List of the Forgotten (Weapons that need help no matter how I look at them)

:sob: what about ironhelm

I feel Ironhelm (at least to me) does what it’s supposed to do really. It’s the ‘maniac/flak’ option while the Crucis is the ‘Carapace/Unyeilding’ option. I could see it getting touched up too, but it always feels ‘rather fine’ to me, so long as I don’t expect it to drop heavily armored targets and mostly just use it as a unique wave clear option.

Crucis does do it’s job to a similar degree/fashion though, so I could see it getting touched, but I don’t feel it NEEDs to be so I just focused on the ‘actual grip’ :sweat_smile: .

Yeah, Helbores are largely fine, they just feel clunky. They work perfectly in a Havoc 40 setting with a good gunner behind them as they can assume the wave is being dealt with by the rest of the team and can focus mostly on using the near infinite ammo of the Helbore to plink down targets, but my experience is mostly as a solo player so ‘when I have to keep swapping back and forth between my melee and ranged, it gets annoying/feels vastly less useful’. I do agree it’s fine in every other way though/at most could use a bit more forgiveness and finesse damage and it’s golden.

Yeah, Vigilant’s like, aren’t terrible, but I’m never happy to be holding one. I got a build that couples them with the powersword and they work, but I’m basically just powerswording everything then shooting a far off annoyance sometimes. Feel they could use help just expanding their niche so they just feel a bit better, verses ‘I just feel like shooting this because I want to, but most everything else would do what I’m doing with it better/in a wider variety of cases’.

Hmm, will need to look that up. I rarely ever see a tactical axe and all the times I do I’m usually watching them desperately spam at the wave and then go down, but I can always be wrong, will have to see this ‘secret tech’. And I only brought up the comparison to the Duelling Sword because it’s the only other weapon with Agile, I deliberately don’t bring it up for any other point due to me very much agreeing it should not be ‘the standard’. But it is still a weapon with Agile that also has knife level mobility compared to the tactical axe’s messily .27, so it felt worth stating, because even if the Sword gets brought in line damage wise it will still be strictly better via it’s ‘leaping’ dodges alone (depending on this ‘secret tech’ I am missing).

Yeah, Shock maul as stated just sits in a ‘middle ground’ where it’s like, ok, and I’d just like it to be ‘good’ :sweat_smile: . I mostly consider it a wave clear tool given what it’s capable of, as a vast array of other weapons clear armor infinitely faster while being single target than it does (not even including said Duelling Sword, Combat Axe’s come to my mind immediately), but it also gets stuck on the wave if you try and use it for wave clear due to not having enough cleave. So it sit’s in this nebulous positions (like the Vigilant) where ‘I’m never happy to be holding it’ for the jobs it feels it’s meant for, so giving it something that ‘lets it do well’ at what it does would be nice.

The Crusher idea just came about strictly because of the Powermaul Thought in my head, it can literally be left unchanged and that wouldn’t be a problem for it. I just thought ‘well if the powermaul gets helped, I don’t see why one WOULDN’t want an overheat system on the crusher’. Because like, as you say ‘how often are you turning it on?’, not often/against just crushers and maulers, so like, it’s perfect XD. Turn it on, smack em down, turn it off, hit everything else. But again, having to tap the button once or twice against those enemies specifically isn’t the worst and this doesn’t need to happen for sure. Why it’s in the ‘honorable mentions’ (probably should have pointed out those are just thoughts/neat ideas that I don’t feel need to happen but if they did I wouldn’t complain either…).

Also have no idea where this last point came from, I’m quite fine allowing Finesse weapons to be Finesse weapons. I think the only point I bring up to the contrary I can think of would be giving Combat Axe’s more cleave attack options, but everything else I simply refer to improving the weapons in general. This can mean upping their base damage sure, or increasing their crit and weakspot modifiers, I care not so long as they are helped.

If I hated headshots Voidstrike would be on this list XD (and it very much is NOT holy heck).

You can actually finesse the Ironhelm into doing Crucis level of damage. Light->Light->Special->Heavy will get you the overhead strikedown. However, the timing is very tight otherwise you’ll lose the combo chain.

IMO the best way to buff the Ironhelm is to make the special just not interrupt/restart the combo like the Relic Blade’s special. Lean into making it the versatile/spammy Thunderhammer at the cost of some damage.

Yeah, Helbores are largely fine, they just feel clunky. They work perfectly in a Havoc 40 setting with a good gunner behind them as they can assume the wave is being dealt with by the rest of the team and can focus mostly on using the near infinite ammo of the Helbore to plink down targets, but my experience is mostly as a solo player so ‘when I have to keep swapping back and forth between my melee and ranged, it gets annoying/feels vastly less useful’. I do agree it’s fine in every other way though/at most could use a bit more forgiveness and finesse damage and it’s golden.

Hellbore’s problem is that there’s too many hoops to jump through compared to other weapons. You have a long pull-out time, a charge time, low cleave, and you have to hit weakspots to do decent damage. Compared it something like the Bolter, which only suffers from a long pull-out and mediocre total ammo, not to mention all the other advantages Bolter has.

:sob: FRIENDSHIP WITH MIXEDLETTERS = OVER!!!

my main issues with
ironhelm is that the “extra” clear speed does not justify the damage reduction for maniacs

maniac damage on activated lights is a bit too low imo it should more reliably one tap tappers i havent played it since ogryn update but those two are my main issues after playing it religiously for months

also you need to push to get to H3 and do some actual damage to carapace and bosses but the stamina base doesnt support pushing too much and even the stamina cost for blocking is too high, its build for marty however builds without stamina suffer the most from it

Maybe an unpopular opinion, but since the patch a few weeks ago failed to fully fix the issue, I’d like to see the Power Sword have another charge or two added to it before it deactivates.

Ahhh I understand/see what you mean now.

Yeah I’ll be real the two builds I run the Ironhelm on are a Martyr Chorus niche set up and an even further niche set up that basically runs around with the boltgun most the match and just uses the Ironhelm to smack through chafe, as such being able to do this (Push into heavy light spam, you can also do two heavies into heavy light spam too):

or now thanks to Zoro, this (as I didn’t realize the charge on the Ironhelm didn’t reset the combo):

and that’s been quite good enough for me. But, you’ve now opened my eyes to this (normally missed due to Martyr/sustained assault + headtaker stacks, for note thought this does still 1 shot the dreg rager):

and this:

And this as a treat (though you probably hit it with the first light/heavy attack before this but still):

So it’s now going on the list in the same column/I shall be editing that honorable mention, thanks! XD

While it’s something you can do, I’ve found it’s not really practical to do so in a live enviroment as you have to light swing twice then do a special->heavy which takes forever. It is okay for boss killing though.

Bro can’t play Tac Axe :sob:

I mean, as I state I have yet to see a single person that can use the tactical axe XD.

It’s certainly not the best weapon in the game, but its has high mobility, decent single target and horde clear with brutal momentum. It’s viable in Havoc 40 with both Zealot and Vet (haven’t played it on Psyker). Knife is better than it but that doesn’t mean it’s bad. Especially compared to something like Shock Maul.

Chainswords are a far better example of a forgotten weapon that sucks at the moment.

I unfortunately can not see where you’re coming from, but I’m happy for you seeing the weapon as such.

It has one of the lowest mobility stats in the game (as stated in the post, it’s tied with the Power Sword on veteran), it’s ‘decent’ horde clear is with only strike downs so you’ll get better effectiveness out of using literally anything else, with most other options also not requiring a headshot. And comparing it to the Shock Maul is comparing a stick to a stick with a taser attached to it, both aren’t great but the taser gives me some utility at least.

Also, I think you don’t really know the capabilities of the Chainsword, given I use that weapon constantly and it + Savage sweep clears hordes like butter, with it’s chain attack clearing anything rager and below with ease, this all with just one blessing active (letting you do whatever you want with the other one, I either do bloodletting for maulers or Rampage just to make the wave clear that much cleaner). It’s not meant to be a ‘Carapace killer’, it’s meant to clear waves and any special or elite you come across that isn’t an Ogryn, and it does that insanely easily. (also, it’s mobility stat is also exactly the same as the tactical axes, while giving a crap tone of stamina and dodges in a similar fashion).

I use the tacaxe, it’s fairly powerful when paired with a crowd control ranged option. I think it’s simply that daggers, dueling swords, and even heavy swords have decent enough single target damage as well as being good at crowd clearing.

The tac-axe seems like it’s supposed to be a medium between the combat axe and daggers, but daggers just kinda does it all, and veteran has a lot more stuff that synergizes with the heavy bleed stacking and crit stacking.

I tried out the Assault Chainsword for the first time in quite a while. Much better than I remembered.*

OTOH, I’ve been mostly using the Thunderhammer the last few days. Fun killing monsters for the event, but Good Lord-Emperor, you pay a high price for that monster damage.

*Not a huge amount of damage … but, come to think of it, it was like high-school soccer. I sucked, but I was big and could follow the coach’s directions and always be where the ball was. Due to sucking I wasn’t great at kicking the ball, but I could certainly flail my legs around, making trouble. I found out later I was dreaded second only to our psychopathic forward, Elmo.

Using the Assault Chainsword felt like that.

Used it tonight for a couple of hours to see if anything had changed. I was so miserable the whole time :frowning:

I think all the weapons that have a flash light weapons should have the option to get a beyonet and vice versa, even include the heavy stubber with that, and honestly dark mission are bit hit or miss with how dark they are in areas and we all know the best flashlight is he infernus staff!

The bayonet is a critical part of how Helbores are designed and balanced. Eg with slow swap speeds, a sprint tech and so on. You can’t just trade them between guns like they’re a cosmetic.

The darkness modifier honestly gives me a headache, how everything is either super dark or super bright. If we had decent flashlights on our characters we could toggle on/off would be so much nicer and still keep that creepy atmosphere. After all, you’d still have to turn them off to not awaken Daemonhosts.

That said, YES. More bayonets. Is this not Warhammer? DON’T WE AFFIX BAYONETS?

Now…you know…my pain…buhahaha. :joy:

But seriously Fatshark. Send Power Maul back to the drawing board. It needs a full redesign of its attacks, combos, animations. It just f…terrible. Make it a fun weapon. Ogryn deserves this with all these mind numbing attack spam weapons it has been stuck since the release. Also make the OG shovel punch stagger Crushers. Thx.

I think DRG esk headlights would go great, a small enough circle that flashlights still have a purpose but big enough to matter