It was def more of a design thing. Slow and unwieldy is how devs make the big heavy character feel big and heavy.
There is a limit, tho! If I’m swinging a pickaxe at the speed of an anime monolog, I’m naturally going to expect anime power scaling. Like, brother, I just put the power of friendship into that attack, why’s the Mauler still alive?
Hit stun, baby! The one instance where the twink stubber’s melee attack would make sense. But I’ve no idea if the cleave and stagger on it even works. The devs abandoned that weapon and so did I.
Agree highly with the above post, a lot of the “feel” of Ogryn is excellent he just doesn’t get much payoff for it. Like this for example:
This gun and the twin stubber actually feels like a powertool you’d use in construction, handling wise. It’s pretty good and fitting for such a massive thing. But then the shots just feel worse than the regular human shotgun or autogun respectively.
Now REALISTICALLY such a gigantic gun as the twinstubber would have such kinetic force it’d make a human sized boltgun look like a toy. I understand they can’t just make a 100 magazine gun shoot out bolter 2.0 shots, but there could at least have been an attempt to make it not feel like the most anemic gun in the game that only feels good when you pop a talent that gives it 4 burn stacks per hit.
This all plays into the consistent theme with Ogryn, which is that he has all the downsides of his “big giant ogre” feeling, which are imo required to make him feel like a big giant ogre, but then almost none of the upsides of it. The hitstun braced thing is a great example of that. His brace is sluggish and slow because he’s a 1 ton ogre man, but almost any minor force exertion on the ogryn makes him reset the brace as if it was a foam toy
Yea, giving him immunity, or rather high stun resist to hits from regular chaffers would add nicely to the powerfantasy of being huge immovable pillar in the middle of the team he was meant to be. Allowing his aiming to be so easily interrupted doesn’t make any sense, even from balancing standpoint (he isn’t remotely that OP, quite the contrary, a buff like that which doesn’t make him deal more damage or anything, just adds to QoL and confidence of the player behind the operative would be right what he needs).
i think the shovels and the ripper were made with the balance the game had on release, and were powercrept out of relevance. we didn’t have much anti-armor capability, ogryns mostly used bull butcher against hordes, and poked crushers and monsters with the can opener bayonet to soften them up. shovels had this delay because one-shotting the much rarer crushers would be OP. today there are too many of them to flip shovels for every strike or find the time to tactically poke them before just beating them to death.
Wow! Never knew what a difference 2 fewer bullets made in a magazine. Good to know that 1.9 per shot rounds down to 10 %. This should make my ripper gunning a lot more effective as I use cavalcade and blaze away with steady grip
stubber was good in the beginning, but then the game got full of carapace, and stubber is bad against it.
plus gungryns give up melee / toughness points to invest the the gun branch. many gungryns i see today are newer players that fall over when they get into melee.
Sorry I’m just actually mad after running into a guy using a Gorgonum in the event. My man would not be deterred by the plink plink plink and blue hit markers. Like actually ulting to kill a single crusher and then spamming “I need Ammo”.
And then I peak over at the discord and reddit and see people saying these guns are good and only need more ammo and I’m like, how? It’s painful to QP and see someone using that trash gun because Ogryn mains will actually spend 80% of a mag on a crusher and say it’s good because they took the rending talent.
i feel that, i recently quickplayed into a match that had started with a 6 wound xbox dakka ogryn on the team, and the guy was a meme, we rescued him hogtied 2 times and he left when he died for the 3rd time… halfway into sycorax.
Gungryn becoming more powerful could help carve out a niche for a new Psyker Specialist that gives enemies Sanctuary dome. Dome gets placed, ranged enemies are protected, now players must push into the Dome or reposition to break LOS.
Another Specialist, Radio Operator - calls in ranged reinforcements obscured from visibility by smoke grenade that they can target players through.
Another Specialist, Traitor Commisar - VoC rally that knocks back nearby players and puts all ranged enemies into volley stance w/ temporary rate of fire buff.
But with current Darktide? Yeah twin link heavy stubbers buff would erase mixed hordes like they’re made of wet paper and Director will vomit 10 Crushers + Silent Bursters to compensate.
Yeah, just flat HP buffs and Ogryn spam aren’t going to cut it at the end of the day.
Human size enemies overall need to be more challenging at the individual level, introducing new Specialists that buff nearby enemies on the fly but can still be proactively shut down because they’re not tanky Ogryns would help. Also nerfs are needed to those outlier weapons like Purgatus, Dueling sword etc…
Another reason why Gungryn sucks is because supression is completely useless, because it only works only against 3 enemy types: groaners (who recover in 1 second), basic shooters and Gunner elites. The latter two are easier to kill instantly or stagger than force them to cover and run away.
IMO there should be suppression tiers, which allow supression new types of enemies and increase recovery from it:
For example, most of the current weapons should supress how it is now, but specialized supression weapons such as TLHS, Rippergun, Flamer (not the staff lol), Fire ammo for the shotgun, should be able to supress Bruisers, Shotgunners, Plasmagunners, Bombers, Snipers and Flamers.
Suppression being completely useless is another symptom of the player being too powerful. No point in trying to stop them from firing when you can either kill them faster or just face tank the damage.
Only place Suppression is useful is high havocs where there’s too many gunners to wipe quickly, where Reapers are actually somewhat tanky, and trash shooters actually pose a threat. And even then it’s not really something you build for.