And there is the problem with the match making system. You can’t specify if your build is range or melee focused and so getting a team of 4 melee or short range focused players means you are going to be struggling a lot.
From the title i can tell you the problem is your guardsman ru ing bolt gun, and if not, you are the gardsman with a bolt gun.
It is a bit of an issue that you can’t see what the rest of your team is running before you load in.
Honestly though, I don’t think the problem OP describes is all that bad. I’ve been running a crusher zealot for a couple of days and not had any specific trouble with ranged enemies.
It’s also not that big of a deal to just run your own mid/long range weapon for those situations where
you’re not getting help with it.
Ya know, thing is…I played a game of normal damnation with an ogryn friend of mine and we kinda just facerolled towards enemies to see what we could get away with. Just rushing down everything we thought we could barely survive. It went fine. The bridge of martyrs on enclavum barros had like 9 gunners and a billion dreg shooters and that was really the only place we didn’t just yell AAAAAA and charge.
So apparently it can be done in Damnation as long as you slip n slide and use a bit of cover, and run on a diagonal.
What.
Psyker with Inner Tranquility at lvl 10, and Warp Battery at lvl 25. This without any bonuses from weapons gives me 36% reduction in peril. It requires you to have 6 charges but that’s really not difficult. I rarely switch to my sword or staff on Damnation. If the other team members are helping to tag targets I just pop heads all day long. And when we run into a full on mass of shooters then I use Kinetic Barrage. For 10 seconds I gain 50% less peril, and with 6 charges that’s 86% reduction, with 25% faster BB. It tears through groups of shooters. POP, POP, POP, POP, QUELL FOR 2 SECONDS, POP POP POP. And while the Psyker can’t one shot the tougher elites and specials on damnation, Cerebral Lacerations means those tougher mobs are taking 15% more damage from everyone else for a few seconds.
However Teamwork makes the Dream work. If the other team members are on point then my job is clear and easy to do. If the other members are screwing around then I’m in trouble. I’m just too squishy to get caught out in the open even with deflector. It takes one volley from one shooter to peel my toughness to 0.
Full Feat build for me is :
lvl 5) Warp Absorption (one charged blast from Voidstrike Staff can completely fill my toughness)
lvl 10) Inner Tranquility
lvl 15) Cerebral Lacerations
lvl 20) Kinetic Deflection (works best with Deflector sword) but Kinetic Shield aint too shabby with Warp Battery
lvl 25) Warp Battery
lvl 30 ) Kinetic Barrage
Range enemies are fine atm, at least in my books. They were nerfed enough in terms of reaction time and damage.
The main thing I would change is totally remove range stagger which prevents you from doing ANY action: this could be your melee attack, range attack, movement or dodge. The game has already too many sources of stagger / stun effects as it is.
Another thing which still needs work is their behaviour in general, especially on power outage missions. Their scripted behaviour allows them to track you through walls and darkness alike. They should lose aggro when there is something limiting their vision and reengage on a new target or attempt to find you at your last known location.
I don’t agree on this - that’s important for me to be immersed and feel as if the world and enemies are interacting with my character.
I agree on this - everything that makes the enemies act more plausible increases immersion and thus is beneficial in my book.
Immersion is important to me
While it would be somewhat cool and more realistic, it would get highly abused. You could just speedrun trough the mission with a bit of map-knowledge from event to event and pretty much never has to deal with enemies since outrunning will make them lose vision. Ofc there might be only a handful of poeple doing so, but it might cause issues.
Dunno how a horde should track you unless they only spawn in lighted areas aswell.
Another thing could be somewhat gamebreaking for the team aswell. Let´s say you´ve that random pushing forward. Maybe it´s even a Zealot who aggrod enemies but then use the ultimate to catch some gunners 40m away.
You move on and think everything is fine, because that Zealot was there 1s ago. Suddenly a pack of enemies attacks you from all sides.
Would be really hard to implement.
I’m not asking for mobs to forget about my existance. I’m asking for them to stop “wallhacking” (yes “code” always knows where you are at, this is not the point) and literally shot in your direction through obstacles AND need to re-acquire the target.
Not sure if serious…those enemies are interacting with your character by denying your attempt to interact with your character, but then some people like Coke over Pepsi and vice versa, right?
Combat feedback is not only important when I shoot/slash - but also when I’m hit. Hostile violence should have an impact.
That’s what she said… but then she called the police anyway.
You see that white bar at the bottom right corner of your screen that gets impacted when something hits you?
My main complaint is enemy melee switch is still janky as hell, especially on Scab Stalkers and Dreg Gunners. Scab Shooters will charge in bayonets fixed when you’re meleeing someone across a room, but Scab Stalkers and Dreg Gunners tend to hang a metre or so away and keep blasting.
Scab Stalkers also need to be more more obviously deliberate in running into melee to satisfy their “non-shooter” role. Give them a laspistol and melee weapon instead of the very visually similar to a lasgun lascarbine.
a vets job is to shoot out the shooters, if it spawns in like 3 platoons of shooters, not a big deal for almost any gun, accept the bolt gun. combine low damage with a shitty site picture, that walks violently off target when you shoot, and can only shoot 15 times before a crippling reload, and you have a gun that dose nothing well. oh and where the auto guns have bad sights aswell, you can hipfire them and hit targets behind cover, try that with a bolt guns spurgy low damg burst that waist that tiny magazine, you will be sad before its finished blowing its load. minde you, i can run a plazma gun no problem because it dose somewhat acceptable damg and can shoot true anything in the way of the target.
TLDR; most pugs have a guardsman with a bolt gun, witch is a guardsman who is not going to be shooting enough gunmen.
I have no complaints about the number of shooters. This is a 40k game, not VT3, so I expect there to be guns. Lots of guns. I have a psyker who fires back (or pops heads, or sprints into close combat), an Ogryn who can charge into the fray, and a Preacher who can do likewise. I have the most trouble with the Veteran because I am a terrible shot. But I’m not going to criticize a 40k game because it has too many guns and because sometimes I have to take cover.
The Commissar considers this cowardice. Prepare to die heretic! lol
Another thing to consider is player height. It affects the cover you can use. If you went max height you still get shot while hiding behind all the waist heigh covers.
It all has pros and cons. Max height is always in a straight headshot/cut line and does not has to aim up for that. Max height also gets more heads in one line, where the smallest hits one head and the ceiling instead of the next head.
Max height Ogryn hipfires over the cover he can not hide behind. But he also has to aim down to melee poxwalkers.