No new weapons this time

New marks with significantly distinct playstyles, upsides and downsides are actually new ™.

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A set of autogun variants that behave slightly differently and are made for slightly different playstyles aren’t really the same as, say, the meltagun or long las that were supposedly meant to be in the game at launch. New variants are fine, they’re cool even though I wish I could just build and customize them myself as I’m guessing was the original intent, but I also want some entirely new weapons.

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No, I played them and thought “Neat, this one has a sniper shot, though the original is almost a sniper rifle anyway, so what’s the point? Oh well, it’s a bit better against armour I guess?” and “Neat, this one has a DoT, which is better than the standard shot for… um…”

Like, I get that you’re saying that their effectiveness is based on their range, but at the end of the day they’re all shotguns and they are are all strongest when you can land all more pellets on the thing you want to kill, which is invariably at close/mid range.

I like this.

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That is a weird analysis of the performance of 3 extremely different shotguns. But ok man.

They’re not “extremely different”, that’s what I’m saying.

Thanks to the minimum pellet hit counts and significantly smaller spreads when scoped, the base spread doesn’t make a massive difference in most situations. The only real standout feature amongst them is the sniper shot. Outside of that, the biggest difference between them in practical use is how often you have to reload.

They are. That’s what we’re saying. The fire rounds used to be alot more useful before the flame DoT nerfs. I have found through my playtime with the shotguns on both vet and zealot that the Agrin and the Kant play differently. Agrin is a bit more spammy with it’s lower damage and faster fire rate while the Kant is more consistent at closer ranged and hits breakpoints easier, and decimates Maulers and Ragers.

See, what you guys are calling “extremely different”, I’m calling “tweaked stats”.

The fact that they take different numbers of shots to kill things doesn’t make them different weapons, it makes them the same weapon with different stats. They’re still all shotguns and they still fundamentally work the same.

To me, “extremely different” is “shotgun vs recon lasgun”. It’s not “Shotgun vs other shotgun with less ammo and more damage”

Consider that the base stats of weapons can dramatically affect how a particular weapon performs. Say one has a terrible roll for damage and a high roll for ammo and the other has the reverse. We don’t consider those to be different weapons despite how that affects your usage of it, we consider them to be the same weapon, but one is better than the other. Different variants almost all follow the same concept.

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Oh. I’m sorry to hear that all 9 lasguns and the las pistol are all the exact same weapon. Same with how many infantry autoguns, headhunter autoguns, braced autoguns, and the shredder pistol are all the same weapon as well. Hopefully in the future they will not add any rifle type weapons into the game as that would not be new content.

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If they’re the same as existing ones, just with different clip sizes, then no, that’s not substantial content. That’s RNG padding and re-starting the weapon grind.

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All the guns in the entire COD series are the same gun by this logic. The entire character of a firearm in the first place is variability in:

  1. fire rate
  2. range
  3. Damage
  4. Accuracy
  5. Magazine Size
  6. handling
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I haven’t played CoD since Ghosts, but yes, many of the guns in that game and all CoDs before it were, in practical terms, just better or worse versions of some archetype.

I don’t want more weapons that fall under an existing archetype, that’s boring. I want more archetypes.

Honestly I’m kind of staggered that people are arguing for more RNG in the form of more weapon variants when some of the game’s biggest complaints are spawned from the overuse of RNG, particularly RNG in the weapon/crafting system.

Its really simple. I enjoy weapons like the agripinaa and lawbringer and kantrael shotgun. I enjoyed the deimos and illisi. Sure I want the melta gun or the 2hchain axe. Mostly I want new classes. Fatshark is really dragging their feat on that.

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Not to defend the current crafting system, but adding more weapon variants would, in many ways, alleviate some of the RNG. How? Well, weapons with more variants are more likely to show up in the show and as rewards. Unless you’re exclusively buying Brunt’s White Weapons to progress your equipment, this heavily weights the system in favour of higher variant weapons.

For example, I periodically get a hankering to make a good shovel, either for Ogryn or Veteran. Really wanna get my Guardsman RP going. But when I go to roll one, I realise I have maybe 1 or 2 t3-t4 blessings total I’ve received through regular gameplay. Meanwhile, I’ve unlocked every single t3 auto-gun blessing (regardless of type) and am most of the way through the t4’s, since they’re all available on 3 classess with 3 variants, and I play each class about evenly.

I’m looking forward to a meltagun as much, in fact, probably more than most of us. But hot damn, I’m not looking forward to when they add it (likely with only a single variant) with the current system. I’ll have to dump so many resources into the weapon for it to play catch-up with the blessings pool I’ve accumulated with other weapons naturally.

Conversely, since adding additional Shotgun variants, I’ve been able to rapidly grow my blessing pool for Shotguns and craft the weapon I actually want.

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Well isn’t that what makes difference in case of real guns?
(I know, I know - ballistic, reliability, ease of use / mastery and ergonomics are a factor too - it’s just not many games include those and that’s a shame. Also catastrophic weapon jam is part of tabletop and RP’s WH40k Systems and was only ported for Plasma gun).

By the end of the day all guns have the same basic idea behind it:
Shove a bullet inside.
Make something explode behind it to send it on its way to the target by long tube.
Repeat until desired level of dakka is achieved.
(Or precision if you’re a git).

But for “5. Magazine Size” - I wish someone who came up with idea of different sized magazines had an ich which he cannot scratch for 5 minutes every day. Grrr…
Those are a mass produced weapons with the same specifications. How is it possible magazines have such high “tolerance” for error on the specs. COME ON!

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And, assuming there’s not artificial weighting going on (which there probably is), heavily weights it against weapons with fewer variants.

The other thing is that a lot of weapons even within the same families can’t transfer blessings between them, so that’s another group that gets their RNG padded. For example, I’ve got a bunch unlocked for my Mk2 Columbus braced, but zero for the Mk5.

It’s good that you can share blessings across shotguns, that’s how it should work with all weapons, even across weapon archetypes, but that benefit isn’t universal. There’s still a ton of weapons that have to be upgraded using only other instances of the exact same weapon, and adding more variants makes those even harder to upgrade.

Honestly, the crafting RNG implications are secondary for me, since it’s such a terrible system that I only engage with it at the most basic level. What I care about is getting some actual variety in weapons, and adding more variants of the same weapons just doesn’t do that.

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Yeah, they tried to add flavour to the naming but in a way that unfortunately muddies how weapons are grouped.

A casual observer would see a Columnus MkII Braced Autogun and Columnus MkV Infantry Autogun and think they’re the same family, but only finding out later that it’s the Braced Autogun or Infantry Autogun and not the planet of origin that defines the weapon family. But then you have the Force Staves.

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It says something that I’m 350 hours in, and the terrible naming system still puts me in that “casual observer” camp.

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Is it possible they finally release some performance optimization update? I tried this game again after 5 months, and i still get 120 fps on Mourning Star, and 51 fps in hab dreyko when there is no enemy on my screen, with the same build, and the same graphic settings…

i had fps drops due to physics, turning down options related to cpu intensive items helped. ive actually turned off all post screen effects and fog as well becauae it improves visibility (not sure if it helps with perf)

i have just stable 60fps on 4k screen.

and by no means i mean this game is well optimized. games on emulators run faster than this…

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