You want infinite ammo? Sure, but now you have to commit to the full ranged playstyle. You gain ammo and free reloads during Desperado. Then outside of it you still have to manage ammo (gives an actual reason to pick Gunslinger aura).
Then move Moving Target up to Pickpocket’s old spot.
If Desperado Needler is still OP (very likely), just stop Chem DoT kills from extending Desperado.
I don’t even see what it could bring… despe permits to use infinite ammos, pickpocket permits to retrieve ammos.
Now the question is more what they decide as balance.. if there is a problem. Because we have lived with 3 years of psykers that had no ammo and a purgatus that was cleaving even through crushers.
But they depend on peril management, doesn’t mean that they shouldn’t nerf Purgatus though (I’d be quite inclined in seeing Peril being made more difficult to manage)
That’s not my point… my point is we have a ranged class that is OP for a lot of time and don’t have to pick ammos… We all have seen the unbalanced part of seeing a psyker joining a maelstrom with no ammo pickup… everybody is limited… not them
I think that people are overreacting to ‘Pickpocket’.
My Veteran used to be my main character, and I leveled him up to True Level 1900.
He never ran out of ammo EVER because he primarily used a Lasgun or the Laspistol.
Furthermore: he could easily clear a screen of Specialists with the gun, and even more so if you hurl back-to-back grenades, which you normally get back from a single large mixed horde in Auric Maelstrom.
In comparison, I play Dual Pistol Scum, and while it is my absolue favorite weapon, it lacks the specialty speed kill potential of the Recon Lasgun.
But you cannot in good faith sit there and pretend that Veteran doesn’t have infinite ammo, isn’t the most broken class in the game, both in melee and ranged.
Remember Veteran’s old ‘Exec Stance’ combined with ‘Camo’?
Peril Management is a non-mechanic that you never have to think about except that you don’t want to drop from capping your Peril all the time for maximum damage.
Recon isn’t even most ammo efficient, helbore is. This where infinite ammo really is and it can one 1-2 shot everyone except mauler and crusher in the head and have high boss damage.
Probably the minority opinion, but I’d rather see both Needler & Chem Toxin take a hefty nerf than nerf Pickpocket any harder than a melee kill requirement or middling cooldown. Infinite ammo is basically a class iconic to me, and shouldn’t be limited to only deep within the gun branch, when Hive Scum is a ranged focused character by Fatshark’s word and design. People have called Pickpocket ‘too easy’ to get for non full ranged builds, but I can’t agree as without that talent to carry some weapons in certain modes/difficulties, Needler spam would likely be just as prevalent, as it would still be the best option to deal with the toughest / most annoying enemies for the least investment.
This is exactly what I dislike about Fatshark’s failure to address OP setups in a quick manner. People get too used to them. It makes people they can use those outliers as an argument to prevent other outliers being nerfed. The state of Inferno staff and Soublaze stacking in high difficulties, especially Havoc is a travesty. It doesn’t mean other setups should be left unaddressed. It only means Fatshark is too slow with “difficult” balancing choices.
Yeah, this is what I meant. I think Fatshark is just too afraid to nerd certain very publicly visible weapons and talents/builds, because of “the Helldivers 2 effect”.
30 chem toxin stacks is fine, but only hitting things with the bonesaw over and over should be able to stack that high and obviously the bomb box because its already pretty niche and expensive to run. It should be capped at 16 like other DoT when delivered from coated weapon, needlegun, or pocket-toxin blitz. And pickpocket shouldn’t activate on DoTs, that’s really more the issue than having infinity access to eg. Columnus. You just dart the ground to bug exploit and end up with free ammo while running away.
I don’t even take pickpocket on melee scum builds because I don’t run out of ammo to be fair though I’m not playing havoc and there is plenty of ammo in auric the only class I ever run out of ammo with is gunlugger ogryn.
Nobody is pretending anything. You’re just strawmanning.
Desperado was a mistake how it works right now. Giving it pickpocket would just turn it into hive scum’s best ability by a very wide margin for anything but team play.
I think the solution is actually to just remove both.
I’ve been using the single Autopistol with Pickpocket on a melee/ranged mixed build with Stimm Supply to great success in Auric lately.
Desperado is absolutely not necessary to make a ranged build work, it feels like training wheels. Stimm supply probably provides more value to the team if you have Pickpocket
Pickpocket transforms the autopistol, the gun with the worst ammo economy in the game, into a constant death ray that instantly staggers then kills everything except Crushers within 20 meters
Pickpocket turns the game on its head and makes Desperado look kinda terrible. It’s easy mode for Auric, 100%. Kinda like Arbitrator at launch. That talent brings stratospheric value not just to yourself, but to your entire team, since you can leave all the ammo pickups to them. There isn’t a single talent in the entire game that’s even close to as valuable. Maybe pre-nerf Survivalist ?
I genuinely don’t know how Fatshark is gonna handle this. I only know it needs to be handled, before we all get used to this.