Is Gunners stun lock stupid or justified?

Funnily enough.

I actually found that the brief period where gunners and regular shooters were hyper-accurate ended up making me more effective at veteran - because the volume of ranged fire no longer being trivial to dodge-slide into made it so that everyone stayed together and protected me from the random poxwalkers being spawned directly behind me whenever I ADSed.

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That’s your choice and I respect it. But sometimes there are too many to dodge or too many firing at you at once to accurately return fire especially if you run close range builds and don’t play vet all the time. But I understand where you’re coming from and I respect that. I just want to play my close range zealot and not get stun locked across the room by a gunner I never heard or saw till it was too late.

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Main thing gunners need is a nerf to their overall damage. It takes a split second for one or two non-elite gunners to break a full toughness bar. We have 15-30 gunners spawning in some spots. Their damage is completely overkill and requires you to develop the beginning stages of carpal tunnel because you have to dodge/slide so much.

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My thoughts exactly. They force you to play the meta to counter it. Which makes the game boring and repetitive. Like not everyone wants to run a revolver or a bolt gun every game. And yes I know there are more meta weapons for ranged like some of the autoguns and lasguns. But these are the main two you see constantly, that and the plasma gun. No hate for those who do, I just like variety and playing different play styles, keeps the game interesting.

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getting stunned is annoying as hell.

that just leads away from a fast, movement-based gameplay to a slower, more cover-based, since getting caught in the open is deadly.

not my style of “for the emperor”.

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also the kicks are stupidly OP do a lot of damage have no cooldown and massive stagger

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man i dunno , zaelot is immune to gunshots all he has to do is dodge all the time, veteran can use guns with ghost perks wich was buffed hard 1-1,3 sec immunity with many guns, psyker has aimbot shard that works better then aiming, kills stuff even if its in cover and can have a dome shield.

and ogryn with feel no paint just eats rattions in the open field.

there is also stealth , smoke granades , double barrel shots makes them cover in fear , same with bolt guns.

charging in with a knife , ogryn miniguns

did i miss something?

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Yea you just listed the meta congrats, also it’s “Zealot”. We get it your better than everyone, and we should gravel at your feet. Also you forgot that most people play with randoms that don’t know their ass from a hole in the ground and leave as soon as they die.

I absolutely love when im
Playing psyker running past an area or dropping down at the end of a mission and out of nowhere one single gunner spawns behind you up above on a platform and before you can even turn around to brain burst it they almost kill you. Also gunner stun in this game is bs and shouldnt exist. There are also instances where gunners are stunning you but you cant see them and they cant see you like the drop down on trs 150 or whatever that map is that ones always hilarious, you can crouch nowhere near the ledge and gunners can still stun you its absurd to say the least. What about archivum sycorax when youre going down the stairs and there are so many gunners you cant take one step down the stairs without getting absolutely destroyed.

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As a charge zealot they are basically trash mobs since you just take the 15% toughness on dodge and fly in at light speed then hack them all down and if they shoot at you point blank you get toughness back as long as you still got dodges left.

As other classes you do need to figure something else out or wait for team mates to tie them all up and you can just pick them off.

zealot really just is the correct class lol

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It doesn’t work against gunners and reapers

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As @Mitradraug pointed it out, it has caveats.
See Kuli’s guides Steam Community :: Guide :: [1.4.x] Zealot Talents & Mechanics

Second Wind

Replenish 15% Toughness on a Successful Dodge.

function: recover_percentage_toughness

Replenishes 15% of maximum toughness per successful dodge, has a 0.5s internal cooldown. Procs on successfully dodging enemy melee or ranged attacks (except Gunners, Reapers, Snipers), and disabler attacks (Pox Hound jump, Trapper net, Mutant grab). ‘Successful dodge’ means dodging an enemy attack that is locked on the player with an accordingly timed dodge or sliding action.

The Ghost, Hit & Run and Stripped Down weapon blessings can proc this talent (only against ranged attacks).

I’m still liking MK2 Laspistol w/ ghost a lot myself.

P.S. It’s official, “meta” has no meaning anymore. Meme-worthy:

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You make a good point. It’s frustrating to repeatedly watch people, all classes and builds, just run into the perfect middle of all the gunners and just get mowed down like Sonny Corleone at a toll both.

As you said, you SHOULD be punished for boneheaded moves and not using the tools at your disposal, team or positioning (and brain) instead. Yeah it sucks when you get caught with your pants down, but very often it’s unforced player error.

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Well I always thought it worked since I got 0 issues just rushing massive hoards of gunners as zealot with just dodge slide and charge and never loosing all my armor.

Guess zealot is just a monster.
Or the smaller gunners shooting at me are procing it.

I try it with any other class and I just die.

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Zealot also has “Thy Wrath Be Swift” talent which grants melee and ranged (but the game doesn’t mention it) stuns immunity

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NPC stun = stupid by default.

NPCs don’t have to worry about things like ammunition, getting downed, or how sketchy cover is so they can keep blazing away. Combine that with a “more equals fun” AI director that plays like a 12 year old GM running their first pen-and-paper game and its not a matter of if you get stunned but when and how many times. Then Darktide makes it worse because you can literally never be certain that a half-dozen gunners aren’t going to spawn in the room you just cleared.

A better option would be to give the mobs better scripting. That way players would have to worry about corners hiding a couple of ragers waiting to jump the first one to round said corner, gunners only opening fire when the last player is actually in a kill zone, etc. Then reduce the numbers down to sane levels, stop giving the NPCs abilities the players don’t get (and give them some the players do have).

Will it happen? Nope. Doing something like that requires making a serious investment to hire real talent then give them the time to develope the code. In a company, or really an entire industry, where the whole mantra is “new now and screw all else” that sort of investing for the long term is worse than hersey.

This

As said gunners should be a enemy that forces you to seek cover and punish you for not
Kinda the whole point of machine gunners

For some reason in darktide instead of there being 1-2 in a squad like you’d expect, dt sends whole squads of 12 of them at you because the ai director is drunk.

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Apparently gunners having aimbot perfect tracking, instant target acquisition, infinite ammunition, infinite range, and absurd damage isn’t enough. They also must have infinite crowd control or they aren’t a threat…

You can tell the people who have no business commenting on game design are immediately. It’s probably the same people who got the flamer and bolter nerfed but think the combat blade is high skill expression, lol.

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The Combat Blade’s a crutch and a noob trap. I don’t discriminate. :stuck_out_tongue_closed_eyes:

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