Sorry to say but it’s objectively bad. Very limited ammo, the damage is not better than kraks, the AoE is not that big, plus it’s slow to bring out. It’s fun to use, though, which is the saddest part, because I want to enjoy it.
So, how to fix?
My suggestion is either more ammo or else some limited way to get more besides pickups. Like, perhaps when you use the gun ult you get a free one or something. Not a great or elegant solution, just all I’ve thought of.
Any other suggestions? And let’s not get into how absurd the chem nades are, they are bonkers but that is it’s own topic.
At the very least it needs regen if not adjust number of shots or their damage.
Also maybe add cleave to it, like anti tanks rockets on impact create directional explosion and stream of pieces to pierce armor. Like they can leave or remove aoe damage, but 6 crushers in line die. I don’t know.
Going by tabletop stats, the Rocket Launcher should be the single most powerful ability in the game really, and it’s really just not that.
I think Fatshark nailed the “feel” of the weapon in general outside it’s lethal effects, I don’t mind the slowness and limited ammo, but this thing needs to hit like a truck. This is a weapon that will insta-splat a Space Marine and can turn a Custodes into meatchunks in tabletop 40k with a good hit, from about as far as is possible to shoot on a 40k table.
Either give it a bigger area boom, a stupid level of cleave, or something, because in lethal effects it’s largely feels like a worse Krak grenade.
Blitzes contrasting with replenishing blitzes is terrible in general for balance but this one is just awful. After I got the pants or whatever the 50 special/elites killed one was I put it back in the bin. Seeing as it’s a disposable I dunno why you can’t loot them from ammo pickups…it requires a node to hold 3. I feel like a small ammo should give you a rocket back.
Rocket launcher is worst blitz and chem grenades are the best ? lmaoo. Unrelated but Zealot nades are starting to look really bad with the existence of shock mines and chem nades.
First of all the game doesn’t have any reason to bring anti-big solo target weapons. Bosses and crushers need buff.
Second - to differ it from kraks, slightly nerf kraks. Instead of giga damage, make it deal high damage plus apply brittleness/target takes more dmg for X sec. debuff for example (you always can buf capacity to compensate), so it’s half dmg half team utility. And rocket laucnher is pure solo target giga damage.
Either way it’s only aoe damage buff for bazooka in this current state. Wich will lead to more power creep. Increasing capacity can be an option, but capacity doesn’t necessarily help much with slow weapons.
Am I really the only one to think that this is the best blitz for scums?
It does ton of damages… and please, no, Fatshark, don’t put a regen delay…
This would be OP and badly!
I love the blitz… but it is enough powerful. Adding a regen is making it too OP… and by a lot
In a game that provides difficulty mostly via enemy quantity any aoe will be meta/OP. Toxnade with its current damage and radius being a long-ass duration ground effect you can kite on and deal damage with your weapons will scale its effectivness with higher havocs unlike the launcher.
In such games anything that takes time to deploy, aim, channel, charge are also laggin behind.
That’s why throwing knives being solo target are ok - no cooking time. Imagine if you would need to swap on them and charge your toss first.
hell no, the only good thing about the rocket is the fun factor.
the other 2 are infinitely superior in every way, shape, form, and usability.
Big 2025 and you want me to find nade crates when everyone else uses it too?
Idk what fantasy universe everyone else is living in, but dealing with randos snagging every ammo bag and nade crate makes me glad I have infinite ammo and regen blitz.
Everything they did, all talents… none are scaling with difficulty.
Why would they add that to this blitz? assail should had been modified like that a long time ago.
Why should they scale damages for a non renewable blitz when they refused to do it for a spammable blitz???
Well, the first is the one I want to love.
However, I don’t really see an use for it. I am always on enemies, or enemies are dead, before I have a real use for it.
The right one, I am not interested in it.
And the rocket launcher… big amount of crushers… boom. Monstrosity. Boom, reboom.
Regen blitz is, honnestly, too strong.
It is on veteran, it is on Arbites (and if you ask me the buff to Arbites grenades is silly)…
It would be insane on a rocket launcher. Literally insane…
The game is close to the broken state. That’s why I call again and again for a solo game mode. Because players tend to play just broken things. No need to break it totally and with so much strength.
No thanks.
Sidenote: What they did with shivs (the regen of throwing shivs) and also with the left blitz (regen each 20 enemies killed) are really two great mechanics. Better than the regen every 60 seconds (or any value you could pick)
They are because there is no target cap. Flamers have infinite cleave, frags don’t have enemy max cap hit, the same goes for toxnades. Doesn’t matter how many enemies there, they all will take damage.
It’s not them should, it happens by itslef as a logical conclusion of their crap balance. If the game is about clearing screens of mobs, why do you need a solo target weapon that takes time to swap on and aim? Especially on a glass cannon class that can’t facetank during long-to-use abilities.
The tighter packs the more effective aoe weapons/blitzes.
If you play arpg, you have clear skills for white mobs, you have solo targer abilities for rares, uniques, bosses.
In DT biggest enemies spawn in clown cars as horde enemies, and bosses are whatever.
The only way they could save the rocket is either
50 close kills for 1 rocket, or a 90 sec regen, and removing the firing delay.
I totally understand the rocket blitz being the most “fun”.
I am not against this point…
This one would not make it OP.
Due to the community demands…
They asked for specials trains (waves of 10 specials)… they want hordes or elites, and want that they can kill them, and of course, fast. One day we will end with hordes of dregs ragers (we’re close to that if you think a little to the situation when you watch an Auric match) and no more hordes.
Players want to feel the power. They want to kill (easily) elites… but it defeat the entire design.
I am all in favor of scaling damages. But it won’t happen in Darktide, at least the first. Nothing is done to permits this.
They could add a talent upgrade to the blitz itself that gives it a chance to refill one charge when killing elites or specials. Or they could give smaller elites a lower chance and bigger ones - like ogryns, monstrosities, and captains - a higher chance.
The bazooka definitely doesn’t have a very large max damage aoe blast, but does it have target penetration? I might be wrong or just remembering poorly, but I’ve had situation where a maniac ate the bazooka rocket instead of the crusher standing right beside him. The usual “Get down, President Crusher!” moment.
If the bazooka really can’t cleave through at least some maniacs, that’s lame. It should kill them, continue to the next target, and explode there. That alone would make it feel much more powerful. I’d expect it to work like a krak grenade against armored packs - blowing up 3, 4, or even 5 crushers together with the smaller guys, as long as they’re close enough. Even more enemies around the explosion should be staggered and take partial damage.
I’ve definitely had situations where a krak grenade would kill all three crushers, but the bazooka only killed one. So just make the maximum-damage aoe larger. The enemy directly struck by the rocket could still take even more damage, which would maintain its boss-killing potential too.
I don’t think it needs a way to replenish charges besides the ammo packs - we already have renewable blitz for this class, and not every class should function like psyker, arbitrator, or the veteran, who essentially have infinite blitzes. In the Vet’s case you’re practically required to feverishly throw grenades on cooldown just to avoid wasting that precious 60 seconds recharge.
Maybe just give it one more baseline charge and tweak the numbers so its anti-armor capability is comparable to kraks, and its boss-killing ability is even better than kraks.
Community only asks what they want - DS for zealot and vet, But it’s FS who chose not to give them unique DS mark with worse stats/separate blessings pool.
Skill trees is a whole another story.
You can equip rogue crit daggers on healer paladin with no consequences, gg wp.