I don't understand how most of you don't complain about ranged enemies

Short ogryn… squat character when, FatShark. I’d actually love to play a squat and one of my friends would as well. My ogryn is on taller side (4/5 of the height bar if I remember correctly) and yes, I have to aim low to melee poxwalkers. Cover is an issue, but… I don’t enjoy playing this game like a pseudo-cover shooter at all because it has no mechanics that support that kind of gameplay and because it is a fricking Tide game, I should be out there in the open, slicing and dicing.

Maybe my issue with enemy riflemen has its roots in unwillingness to shake off my Vermintide habits. I really don’t want to do that.

Regular scab, and dreg Shooters are amongst the deadliest enemies at heresy, and damnation. Covers great, but it can be rough discerning where they are. Especialy scabs who have a knack of blending into shadows. The real issue is thus:

Enemies can, and often do spawn out of thin air. There isnt a whole lot of counterplay if any for such a situation. If they fixed that then shooters wouldnt feel so overwhelming. I guess its not just related to shooters, but it does contribute to them feeling so frustrating at times.

I think the main problem with shooters mass spawning (not that face spawns shouldn’t be fixed in general) is that they skip that mass check they do with mobs/elites before firing when its other shooters. I’ve seen 6 banana dregs standing on top of each other firing a volley at the same time.

But still the biggest offender for me there is snipers shooting through bulwarks and crushers.

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Nets flying through bulwarks is a pretty big peeve of mine too.

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My personal favourite is getting shot through walls by snipers.

That’s always a session ender for me.

I missed out on the sniper modifier but i imagine Hourglass with its bugged terrain was, uh, something to behold.

because they got considerably toned down from what they were.
But are still deadly af.

Becasue most of us stopped playing this game long ago. Whos left to complain, we moved on to better games.

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It’s strange but malice to hersey was a massive jump in difficulty but once I got used to heresy as zealot damnation was way easier to get into.
It’s basically do I have 2 ults and are they clumped up or spread out is really the deciding factor if I got in or hang back.
Just been near your team keeps you alive so when you rush ahead make sure you can run back in a few seconds not half way across the map.

I feel like there’s to much fear of gunners when I play other classes tho.
Zealots a real tank.

I don’t think they are Overpowered at all. You have to learn how to slide/dodge efficiently to deal with those. Having at least one of your two weapons that has good dodge count & distance helps a lot. With practice it becomes like a second nature. Ogryn is the career i’ve played the least - not even lvl 30 - but with the 3 human sized classes, I almost never, ever die to ranged fire. It would be a 1 time out of 100 scenario! at high level it feels like the disablers/poxbursters/flamers are the biggest menace. Also, for some reasons… Barrels, but on that maybe it’s just me x)

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i believe only the zealot has immunity while sliding , the vet might actually take more damage , i know they are punished for sprinting not sureif slide counts.

the problem i have with the way ranged are right now is the big problem ive had with DT since launch.

Sound- this games sound scape is a lot busier than VT but its also missing a lot of spawn. aggro and neutral barks, often the game will spawn enemies on your blind side , or sliding into one group exposes you to a second which would be ok , if the game communicated these things , im just asking for it to have parity with V2 here

but if the first thing you know that a shotgunner spawned and walked in on your flank is you jerking sideways and your toughness bar crashing to zero , thats just annoying and cheap.

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I believe it’s logical to be punished for switching to a “knife” in a gunfight.

Using ranged weapons vs ranged enemies brings way better results.

Zealot has immunity to melee (just the toughness damage, you still take health damage) while sliding. Everyone has immunity to ranged fire.

We can talk about zealot, but even with Psyker I play pretty aggressively if my team is a “sit back and wait” type.

With psyker both Illisi and DS are more than capable of hard-engaging shooter groups thanks to the incredibly low stamina regen delay and the low dodge delay. With just 1 stamina regen on curio you can permaslide without losing stamina. In some ways, it’s easier than with Zealot, although you can’t make that many mistakes.

With Vet it’s a lot harder, but Vet has other ways to deal with shooters…

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I honestly wouldn’t be surprised if the “dodge-slide” is straight up removed. The way the tutorial works explaining mechanics, how stamina and sliding from a sprint works, sliding from a dodge honestly seems like a bug. If they weren’t happy with how dodge chaining worked in VT2 and wanted to incentivize other defensive approaches like staggers, blocks, parries, and push attacks, I honestly doubt they’re happy with the dodge slide in darktide. They probably just know the lash back they will get from removing it. It also just looks silly.

Glad to hear more people share my opinion. Dodge sliding… it’s just silly. If it was some kind of rare mechanic that you only implement a few times during every game then okay, sure, but spamming it time and again just to deal with ranged enemies is effing silly.

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Yeah, it’s like is that how special forces operate? You just side step left and right slide around on the ground throwing yourself? Especially the BACKWARDS dodge slide. It’s hilarious. Getting a running start and sprinting and then sliding into cover… I get. But sliding in the open on the ground… Just makes no sense.

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Frankly I don’t care if it isn’t realistic. I don’t have a problem with it visually, personally, it looks fine when people do it and it FEELS awesome to do. Games should feel cool. If I wanted to play real life I’d just go outside.

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I agree (this is 40k, how much realism exists, there’s literal magic and fun is more of a priority than realism), but at the same time what does it really add? This is personal preference, but it doesn’t really feel cool to me just immersion breaking. Like, from a standing position after side stepping you’re going to throw yourself to the floor with enough force to slide, and quickly slow down, and not hurt yourself? Should probably take damage from doing that. Maybe I would be ok with dodge sliding if you lunged at the ground a large distance and took toughness/health damage to make you have to strategically choose when to do it (and maybe classes like zealot don’t have this penalty or do a tumble animation or something). And if you get a running start (and not just tapping the sprint key either like, hold it down for a bar or so) you mitigate the damage and slide a decent amount… But you still gotta pick yourself up. Hell divers I think got the feel right when you “hit the deck” with their dodge. In VT2 you stay on your feet the whole time (makes sense, being prone is a vulnerable position. Anyone who plays DnD or Pathfinder knows how much it sucks to try and get from a prone position while surrounded by enemies).

In short: for me it isn’t cool just silly. I don’t think it adds to the game or makes it more interestingly challenging or strategic if you can just dodge slide your way to the enemies. Sprinting and sliding to cover, needing to do blind fire and suppression so your team mates can take turns running to cover, then suppressing fire for you to run and sprint slide to cover makes sense. In an open field with no cover just laterally side stepping into dodge slides making your way to the ranged enemies… Is just boring and makes the game easy, immersion breaking, and silly looking.

IMHO.

And I still wouldn’t be surprised if they patch it to either remove it or greatly reduce the effectiveness of it as well. Then maybe people wouldn’t say damnation is too easy or low intensity serves no purpose.

You want the four players to sneak into an advantagous firing position, all open fire at once and when the enemies panicky dives for cover close in two fireteams with one covering the movement of the other to finish them off? Yeah - that actually works in darktide against pure shooter mobs but noone is doing it and against melee mobs it obviously wouldn’t work ^^

Sure, most players lack the coordination/communication to pull it off no doubt. That’s just what the game “felt” designed around for intent and made sense (looking at the tutorial and how it tells you to deal with ranged enemies). For melee mobs ranged enemies don’t typically fire through them and you can retreat behind areas to fight them (which also funnily enough pulls ranged enemies too as they can stupidly leave their advantaged positions to chase you even if it means putting them into melee as they achieve line of sight to you).

I wouldn’t mind SOME sort of acrobatic solo capability to advance and do your own covering fire/maneuverability but something not so brain dead and requiring some timing or finesse or some downside (like needing to pick yourself up from the ground being prone). Or just have sprint work differently. I mentioned it before but make current sprint cost no stamina, and then have a much faster sprint where all weapons are stowed and it’s a boost of movement to cover ground quickly. Maybe need to rest to pant or something. Hell, I am open to ideas, but the fact everyone’s like a fish flopping on the ground and finding the game too easy and all classes spam the same mechanic that seems like a bug, to me, just isn’t that challenging or enjoyable.

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