My feedback on the new patch is mostly positive

Nice karking job fatshark. It was worth the wait and you set yourself up well by creating a system that you can add content to in future updates with ease!

I am probably an outlier here in that I main veteran and I am happy to see the nerf to survivalist. Ammo being irrelevant to a class that should have to manage it as a resource is bad, casters deserve to be able to play the game as well.

I do however feel that you implemented your change to survivalist poorly.

Veteran >

  1. If I could ask one thing out of fatshark from here until the sun burns out it would be that they make small iterative changes for balancing until they feel that things are balanced well. Rather than jumping from no cool down to 5 seconds maybe start smaller like 1 seconds and then tweak it over time.
  2. There is a big problem with more than just survivalist in that auras don’t seem to stack and they should. As a quick play enthusiast I don’t get the ability to change my spec to compliment my team’s load out. The way you could make survivalist stack is fairly simple, set it up so that survivalist doesn’t proc for all veterans at once and only once. Allow auras to operate independently and stack for the team.
  3. Ammo is a finite resource, but that doesn’t mean it can’t be shared. Ammo drops could be lowered to 75% of their current value and all allies in coherency could get 25% of the pickup value. This would help with team mates who tend to hoover up ammo without thinking.

Weapons and blessings are currently screaming for a balance pass, and like I said before, small changes are the key here. Here are, in my opinion, some weapons that are in the worst state.

Shotguns are now in a very awkward place and in my opinion would benefit from some standardization.

I would like to see shotgun capacity limited to 8, just like how the revolver’s capacity doesn’t raise with the ammo stat. I think limiting mag size across all guns to a standard number is a good idea, as it disincentives the ammo stat. Another way to disincentives the ammo stat is to detach maximum ammo capacity from ammo pickups and just give players a fixed amount. ( I know, you had a cool formula, but honestly, feeding 15 shells into a magazine tube built to hold 7 is voodoo magic that borders on tech heresy)

Lawbringer - also known as the lawlbringer as your team mates will be laughing at your poor damage done. From a reality based perspective loading specific shell doesn’t change how your choke functions in your shotgun. A better special shell would be 000 buckshot that adds some level of cleave and knockdown. I’d love to see this shotgun become the rager and mutant deleter.

Kantrael shotgun - this gun struggled with ammo even when survivalist wasn’t nerfed, now it’s in an awful spot. It was previously only solid when using scattershot, dead shot and mancleaver. Now… I can’t keep it loaded to soften up hordes and it is outshined by other shotguns for dealing with specials.

Agripinaa - out of all of the shotguns it’s in the best spot.

Shovels - if knocking hordes around counted for a lot on auric missions shovels would be kind, but instead they force you to invest a lot of time to kill in contrast to power swords and chain swords. Uncanny strike allows you to fight armor and is great, but decimator stacks being lost on missed swings feels awful. Make shovels great again! I think one thing that could be done is removing the reset on the special attack after it’s been used. (If you look at how shovels like those with a pick axe on them actually work you’d know it makes no sense)

Autoguns - honestly I know people are going to miss having unlimited ammo on these but they still feel like they are in a strong place, they just require more tactical forethought now.

Psyker >

Psyker staves need more identity and love.
The psyker special on staves should do a themed AOE and the aiming on trauma needs to be less frustrating. Aiming should work based on the surface you’re aiming at, whether it be walls or ceilings, no more forcing psykers to stare at ceilings so that they can aim further away.

Psyker staves should have a themed primary fire as well. It feels bad to see psykers spamming the same dragon ball Z attack on all staves but purgatus.

Psyker shield should block encroaching flames and pox gas from traveling inside of it.

Shield needs to be instant cast for player’s sanity. Getting interrupted out of casting shield by gunners feels really bad.

That’s all I’ve got for now!

2 Likes

This. So much. It’s not just the weapons screaming it’s me at this point.

I’ve heard this idea for an aura before, but not just as a base mechanic. I’m honest I’m really not sure how I feel about it. I could see arguments both ways. But I certainly would not be opposed to trying it.

I agree I would like to see magazine capacities normalized but I believe 8 is a bit small. Reloading in prolonged engagements is already a problem for shotguns. They would require substantial other changes for me to be fine with only 8 shells max.

I disagree. First is one of my favorite builds that hinges on the duckbill shot, which is weapon specialist Veteran. With Cleave on crit, and getting a guranteed crit, the duckbill shot will shred tighly packed groups of enemies and creates a very fun gameplay loop. I understand its 1 very niche playstyle on a niche keystone on 1 of 2 classes that can use the gun, but I’d still prefer not to lose it. (Haven’t tried it on blazing piety Zealot, could be strong there as well).

Secondly, Kantrael already somewhat fulfills the role of Rager killer. I think Lawbringer being jack of all trades is fine, if maybe requiring a bit more tuning in damage, range, and cleave.

I’m used to playing Gunker Graia without a Survivalist vet so thankfully I’m used to this already.

Imo Psyker needs a class overhaul now. It’s a fairly boring tree and has significantly the fewest talent options. Not to the same extent as Veteran got, but really looking at the blitzes and keystones, and adding 10ish more talenets. As well as staff changes.

Great post. I enjoyed reading it. Don’t want to give off a nit pickey feeling as these are just my opinions.

It would require changes to reload speed and damage, which I think should be done to accommodate it.

with a tubular magazine, tube length drives the length of the gun

image

This is what a 12 round magazine tube looks like length wise, people tend to match the barrel to the magazine tube.

they seem to have based their shell off of standard 12 gauge 2 3/4" shells. most tactical shotguns sit around 7-8 shells in the magazine tube +1 in the chamber.

I realize we’re in the realm of fantasy, but again, with the amount of shells we’re shoving into what looks to be a 7 round magazine in terms of length, we’re entering the realm of chaos.

but that’s true of basically all guns except for revolvers…

anyway, I appreciate the feedback, have an AI generated image that matches your user name so you can have a portrait.

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I would certainly love for the shotguns to feel more chunky and consistent with less ammo. However you didn’t mention it so I wanted to clarify.

And I understand the why this can be weird. However, if not wanting Fatshark to make big changes, and than nearly halving the potential “magazine” (is that the right term for shotguns? I don’t think so but I’m not sure) and giving accompanying damage buffs etc seems like a very large change.

I would more like to see shells capped at 10-12, at least on Aggrip and Lawbringer. Keep them mostly similar. And than have Kantrael be the test bed for a more extensive change like that. (You could use any of the 3 for a test bed.) If it feels good, give it to all 3.

I appreciate the picture, it looks hilarious! However I’ve somewhat grown attached to my giant green D (that sounds bad). Its why I never switched over to my steam pfp.

But you would now be forcing them to stare at the floor in order to attack enemies that are somewhat close to them, which is worse.

The way it currently works for aiming i’m pretty sure they already do that

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