Here is the likely truth behind the melta gun

I agree on those points to a T. The Hellgun is typically used to pin armoured enemies down, as it can strike through armour. It’d most likely be the Veteran’s equivalent of the Ogryn’s Gorgonum Mk IV Twin-Linked Heavy Stubber; the Volley Gun is the… well, it’d be the Veteran’s equivalent of the Ogryn’s Achlys Mk VII Twin-Linked Heavy Stubber.

For a Volley Gun, I’d say an appropriate amount of base damage would be around 30 DPS (on a 80% base damage roll) and it’d be likely to have approximately twice the RPM of an Accatran Mk VId Recon Lasgun. The ammo count would be a matter of greater debate, I’d assume; maybe 200 rounds or so per battery pack? I’m not sure about the total ammo count - I haven’t really done a lot of thinking on the specifics of Volley Guns! For the sake of balancing, it can’t straight-up overpower any of the Twin-Linked Heavy Stubbers, and that’s my bottom line there.

Edit 1: Hotshot pistols? Uh, yes please!!! The only other high-RPM sidearm in this game right now is the Autopistol.

Edits 2 and 3 are both grammatical fixes.

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They’ve been successfully used as anti-infantry weapons in multiple series of books from serious stories all the way down to the satire that is Cain and Jurgen.

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Assault 1 yes, but 1 shot and close ranged, and even the smallest modeled versions are larger than Bolters.

While yes they’re able to often obliterate heavy infantry in one shot (depending on edition), they’re not typically terribly efficient at it (hence my use of that particular word), you’ll usually want Plasma guns that have double the shots and double the range for that sort of thing, and I’m struggling to see where the same wouldn’t be true in Darktide. The Plasma penetrates their armor just as well as the Melta would, and are just as capable at inflicting wounds on 2-4W infantry as Meltas are in most cases.

The kinds of things a Melta is really useful against just aren’t present in the current game paradigm. A Meltagun that can blap a Crusher might be great, but if it’s got half the rate of fire of a Plasma gun and the range of a Flamer while being as clunky as a bolter, I’m not sure it’d be consistently all that useful or fun.

shooting someone with an anti-tank rifle does tend to kill them, yes.

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I can feel my 600 hours of Battlefield 1 calling to me.

I disagree with the Vollygun as that should be an weapon Ultimate. instead of a buyable weapon,

the Total ammo would around to be 150-350 at 80% roll, with the battery Mechanic of for the Recharging ammo instead of standard expect for the Hotshot marksman rifle.

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If we’re going off of the Outcast Engineer, an Ult wouldn’t need a roll - it’d just work as-is. It’s not a bad idea, though! I was just kinda shooting stuff out there for the Volley Gun, but I’ve not really thought it out just yet.

I think they will keep taking $ only for stuff they can produce regularly (like cosmetics).

Since current cosmetic packs cost like another AAA title, they will never get as much from rare DLCs.

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Honestly there are 2 weapons I would wager would be better suited as abilities than as “normal weapon”

  • Hellgun/Hotshot Volleygun: Veteran Ability (Also count for Hellpistol and maybe Heavy Stubber)

  • Phosphor Blast Pistol: Tech Reject Blitz (Skitarii) Working as a debuffing tool more than a weapon on it’s own

There there is the Psyker where a lot of abilities don’t really match well with being on staves or melee weapons

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I agree. Fatshark shouldn’t be needing any excess dosh after squeezing $90 Australian per every whale for 4 cosmetic sets each. That’s the one positive about this model: the new content is expected to all be free. They can’t expect people to be fine with the current cosmetic prices if they also lock content behind a paywall.

I prefer highly-priced cosmetics and free content over medium-priced cosmetics and medium-priced content, I suppose.

Don’t even get me started on how much I want the Adeptus Mechanicus-based Class :sob::sob::sob:

I wanna be an insane Hadron 2.0 that just yells about the Omnissiah and the weakness of my teammates’ flesh, all while supporting my team with buffs and debuffing the enemy.

The only downside, they really never promised not to take money for future content :grin:

And we might never know if they might start doing it for reasons like:

a. Cosmetics are not selling that good
b. Simple greed

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Maps, modes and enemies they did promise would stay free

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The list of weapons that could be in Darktide and aren’t there yet is long.

In the ranged weapons department we have: hand cannons, stub pistols, bolt pistols, plasma pistols, hellguns, meltaguns, inferno pistols, grenade launchers (human-sized, I mean), sniper rifles, needlers.

And in the close-combat weapons department: shock mauls, powerfists, force staffs, shock whips.

I’m sure I forgot many others – also I excluded heavy weapons and low-tech ones (like crossbows).

And if someone dares to say: «B-b-but from a lore point of view it doesn’t make sense that we can receive this particular weapon», I reply: fantastic, too bad we already have the power sword, a rare weapon even among the Space Marines (I quote the wiki: «Power swords are typically reserved for high-ranking members of the Adeptus Astartes or other powerful and influential members of the Imperium, such as Inquisitors, Commissars or Astra Militarum officers»), hence the whole argument on the rarity of the weapons flies out the window.

That said, I agree with you: I think that the next weapons will be added with future DLC, as already happened with Vermintide.

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Fatshark has the option of a VERY simple solution to that! I’ll elaborate:

Lower the overall prices and give each Premium Cosmetic item multiple different colour patterns like the ones featured in the “For the Drip” mod, which makes the reskins no longer an issue, as it means that Fatshark will no longer be able to sell reskins - something that won’t matter at all if they only make unique cosmetics for every set!

It’s a healthy business practice that’s pro-consumer but still creates opportunities for hefty profits.

I really don’t think Shock whips would work, or any whips tbh, Flails would.

Except there are various tiers of make for Power weapons, like Master crafted and Artificer Grades ones (Which is what are used by the SM) are very rare, ours are not as much

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Slaanesh…
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
GET OUT OF MY HEAD
Help…

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I have actually gotten idea how future dlc classes could work. Instead of making a new branch or another multi class tree they could do a focused tree where you specialise with a main class such as veteran stormtrooper. It would work pretty much the same as the current tree but where it differs is the ability nodes where it will instead modify for all 3 slots with each slot doing something different for example let’s say the stormtrooper gets a backpack weapon as their ability something like a stubber which can be modified into a hotshot volley gun for around, a multi melta for a slow aoe anti armour or the heavy bolter for a devastating burst weapon.

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Because they’re harder to sell these days and/or lead to undesirable things like splitting the player base.

Much easier to sell cosmetics, new weapons, new archetypes, and other sundry things like that.

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