If I remember correcly, only the zealot is immune to ranged while sliding. Every character has a different toughness dmg while sprinting or sliding. I know that you should not spring with vet, because you take 200% ranged toughness dmg.
Can someone help with this topic? Can’t find anything online.
We’re discussing the best way to improve gameplay. I take absolutely no offense at someone disagreeing with me about anything. I just argue my side of it earnestly. In my view its not just mechanics but also strategy, tactics and positioning. Preparation plays some role but the way I see it wound curios are fundamentally flawed as an approach to getting better because they say to you psychologically “hey, if I screw up I can count on my team.” In my experience this isn’t really true, especially if your team mates aren’t very competent. Most of the time if I go down I die before anyone can save me. In cases where I am saved I make it to the next medicae before getting downed again. In cases where I go down and am not saved the game is usually a wipe before anyone makes it to the rez point. So by taking wound curios you are just optimizing for an extreme edge case.
It is much easier, psychologically, to simply say “I have one wound. If I go down it is game over. Do not go down” and practice around that goal. I still play very aggressively but I have let the game tell me through various violent deaths when not to do certain actions and how to ‘read the room’ as it were.
This sentence confuses me a bit. How does the wound help in this scenario?
Everyone is immune to ranged fire while sliding. Zealots also take no melee toughness damage while sliding. Vet takes double damage while sprinting, so yeah no sprinting… Unless you are sprinting sideways (from the gunner’s point of view) since then you are also immune to bullet fire. You can also dodge gunfire which is also pretty nice.
Thinking these things are unnecessary is a quick way to express your not that serious about the game.
For maximum control you should have everything bound to its own key and use a gaming mouse to make sure you can use the extra keybinds effectively. You can play good with a lot of keys bound to the same stuff but never as good as someone who has the gaming mouse and seperate binds for everything. Its the difference between casual and hardcore but if your new and learning its best to pick up habits that will help you reach a higher skillcap.
Idk what kind of keyboard you use or how small your hands are, but i can easily access plenty of keys on my keyboard, which suffice for all functions required.
Darktide does not even need a lot of keys.
Your comment sounds a bit like „bigger number of mousebuttons = better person“ reasoning.
You already told me your using less hotkeys so sure, and you dont have any interest in adding more but if you did without a gaming mouse it wouldnt be effecient on only the keyboard.
2 variants of runs gone wrong I frquently run into in T5s when they do, even with competent teams playing smartly, premade or not:
We’re hunting grims, everyone is down to 2 wounds for most of the run, also, a good percentage of it the one guy with 2 wounds is out because he keeps getting one tapped by that one mob we missed in the melee or the ai director decides to spawn behind him while we’re moving. We either make it out with 3 if its a good run, or we get wiped because we were missing one when we needed him.
The turd hits the fan, director says “dump it”, and its bullet hell STG, multiple mutants, the works. We lose two, survivors are the guy with two wounds (or he’s the first to die) and a guy with at least three. In runs where we did make it, both had anywhere between 3 to even 5 wounds (more common than you’d think in pubs), and somehow make it through by constantly reviving each other while weathering and slowing whittling the sh*tstorm . In ones we didn’t we often had that guy with 2 wounds, who gets one tapped and leaves it to the other guy, at that point Jesus is on the wheel, and most of the time we lose the match.
It boils down to statistics, the greater margin of error, the likelier we are to make it out. If someone is using it as a crutch, these are usually running more than 3 wounds, and either he’s horrendous and we wipe, or he’s that one damn psyker that keeps taking my kills with bb. Skill isn’t a factor in my experience whether they do pack more wound curios.
At the end of the day, your experience may be different, and that’s fine. My point is that you should consider this as well when recommending to newbs, or people that are less mechanically capable (but still good team players) whether to take at least 1 extra wound. Because you know what’s worse for your team than getting downed? Dying and needing to be picked up off the next revive point.
Sorry but its actually true. Using the slide dodge macro and reguler dodge on 2 seperate keys WILL make you a better player. If you take 2 people of equal skill the one that has more options at their disposal will do better.
The one content I take Wound Curio is grim hunting with Vet so I can pick it up with confidence.
On Zealot, I don’t bother since if I somehow manage to get down twice I deserve to die, on Psyker I wouldn’t dare to pick it up and Ogryn has such a huge health pool and 3 wounds that grim doesn’t have much of an effect anyway.
Ive tried convincing people that wounds are just complete trash and playing around going down is just the wrong way to play but they are steadfast in thinking wound is somehow good so i dont even bother anymore. Let them die i dont care. Makes my games more fun if there is less players.
This is like someone taking the plates out of their vest prior to ops because they haven’t been shot before or refusing to install locks in their home because they’ve never had a break-in. Terrible logic that I shouldn’t need to explain. Also, curio stats aren’t that make or break that you need to worry about min-maxing them.
Actually taking wounds is like taking the plates out of your armor cus you know your losing health and gaining absolutly nothing except the ability to die more…
Not sure why you enjoy sitting on the ground waiting for people to pick you up but i prefer not dying.
You know that this logic can be applied to HP curios and any survivability feats on all classes, right?
And yet I’m sure you at least run a single survivability feat on your favored class or at least 1 HP curio, and yet you don’t suck at the game, curious . . .
You do know that you can do everything right and still get downed, through no fault of your own, right? Multiple times even, an extra wound or two means you can survive those “flukes” and not spend the next few minutes spectating the team.
Yeah so since your bad at dodging them like me and everyone I know your correct play is not try and do the thing your bad at it’s position your self better.
I don’t say follow your team just because they save you I say follow your team so you can learn position and when to move in and out of combat depending on the special spawns.
Guard main here, imo the jump from Malice->Heresy can be a tough adjustment because ranged enemies get much stronger, which forces you to take cover more often and advance more slowly. Totally different playstyles between the two.
Credit to FS, the High/Low intensity modifiers are a great way to ease into higher difficulties if you’re having trouble. Try some low intensity Heresy or high intensity Malice and you’ll get there.