Melee and ranged weapon ratio

I’ve played with beta, since launch I’ve seen people on both side complaining of either not being able to play ranged only, or on having to babysit (usually Vet) players who only try to use their ranged weapons.

3 Likes

And that’s the sum of it.

People who think they can or could play ranged only are being heavily carried and a detriment to the team.

6 Likes

I find the discussion at the moment very polemic.

My thoughts on the issue:

  • you can shoot almost entirely at least up to damnation and sometimes also in auric.
  • shooting everything on sight trivializes the game, because most enemies are melee
  • it is true that ammo limitations in havoc have completely taken out more ammo hungry weapons out of the equation

My ideas on a solution:

  • I like the proposed modifier for more ammo and more enemy ranged damage to provide a different game experience
  • in regards to havoc emperor’s fading light is a general issue that also favors bubble, yellow toughness etc. A solution could be a game mode where auric histg is the standard difficulty on which you stack 3-8 modifiers, emperor’s fading light being just one potential modifier.
5 Likes

True as should above

Not less boring than slide and LMB spam in melee.

It was good and interesting. It is good and interesting. Nobody prevents you from swinging your club if others want to spend some quality time shooting things.

1 Like

You clearly don’t play the game. You have freely slide into any amont of gunners(Unless it’s some ridiculous number) and bash them all to death with no problem. Distance is not a problem, neither is lack of cover.

Yes, it’s move effective because most of the melee weapons are dealing high damage and have no ammo/damage restriction.

Back then, when enemy ranged fire had so much knockback that group of regular riflemen could push you back for solid distance and even pin to the wall - ranged weapons were a good option and had a role and melee crackheads had to play more carefully. You you just rush into the targer with melee, because other options are invalidated by enemy numbers or modifiers.

Letting classes to play “Ranged only” would be absolutely good and healthy gameplay addition. Unlike current situation, which is pretty bad, it won’t prevent you from going to melee, only make more playstyles valid which should absolutely be a thing.

2 Likes

What happen when 4 player want to play ranged only then.

5 Likes

Even worse when you want to melee where three other players are shooting every target in front of you.

3 Likes

They will play ranged together. No problem just like there’s no problem with 4 people going melee. Tho they will have to share ammo.

And then demand more ammo te be added.

4 Likes

If problem would be properly adressed - no.

Again we have examples how ranged classes could work in even more melee-orientiered Vermintide 2, where Kerillian can regenerate ammo over time and returns it on headshots. It just needs some tweaks in decicated class’ talents and that’s all.

Close result could be achieved even in current game version if you take recond las with shockstooper and ramp your crit chance.

Anyway @Svyat020 , but also for anyone else interested in the topic, I wanted to share my opinion too here

1 Like

Good job, this is pretty much what i want to say is AT LEAST this. I’m gettic to lazy and too toxic too elaborate like this, it seems.

The main thing i disagree with:
It’s not only about veteran, but other classes too. We might get more ranged classes later. Even already released arbites is very good at ranged combat. In fact, so good, that limited ammo in the main and only factor that holds arby from unleashing it’s power xD

So all these will have to be balanced with consideration of this.

1 Like

I dont think it was ever stated that DT is 50/50 in melee and ranged.
Do you have a source for that?

1 Like

In OP’s defense I also recall 50/50 was a stated goal in one of those really early blogposts about trying to interpret gunplay with Vermintide combat mechanics.

From the Steam Store page:

Master the balance between ranged and melee combat as you fight through a slew of enemies.

OP asking for 100% ranged is dead wrong regardless if the ideal is 20/80, 50/50 or 80/20.

7 Likes

@dannylew8299

I glossed over on my way out the door to work, but didn’t see any precise split numbers. I recall Hedge going into more detail on several of the forums back then but couldn’t say whether here, Reddit, or Steam.

2 Likes

I’d say ‘watch the trailers’. the biggest part(Or equal part) of shown gameplay is shooting

Honestly, I don’t see how adding crappy weapons with endless ammo will help here. They’ll just not be used, sure you won’t run out of ammo, but your weapon is still weak crap and you have not much pleasure playing it, and you are refused to join squads due to low performance of such builds.

P.S.

The only option I see it could work is that SOME weapons, energy weapons like lasguns or plasma rifle for example, could use some “emergency” batteries which have endless charge, but reduce its capabilities significantly (not necessary reducing damage, but may be reducing range, accuracy, charging time and maximum charge of the alternative attack etc). And allow you to swap it in and out, so you could manage your ammo consumption, killing chaff on the emergency battery and using the proper ammo during big fights.

There could be similar “low grade” infinite or close to infinite ammo for regular weapons too, like you can just insert a clip with low-power ammo into your infantry autogun if you don’t want to spend “proper bullets”.

1 Like

Tbh there some ammo-returning talents just could be added. I remembers that Kerilliand in vermintide had such thing as returned ammo on headshots and ammo regen(Like 1 arrow in 2-3 seconds i believe)