Let’s compare:
DT, shared among the 3 lil’uns:
(Autogun (Braced) x3, Autogun (HH) x3, Autogun (Infantry) x3, Autopistol, Boltgun, Axe (Combat) (3), Axe (Tac) x3, Axe (Chain), Lasgun (Helbore) x3, Lasgun (Infantry) x3, Lasgun (Recon) x3, Laspistol, Revolver, Sword (Base) x3, Sword (Chain), Sword (Dueling) x3, Sword (Force) x1, Sword (Heavy) x3, Sword (Power) x1)
With the variants, we get a very marketing-friendly number, but the bases are 15.
I’ll wholeheartedly make the case that these variants were absolute bloat, and a lazy copout, which for the majority of time (to this day), remain unused, irrelevant and forgotten until they pop up as rewards or at Brunt’s.
What they achieved was making the base-odds worse within the context of the crafting.
So, taking this into account, we’re looking at actually used/relevant (at launch):
(Autogun (Braced) x1, Autogun (HH) x0, Autogun (Infantry) x1, Autopistol, Boltgun, Combat Shotgun, Lasgun (Helbore) x2, Lasgun (Infantry) x1, Lasgun (Recon) x1, Laspistol, Revolver, Shovel, Sword (Base) x2, Sword (Dueling) x2, Sword (Force) x1, Sword (Heavy) x3 (? let’s be generous), Sword (Power) x1)
That’s 25. Add to these the Ogryn and Special weapons:
Cleaver x3 (1), Club, Crusher, Eviscerator, Flamer, Foprce Staves x4, Grenade Gauntlet, Heavy Stubber, Kickback, Latrine Shovel, Plasma Gun, Ripper Gun x3 (1), Rumbler, Slab Shield, Thunder Hammer.
And that’s another 18, to a total of 43 among all 4 characters. Still seems like a good number?
The shared weapons were shared in type only, but items from one didn’t (and still don’t) transfer between characters, leading to the reality that at launch, and playing… say… a Vet, you have access to 9 melee options and 11 ranged options. And that’s the generous take, I feel (and mostly because it was the most popular pick at launch.)
I started with the ogryn. I had… 3 melee choices and 7 ranged options…
HD2 launched with 30 singular, distinct weapons that every diver can equip and use at will. Add 35 singular stratagems (the Support weapons were counted above), which are also available to anyone and take 25-40 hours to fully unlock, and 5 grenade options.
Of this arsenal, everything is used at up to 7/9 difficulty.
DT launched with 4 characters, each having one grenade, one ult and one ability. That’s 12.
So… umm, here are some measures, by which we can determine how much “stuff” we got to play with at launch of each game.
Now - levels. DT launched with a total of 14 Missions, spread across 5 locations (Biomes). These were static, repeated the same objectives and are, for some reason, on a rotation?
HD2 launched with 21 Primary mission types, procedurally generated among 11 biomes (that we can see), with 7 (these are community-counted) weather-effects. All accessible, unless a planet is lost or a sector is fully conquered.
Pallet swaps? Ok. Fair. I disagree, but I can see where you’re coming from. But what HD2 achieves is a stark difference world-to-world. Diving on the Creek and then diving on Heeth is like playing two different games. On the DT front - for the first, I’d wager for the first 100 hours a player can’t tell the difference between Transit Hub HL-16-11, “Chasm Terminus” Chasm Logistratum and Transit Hub HL-16-11, “Chasm Terminus” Hab Dreyko at a glance, and maybe even by the midway point.
As to your login/gameguard issues - that’s unfortunate and yes, plenty of people are having them. And plenty of people aren’t. Let’s make a discussion out of this - why is it that one game, sporting the worst Anti-cheat, and having 3x (by the counts) the login issues, with crossplay at launch no less, is thriving, while another that had none of those additional problems, and a 40K IP, never came close to it’s original numbers?