Melee and ranged weapon ratio

You say that melee is deeper than ranged and than name so many mechanicss that i doubt melee can catch up

Ranged only should not be a thing

It absolutely should. Varmintide is present for you if you want melee.

This is pretty much the problem. Sprint sliding and LMB spam are dealing with any threat. for the good of the game power of melee should be reduced.

This is general problem as well, because reducing power of melee will help to solve horde problem

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call of duty as well as 90% of the current gaming market is present for you if you want shooting.

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Unlike Vermintide - CoD isn’t a part of -Tide franchase neither 40k. Plus Darktide is supposed to be a shooter, so unless you haveanything meaningflu to add to the discussion - leave the thread.

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if you want to play a tide game, you have to engage in melee. even darktide is a “hybrid combat” game, not one where you can exclusively play it like cod.

unless you have anything meaningful to contribute to the community, i suggest you play battlefield or something instead

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If darktide is a ‘hybrid game’ then “melee only” should not be an option too. Not the game where you exclusively play slasher. Yet it IS the option.

Unlike you i just bright up the problem that makes game worse, ruins experience and generally unhealthy in comparison to what darktide should be. In comparison to how it was advertised.

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What do you mean by that, por favor?

I am of the opinion that melee mechanics are more heavily utilized in all combat scenarios of the game.

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all i can say is thank god you people dont work in game development

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I’m mocking the logic of @EggFever . If by his account it’s a “hybrid game” and such options as being “only ranged” isn’t an option because of this, then “Melee only” shouldn’t be an option too.

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Tide if they are to be considered a franchise are so upon the melee focus though. FS could do a game where they’re balanced way more toward ranged, and still call it a tide game sure, but it wouldn’t entirely be a successor to the Tide games.

Its like saying Borderland 4 which is continuing on the looter shooter with gazillion guns should instead of centering around that should go in another direction.

And there are some ranged focused games in 40k, both SM2 and the Space Hulk: Deathwing.


And melee only is as viable as ranged only.

You can try it but if the other player don’t play in a way to enable it.

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Vermintide had melee focus only because it had fantasy settings. Darktide was supposed and teased as shooter game.

Btw SM2 is more about melee and parrying as well.

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I think the original issue was more “in a game designed to be 50/50 hybrid melee/ranged combat, why do the game’s higher difficulties refocus this to more 90/10?”, which is a fair point to raise.

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This is too, but i legitinale wonder why ranged only playstyle isn’t viable anymore. Because it was.

gmae had two melee classes - Ogryn and Zealot, and two ranged classes - veteran and psyker. Psyker has no ammo but has overheat issue, while vet was regenerating his ammo thought his aura.

Now both are rendered non-viable due the way game changed, which, a well, rendered some weapons entirely useless. If you can’t get out of melee to shoot - then most of the ranged weapons are useless. Why they were added then?

Stop hovering up all the team ammo and learn to dodge.

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A player should go play COD if exclusively ranged combat is what they desire. Darktide is not that, nor should it ever aspire to be like that.

Competency in switching combat styles between melee or ranged on the fly is a skillcheck across all classes in Darktide and a key element in Darktide’s combat that sets it apart from many other horde games, not a detriment.

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Ranged options were added for opportunities, opportunities that need to be found and exploited during combat. Psyker, nor Vet are most definitely not classes that should be considered “non-viable”. In need of an update? Sure, but the update shouldn’t make them able to ignore melee combat completely without consequence.

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I don’t know what marketing you saw but this has been on their Steam page since pre-order days.

It 100% is a hybrid shooter-melee game. They coined the expression and have consistently used it for the entire development cycle.

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Those scenarios never went away though, I routinely encounter situations exactly like you describe in higher difficulties.

Gunner groups with scab shooters often group together, actively suppress players and make melee combat in their line of sight exponentially more dangerous.

It forces players to either suppress them, use side routes to flank, or fall back out of their sight line to deal with the melee threats before engaging the ranged enemies.

It shouldn’t. The Auric “no ammo” modifier is a gimmick most people do not bother to play, and which shows up 1 in 20 or so available maps.

When it comes to Havoc…that game mode was designed for people who wanted more from the baseline. It’s an optional game mode designed for highly skilled Tide players (relatively to the general pop of course…) who want to perfect their skills in high intensity environments. Ammo is treated as a resources to be used more tactically ( a bit like in VT2), not just spammed away. That said…we occasionally finish Havoc40 games where I open a full ammo crate the the extraction site :man_shrugging: Don’t compose your teams from 4 arbis with shotguns and you should be fine.

No one forces you to play fully optional Suffering 40. If you decide to play it, you are agreeing to that ruleset.

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