LOL they nerf the shooters again

I can confirm 100% recoil is not static, sometimes the pattern is way too bad i just give up on shooting.
Also what worse, latency or server instability even makes the recoil worse, and makes the weapon less responsive.

(if I played DT meantime i will upload videos)

I think one of the big issues with ranged combat is that enemies literally spawn out of thin air behind you and in melee range. You’ll clear a room and then get hit from behind - and there’s no conceivable way an enemy could’ve crossed the space in that time. It’s kinda crazy when you think about it.

And so it’s very hard to have much uptime with a gun because you’re constantly needing to switch to melee defensive mode. It makes any weapons with slower handling (bolter, helbore) really unpractical. And it makes trying to get into a protracted ranged fire fight unpractical because you’ll get melee’d in the back.

Melee combined with the overall movement tech in the game makes it safer to just close range with enemies. Ranged combat gets relegated to fast high damage weapons (hello Revolver) that let you dispatch specials quickly.

Reducing the frequency of ghost spawning behind the player combined with packs of ranged enemies at a further distance getting alerted and fighting at range could force a bit more tactical ranged fighting.

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Unless you’re standing in the middle of the horde, I feel like one or two melee straggler is none issue tbh since you can just dodge by sound que while shooting.

Also that’s one of the few situation where bash/melee special on gun is actually useful, especially on gun like Bolter and Helbore.

Not trying to challenge your statement or underestimate your points , but i got some questions and comments.

Am gonna say when ammo was good with scavenger and I enjoyed shooting, the barrel goes hot and glowing red, no game give me this vibe, the only game with close mechanic is Destiny 2 Sweet business Minigun.

but when it comes to shooting as in mechanic or ranged combat the game is way to lacky, going into cover makes them target your head rather than full body, giving in accurate zeroed in fire.

Shooting from sight blockers, smoke grenade, Pox smoke, even scab flame nade , i cant see a thing and i get shot back

Suppression is underwhelming in many weapons, and exaggerated in other weaponry, some ranged can suppress shooters you dont even have LoS upon. while others you shot them directly they return back at you normally. If they just copy paste “Brothers in Arms” Suppresion would be much better than this mess.

Broken Recoil pattern, every time you shot new recoil pattern spawns.


All 3 while aiming down sight, without moving a single step, each 36 rounds exactly.

Notice sudden jump of recoil in 1st shooting, the middle part is completely empty
2nd shooting highly consistent
3rd shooting is weird , mid kind of empty and jumping to right

I just tried to remember every Ranged Combat game i played, i dont think DT is better than any regarding ranged combat mechanics, i reached Ghost Recon Rogue Spear videos, but sadly they are better than DT.

Sadly i wish thats true, the only game it came in my mind is SWAT 4. (Released 2005)

Braced Full auto, notice how the crosshair gets smaller when shooting full auto than gets bigger.


when shooting full auto you get better accuracy than tap firing like in CSGO/CS 2.

Hip fire full auto vs double tapping

If you do have a video , even if a player tutorial on YouTube please do share, cause i didnt find any, maybe am doing something wrong from my side.

You’re confused because it ain’t. It’s at the worse mediocre but calling it bad is an exaggeration. The sound design and most animations are beautifully made. As you say the only real lack of polish is us being able to customize sights.

As for the rest of the thread, again I have no clue why you guys are blowing things so much out of proportion. The simple fact is that shooties removing all of your toughness in a volley is dumb, to keep things into perspective, a crusher bash removes all of your toughness if you’re full. This argument is also secondary to me, I wouldn’t much care about how much damage they do if we hadn’t this system where shooties just crawl out of the walls from behind us. Having that one dude appear from a crevice, climb a wall, or simply exit from one of the 1000 spawn doors scattered around the map, trying to shoot me in the back is simply not fun nor is it “difficulty” imo. We have acquired the skills to deal with it but that doesn’t mean it’s a good system. Of course them doing less damage doesn’t fix this annoyance but it lessens it. There is no skill involved. There is you trying to have fun and this mosquito trying to mess with you.
As for the shooties in front of us, well they perish as usual, most likely not even landing a shot if proper dodging is performed.

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I think you’re right.

If enemies always came from the front, I’d play with my gun a lot more.

But I feel that would be to the detriment of melee combat.

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Thankfully Fatshark nerf them!

We already have the Gunners meant to be elite enemies and to inflict tons of damage… shooters are low tier enemies

They should almost be “on the side”, a distraction, instead you would find yourself covered with a rain of lasers that would devastate you at every moment, especially when you were busy facing other enemies in melee and it was virtually impossible to switch to the ranged weapon or get close to them to kill them melee

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