I guess that you no wanting to play the game with melee means no one should.
Ammo gain from ammo packs should be adjusted down on multiple guns. Talents like Survivalist and Fully Loaded have no place in a Tide game and should be removed all together, especially the Survivalist.
Multiple guns which have been overtuned by the Patch 13/14 changes should be adjusted downwards: plasma, Columnus IAG. This also includes staves: voidstrike, trauma, purge staff (it was always broken) and even Surge.
âPseudoâ random crit chains on rifles should go. Gunlagger silly amount of burn damage / rending stacking also should be also adjusted. Global rending buffs in general are busted, and should be removed in most cases and replaced target specific rending.
The game already has more than enough ammunition, especially if you got veteran in your team.
I personally cannot even remember the last time i truly ran out unless i was doing some 1 vs world clutching with zealot or something.
There are very few weapons where you can make an argument about ammo being lowish and even those weapons tend to have some insane upsides like revolver.
I also believe the ammo we get currently is way too high and that talents like survivalist have no place in a game like this.
Sure shooting centric build should still exist but there is fundamentally something wrong with the game if you can go 100% of the map without meleeing once. In some cases it already gets dangerously close to this.
Survivalist aura would like to have a word with you.
Jokes aside, they clearly DO want you to shoot a lot, considering the amount of ammo pickups that spawn, the high ammo capacities, and the massive amount of specialists and elites. The tricky part is balancing how much you get to shoot with how much you have to chop - being able to do one or the other 100% of the time means youâre ignoring a core aspect of the game, which they donât want.
Even Zealots have to shoot a little bit, even Veterans have to melee a little bit. The only class that could arguably stay ranged 100% of the time no issue is staff Psyker, like if theyâre using, say, Trauma staff with Warp Flurry. However, I do agree with you that thereâs a bit too much ammo at the moment, especially when thereâs a Veteran on the team.
I wouldnât call it a tradeoff - in fact Iâd call it the strongest aura in the game. +5% dmg/movespeed doesnât do a lot, but the ability to have a constant flow of ammo to the entire team is absolutely insane.
Iâm more likely to be struggling for ammo as a pistol zealot I find than a columnus vet.
Your mileage may vary, but I actually find Iâm scraping by more often on a melee zealot as it happens.
Itâs not wrong to have this opinion, but I have the opposite opinion. Fending off hordes with melee is the absolute epitome of a 'tide game and why I like it. tbh, coming from VT2, I think ammo is quite generous in DT.
And on the subject of ammo management, I canât think of any survival games Iâve ever played where having limited ammo hasnât been a feature. Resident Evil. L4D. Stalker. I had fun in all of them.
Dunno. I think DT almost always has enough ammo around to keep topping up even at the very highest levels, unless youâre hosing down hordes with all your ammo, in which case thatâs likely the game saying to you thatâs not what itâs about.
I skimmed the text, so forgive me if someone has already answered this, but there are some builds that give you basically infinite ammo, such as Recon (vIIA) Lasgun with the talent that gives las ammo on crit and Columnus V, among others.
I completely agree with you on the ammo matter, which is why I created some builds for my Veteran that are based on being able to shoot at almost everything in âno ammo pickup modifier,â but as a shooter, you will always have to melee eventually because gunning down a horde is ineffective.
When the horde attacks, it is the Frag Grenades and melee that do the job; otherwise, play a Purgatus Psyker, stay in your bubble shield, and never stop shooting.
Itâs just a case of disagreeing with a core design intent, design intent that is central to the identity of tide games.
Itâs not the first time I see such complaints, in the Discord there was in fact quite a sizable group that left prior to launch cause the game was gonna be melee centred (Rip Blank Van Saar) and not ranged focused like most games
Thats not true, the amount of ammo affects how people play. Were ammo literally infinite I would use it more. Thats going to have an effect on the basic gameplay loop.
Like I said, ammo management is part of the core gameplay and you may not find many ppl agreeing with you on this âmoar ammoâ change.
I love how people get so irate about anyone else wanting to shoot guns more in a horde game set in the, checks notes, 40k universe. OK then.
Where is the rule that says horde games must be melee? I missed that one in the big online compendium of immovable gaming pillars. Itâs nonsense. Stop projecting this like you wrote the rule book.
People saying crap like âgo play serious Samâ etc⌠I could just as easily say âgo play VT2 if you want to play meleeâ. Yâknow, the world that doesnât feature arsenals of automatic firearms that are literally praised as part of a fanatical religion.
I didnât come from VT2. Iâve never played VT2 so I donât care about any comparisons or whether it is less generous with ammo. It sounds like apples and oranges so whatâs the point.
People who comment that they never run out of ammo - so then you must agree that running out of ammo isnât a feature that improves the game.
If any of you read the thread, I say on multiple occasions that melee is unavoidable due to the volume of attackers in a horde. This is fine! Melee is fine. But if someone wants to go gun hoe then let them. It doesnât stop you doing what you want and clealry doesnât stop the game being fun, as the occasional match with oodles of ammo proves. I just think oodles of ammo should be regular.
Those matches that have loads of ammo are heaps more fun than the matches that have barely any. You can keep arguing semantics if you want but if you disagree with that point then nothing else I can say. If itâs more fun itâs more fun and thatâs all that matters. The challenges remain the same.
I donât mind a little rending, but Uncanny Strike is hilariously broken and should be removed. Its the only case of rending being able to be taken from target to target. Any meme build people point out as awesome for the best weapon in the game (butter knife) is totally dwarfed by uncanny/flesh tearer even in a no crit build. Imagine not wanting to do like 1000 free damage for headshot critting a Crusher. Its easily the strongest blessing in the game and thatâs without taking all of its exploitative interactions into account. Like me throwing rending darts through maulers with empowered and recycling more darts off elites.
Seeing that 90% of Horde games are either ranged only or ranged focused, thatâs quite a wrong way to describe the situation.
Horde games arenât inherently melee centred, but Tide games are, which is what make them tide games.
If you want to compare it, look at Deathwing, itâs a 40k horde game where the ranged/melee balance is toward the range. What happen is that melee become unnecessary or unbalanced
Because theyâre not playing this game like theyâre in a standard Fps. I play most of the time a Rev. Zealot, so I donât have much ranged ammo reserve, and I donât run out of ammo that often, still happen, but itâs because I use those strong valuable ranged capacities in moments where they are necessary.
Making the change would modify the balance so much it hardly would be the same game
I know it sounds like but it isnt. Its more like this here old apple and this apple with a clock cybernetically wired in to its nervous system.
Both games have a very strong link, given that the devs, Fatshark, made Vermintide then made Darktide with all the same systems and a few more besides, like sprinting. They upped the amount of ranged ability from VT to DT already and I doubt they are going to go all out and basically dismiss any kind of ammo management system in the game. That would completely change the game.
Darktide is not just a spiritual sucessor, its a direct, in-house gameplay loop sucessor. Idk how else to describe it sorry.
TL:DR - Both games have far more in common than you give them credit for.
Just have or play a ammo-slotmachine vet and problem solved.
Idk theres ammo everywhere on the maps but have seen times when ppl runs out and spamming âI need ammoâ and run right past ammoboxes even when tagged(Auric t5, malestrom not so much of this problem).