while you move in. Them doing more damage to each other wouldn’t be unwelcome.