On Havoc they are strong. On regular, they are as usual. A little better, but not a serious threat (unless you face a wall of them).
Actually I feel that scab ragers change are a lot more interesting and challenging.
Speaking of havoc, at contrary, gunners are a death threat.
Now, they are strong in ordinary games now, too. Whatever they did, they buffed them a little too hard.
Thereâs also more of them spawning now, but thatâs just my impression.
Ok⌠I will try to pay attention.
Must say that, with the zealot I donât see them shooting cause I charge them.
And actually I try to play psyker, so I just see them brievely before they take a giant blue energy bubble on their face
Sidenote: I have succeeded to feel confortable in auric damnation with the psyker. I have succeeded to maintain my peril between 80% and 100% most of the mission. I have installed the mod that make the peril sound alert more quiet (now I understand the purpose and the need of this mod). Now I just need to avoid blowing my mind 3 - 4 times per mission .
Yeah, I know for me with most of my set ups, I had to drop my sniper resist (normally used it to tank a shot to the face to my toughness, was a âonce in a long whileâ issue but felt nice) on my curios for gunner resist.
Before the change I could easily run around with 1 gunner, 1 bomber, and 1 sniper. now it HAS to be 2 gunner in order to feel close to the same as they felt before (able to beam you but have enough time to react to start dodging and get out of them).
I was wondering for a good few days why I felt like such a pin cushion and couldnât take the hits I was used to, turns out when you constantly are getting your toughness chipped for twice the amount you where previously, that leaves you with quite a bit less to work with when normal enemies sneak a hit in or bonk you xD.
Itâs quite a âjoyâ, but stuff enough gunner resist on and itâs deal withable. Sucks it now kinda feels required that you have at least two though (and would have 3, but tox bombers are the worst designed pile of crap in any video game so taking even a little bit less from them and scab fire feels like a requirement too), but, ehh. Just gotta get good when it comes to noticing and dodging snipers.
Confirmed. The strafing fire on the Scabs is particularly dangerous-- melt you in a flash if your caught unawares⌠and thatâs with stacked gunner resist curiosâŚ
The biggest difference Iâve noticed is just how much they shift around while constantly shooting now.
They act like advancing reapers consistently versus their old behavior of finding cover to fire from generally. (Or at least not running all over while shooting if not in cover)
Gunners did make me quit Darktide and overall undid all the work Fatshark teams did for the game. Like everyone cries on Forums that âAuric Quality drastically worsenedâ while this particular buff to gunners did this. Since Gunners have been broken pretty much from the Launch of the game (Tracking you behind the wall and so prefires, keep shooting you in melee range etc.).
Havoc is just BS if they gave us a map selector with modifiers and added these new modifiers it would have been much better instead of splitting community-based who âcan play itâ and who is not welcomed due to your âTrue LVLâ not being above 400 or soâŚ
Worst update this year for sureâŚ
Atm you can play non-meta builds and use non-meta guns pretty much at allâŚ
It shows the playersâ hypocrisy regarding the difficulty. Everyone that crie(d)s about the game being too easy used only meta build/weapons and frack ton of modsâŚ
And there is a massive difference between knowing how much HP Crusher has and not knowing.
It is a shame Darktide after Lock and Unloaded was a ton of fun now I donât even want to log in.
The moment I slotted three times gunner resistance was the moment I started to be able to play the highest content. I always felt gunners are the biggest threat and if you think about it it is quite logical (as far as logic can be applied to a game). I do like the change of more damage and less stun, makes them equally strong but less random to instagib you. Would really like to be able to activate the combat ability while being gunned down with toughness downâŚ
The gunners seem a wee bit over-tuned IMO. Their tracking is uncanny and when they show up in numbers, which they do alot now, especially where thereâs no cover⌠itâs pretty much curtains. Telekine Shield isnât even much help as itâs shredded in under 5 seconds.
I wonât say I donât like the challenge of it but still it seems a little over the top sometimes.
They have no ideas or desire to complicate the game with other methods other than raising HP and damage to enemies.
The entire enemy spawn system needs to be redone, its current state is disgusting.
While playing game, player must immerse himself in world of game, task of developer is to make player believe in world of game.
When I see this, I believe that someone is lazily trying to deceive me.
honestly, after 400 hours in this game, every time I log in, they have stacked more annoying mobs into every level of difficulty, I play a mix of damnation and heresy and both of them are just non-stop streams of poxwalkers, heavy gunners, crushers and disablers pulling people into all of it. I played regular old pox tree the other day and there were 4 snipers way at the end deleting everyone. AI director is pure dogwater and Iâm finding myself rage-quitting now after a couple matches of wasted time.
while I dont agree with the base of the complaint OP is making (gunners are good and could be stronger) the games spawn behaviors really are just totally in the âwe give up, just throw a shitton of stuff at the player, theyâre OP anywayâ dumps. It kills pacing and immersion for real. I never felt this way playing Cata in VT2, the pacing was still intact AND the game was far more challenging than DT.
DT just has a powercreep issue and the longer the devs refuse to nerf the OP stuff the worse this will get
The game is pretty fun currently. lots of cool and challenging moments and options to deal with them. There are some OP or trash skills here and there and Ogryn in general is on a weak side. But they game is fun as hell.
I dont see any big problems with gunners either. We have movement tricks and many skills to deal with them even in Havoc.
No opinion on the difficulty should they make reapers more easily staggered again and fix them all shooting you through their own hit-boxes instead of engaging in melee. It is beyond frustrating to die to that stuff.
Cue the Reaper perma stagger after flanking the Reaper to engage him in melee combat, only to have the Reaper unleash hell on earth while he appears to look a different direction because the server side doesnât match up with the client. Love it.
Hehe, and to make matters worse they nerfed OUR hp and toughness too. Itâs really silly.
Imagine if they made new enemies, or even added variants of existing enemies with different weapons:
Reapers with shotguns or grenade launcher?
Gunners with plasma guns or bolters?
Crushers with huge swords or axes? With power weapons?
Bulwarks with a smaller shield but a bigger 1h weapon? A whip?
Ragers with chainswords/axes?
Maulers with⌠mauls(LOL)?
Bombers with concussion(or haywire, or ground-slime) grenades?
Flamers with meltaguns? Or a hand-flamer and a chainsword?
Shotgunners with double-barreled shotguns that have really long reloads, that fire their shotgun once then charge into melee if they can?
Crushers without armor or just wearing leathers/chainmail, reapers in carapace but worse guns, âsnipersâ with a rocket launcher that telegraph their shot with a mark on the floor, etc. etc.
The only development of this game they can be bothered doing is values-in-database-adjustments. Increase or decrease HP, increase or decrease number of enemies, increase or decrease the dmg they do. Itâs really pathetic. But here we are still playing their half-assery game, so they keep selling their lame-ass outsourced skins.