Yeah. But maybe for the next enemies. For beastmen also there was a banner bearer which is cool, except knockback. Can’t remember already did they remove knockback or reduce it.
Well the problem was not cause of more complex moves, but cause they were janky.
If I remember well ungor’s poke range was bigger than it looks and almost instant. Same thing with gor’s head slam.
And beastmen, on average, had almost twice the stagger resistance and cleave mass than the rotbloods making them horrible to fight in hordes as they came in the same numbers and especially with the increased range of the gor spears.
Unfortunately, they also regressed quite a lot of the enemy interaction complexity that they had previously in VT2, either on the enemy itself or because of narrowing down equipment pools.
For example:
Neither of the flamers can be taken out explosively by shooting their tanks
Shield options vs normal ranged fire have been reduced to a whole 1 item each for 2 archetypes, one of which is dependent on a blessing.
Enemies with shields have force fields that cover 120 degrees of their front and doesn’t conform with the visuals of the shield, and options to get past the shield either don’t exist (push) or are unreliable (AoE stagger). Only 1 ranged weapon goes through shields and is locked to a single class.
Super armour enemies (crushers) doesn’t have any weak spots of a different armour type.
Because said super armour and shield enemies are monstrous infantry sizes, clipping issues are at least twice as worst.
Also speaking about AI, AI in DT is pretty cool. In a current state they probably can’t survive long enough to perform cool tactics, or there is just so many of them that it’s hard to notice.
HL2 combines AI is more what would be cool to see for scabs, like scabs already operate in squads. It’s just that squad consists only of gunner and shooters. Or shotguner with stalkers.
It’s so cause presicion range weapons has no protection mechanics. Add here that ads decreases your FOV and there are animations to go in and go out.
Aiming can be challenging with some weapons cause they don’t fit current pacing, not cause there is a system was build around. Like learning recoil patterns for every gun, practising tracking or distance calculations.
Back in the days precision weapons (only one lol) was viable. You could take mg12 and go for headshots (at least with sharpshooter) cause of Unwavering Focus talent. And it was meta on pair with bolter magdumping.
I believe barely anyone spend their time in psykanium to practice with guns.
So in the end it’s just “better” to spam columnus, plasma, krak nades, kickback/rumbler or mugdump bolter in some targets. Like you still need to aim with plasma or brauto but nothing hard about it right?
And psyker staves is a whole another topic.
I should say melee aim also was changed tho, cause most melee weapons now (I don’t remember patchnotes, but it feels so) has a head priority over body. It’s quite often I notice game play along with me.
I’d like for precision weapons to just be rewarding. They don’t need any protection mechanics.
Revolver as an example is actually very close to being perfect despite what people think of it.
It just needs its raycast reverted to be the same as the IAGs so that a headshot doesn’t count as you shooting over their shoulder - this might I add will also be an indirect cleave nerf.
Not even sure revolver needs the raycast nerf. My gamer ego simply can’t handle knowing it gives me pity headshots.
Vraks MK VII on the other hand needs a buff. It either needs to have its rate of fire lowered a bit to compensate for higher damage per shot so it can actually one shot flamers as an example breakpoint, or to be given some cleave.
Preferably both.
Currently with the game being so target rich you are forced to use weapons that can keep up with the massive number of spawns (main reason why I think revolver is, and has been fine even pre-nerf) and that lowers the number of “competitive” ranged weapons to ones that have cleave in some shape or form.
MK V is the exception because its DPS is so insane that does effectively have cleave anyways.
Don’t really consider Rumbler a particularly good special killer with its ammo, but its an undeniably one of the best guns for taking a massive sh*t on bosses.
If not for its very long drawtime I’d say bolter missed its calling as a very good DMR. I have an infinite deadshot build on my veteran, and it slaps friggin’ hard with bolter.
Just can be problematic sometimes when there’s a lot of quick swapping needed in the heat of battle which is why its not truly a top tier weapon on veteran.
With the animation throwing knife cancel its insane on Zealot.
Plasma needs a nerf on its hitbox as well though. Columnus idk tbh. I’m a main on that gun lately, and feel like it needs a nerf but when I see it in others peoples hands its just so underwhelming.
Well you have 3 marks per weapon. All 3 infantry lasguns, for example, can’t provide same damage per shot as revolver. So some weapons demand for you to stay in ads for some time.
Imo it’s a fair balanced weapon. I prefer such solid A-tier weapons rather some perfect S-tier thing that has no disadvantages. Both with VoC vet and throwing knives - you need to trade something or push more buttons, so it force players to do some work, gaming.
I don’t quite follow here. What does this have to do with Zealot being able to insta swap to Bolter with the animation cancel involving throwing knife therefore nullifying one of its only real balancing factors?
I’m not complaining about it either. I like neat little mechanics like this. Adds flavour to a game.
I agree its balanced, but bolter is not an A tier weapon on Vet. The swap time is so massively detrimental in clutch scenarios that it lowers it to B paired up with the fact that it gets lore f*cked into not being able to one shot pox hounds.
Ideally a light general nerf to player damage output would be favorable to a nerf on player survivability and mobility. Essentially more time on each individual target might feel better. But it would need testing for sure.
Your video is labeled a beta. Now, my biggest critique of them is they ought to be moving up to fire, but that to one side I think they have been epic nerfed since that time.
I remember beta, and you could come up on a squad of these guys and they would start laying down serious fire. That almost never happens anymore. At the time it was a major problem and it DID need fixing but FS fixed it in the worst possible way, they just kind of got rid of it. (mostly)
The problem was that most classes got most toughness via melee or being really tight together. They need a way to get toughness while in a ranged battle, and mostly didn’t have it. Crafting wasn’t out and Ogryn got it the worst because Ogryn only gets ranged toughness from one or two blessings and that’s hard behind RNG BS.
Shield was option but shield sucks to most of us, (though it does it’s thing well, but it’s thing is boring.) Charge was no good on ogryn because many would keep shooting, (which they should but you had no options.) Was death of a thousand bee stings. Stay ranged? Same. Cover is hard for Ogryn, there’s some but not enough, and the lack of ranged toughness regen was just killing the game for a lot of classes.
Eventually I started seeing a lot of range build zealots because they could turn to a wall, hit charge, regain toughness, and get back into the ranged fight. (This was before the tree rework.)
Solution? Nerf the enemy instead of fixing the classes. NOW they stop shooting and go melee when you get close. I think you could almost draw the magic circle on the ground where it happens, move in and out and watch them swap. Ranged enemies spawn less, take longer to set up, swap to melee at the first excuse, and so on.
It doesn’t change anything ai squad system hasn’t been removed. There was just different shooters nerfs, i don’t remember quite well, but something like aiming time increased or delay between shots.
And i see ogryns with melee build that don’t play in melee but spam rumbler. Cause range isn’t restricted not in/only in terms of pure damage, but in terms of enemies design and ammount of ammo on levels, so players become more lazy.
It’s not a one dimmensional system when you either nerf weapon damage or buff enemy hp. Resource managment is what can motivate you to try melee shooters, cause you know you may need your ammo later.
And again i will say that i don’t like universal ammo type when there is gigantic difference between guns, should be something more like:
mundayne - regular guns, las batteries
heavy - explosive
fuel - flamer, plasma
It also will make map exploration a thing that matters even if you have 50k of plasteel. And while you are desperately searching for some fuel for your plasma, cause you know you may not survive next encounter without ammo, game spawns enemies and put even more stress on you.
Survivalist probably shouldn’t be aura effect and Demo Team should be a mutator talent for Survivalist - either you can refill ammo or nades.
But even if you aren’t lazy you can spend zero resources and lock the whole blob of shotgunners and shooters with almost no effort. Slide costs nothing and basicaly kicks out a huge ammount of enemies from encounter. It’s like a magic button that deletes half of threat.
Such rush should be very risky, to get this huge advantage in combat.
That’s why there is a knockback on shots, so range enemies could defend themselves from braindead rush. But the thing is knockback sucks, so they nerfed it (currently reintroduced via bug). So range enemeis can’t defend themselves realy.
Neither melee enemies can defend themselves from range.
Combine shotgunners is a great example how DT shotgunners should be - aggresive flanker, try to melee him and take a shot in your face, but if he is out of ammo he will switch to melee.
Yeah but in practice it might as well have been. I can’t say I know what’s on the back end, but game has massively changed since beta and the performance of enemies shooting at you is a massive part of that.
So I’ll go back to what I said before. Would be best of we went back to beta style enemies but we had more options to deal with them.
Neither am i, just doubt they cut off huge chunk of ai code, probably just nerfs and some adjusments.
Unironically yes, there was that feeling in beta of more challenging enemies and a bit more tactical approach to enounters, don’t know for what reason - enemies were stronger or players were less skillfull (both probably)