(I ask the forum moderators to send this suggestion to the developers, as this idea is objectively good.)
Non-laser firearms need to be strengthened, as no one uses them due to their limited ammunition supply and the fact that the Veteran talent for conserving ammunition during critical shots only applies to laser weapons. I propose: Increase the base ammunition capacity of all non-laser firearms by 1.5-2 times and make the Veteran talent for ammunition conservation apply to all physical automatic weapons, not just laser ones. Today I decided to play Veteran with Graia 7, and for most of the game I was out of ammo. I think if Graia 7 had been replaced with any other non-laser weapon, the situation would have been the same. I like the idea of Vigilant weapons being skill-dependent, designed for headshots, but with such a limited number of rounds, this idea doesn’t make sense, as it’s easier to pick another, more powerful and comfortable weapon. I was also surprised that there were no balance changes in the current patch, when they are needed. This buff would give a large selection of weapons, but now weapons with physical ammunition seem to not exist in the game due to their weak characteristics and small ammunition capacity. I hope to see this class of weapons strengthened in the next patch. I would also like to see other weak weapons buffed, such as the infantry laser rifle (sorry, I don’t know what it’s called in English).
You can pick ammunitions in the map
unless you play Havoc, and so this would be part of the gigantic work to destroy definitively the game, there is really NO problem to get ammunitions outside of Havoc.
Thanks for opening my eyes; after 2,000 hours, I didn’t know this was possible. These ammo supplies are in short supply, and you’re always forced to waste time searching the map for more, which puts you behind your team. The problem is that when I play with laser weapons, I can comfortably play without worrying about ammo, but with this weapon, I’m forced to rely on ammo, which is unfair. Clearly, any excuses or justifications are completely inappropriate here; this is an objective problem and an injustice that the developers need to address so that players can play with any weapon, not just lasers or plasma, especially if we’re talking about veterans.
Solutions:
- play psyker, no ammo
- play hive scum desperado build, you get infinite ammo
- return to lasgun with the veteran
- start to pick ammo clips
I’m talking about one thing, you’re talking about another.
So what you talking about?
I was thinking you had a problem of ammunition for ballistic guns in the game.
For the headhunter, I had a build where you could land one shot all the time (excepted Crushers and if I remember well, other Ogryns took 2 shots). But Headhunters are not really shining in the game, especially in high density missions. Due to their nature, I am not really sure about what can be done about them… they already kill, even in one shot… so buffing damages is not an option.
Ammos, you should not miss of them…
No, it is just this is not an efficient weapon.
About inf lasgun buff, there is a topic about this. The community feels that lasgun have been left untouched too muh and they are no more in an healthy state.
I’m talking about objective game improvements and necessary balance tweaks, and you’re telling me about solving my problem with switching classes or changing strategy (lol). I simply decided to try a different weapon, and since my forum posts improved the Hellbore and D’claw, I wrote this here. The more good weapons in the game, the more options a player has for different gameplay experiences. And right now, anyone who tries a laser weapon and then a ballistic one will forget about the latter and stick with the laser one because it’s better at everything. That’s wrong. Ballistic weapons need to be improved, and don’t you dare argue with that.
I felt that making headhunters less dependent on headshots was a mistake. They should have leaned into it harder, made bodyshots completely worthless but rewarded this handicap with buffs to all other departments (economy, damage, penetration etc etc).
I encourage you to read the forum
We have a big problem with power creep. ballistic weapon, with the exceptions of shredder auto pistol an, are all efficient.
There is still one good inf autogun mark while the others are not in line, but still you can play it.
I would agree about combat shotgun, if I was not thinking that they should up base damages, and not weakspot damages (and so, I don’t see here an ammunition problem).
In any game, the shotguns are less accurate and made to shoot at close range in the body.
This is really something I won’t understand why they made them the contrary (even if I have read that a shotgun can make an headshot irl).
I agree
Headhunters should hunt.. heads.
I want you to meet @Orome
I agree. Veteran in general needs more ammo
It’s not - how can you know that? Never assume things without disscussing it with people at large.
Why? What is it supposed to solve?
Considering that FS is reluctant in making weapons-specific skills in the base game (Shock Trooper being probably one of the left-overs from old design principle of Veteran skill tree rework of Patch 13), this will likely not happen.
The way I understand this from observation of different lobbies, it’s that people are mostly not using them because they are low tempo weapons that fill the niche of having “generic” firearms in the game for storytelling purposes. In a practical, gameplay-oriented sense they currently don’t offer nothing for Tide-adjacent combat, which cannot be solved through bolt, plasma or certain laser (laspistol, helbore, needle gun on HS) and stub weapons (combat shotguns included).
Tempo - highly efficient actions at low effort - matter a lot in the game, especially at higher difficulties, and autoguns just don’t fit that all too well, since they’re way too reliant on precise and chained weakspot hits to kill high value targets, or even regular shooters.
“Headhunter buff”
We’ve already been there. Vets were burning down Plague Ogryns in ~5 seconds with the Vraks (Columnus). Was fun while it lasted, but no thanks.
I had forgotten this…
I don’t know, but I wrote a lot here and literally all my point-by-point suggestions were included in the game, because I introduced myself as a Hellbore player who has been playing from the release to this day.
Okay, based on what you’re saying, there’s no need for buffs. Let these weapons sit idle and no one needs them anymore—that’s the right (or wrong) thing to do. I was just suggesting that the developers know best, but the ammo problem is obvious: there’s too little of it, and Havoc confirms this. Ballistic weapons there look ridiculous with their 250 rounds, while laser weapons have around 900 with the ammo conservation perk.
Havoc difficulties is not what the game should be balanced around.
There’s need for changes, but, if you have weapons that are so basic and so uninteresting in their charactertistics that nobody bothers picking them, I don’t think adjusting one value will suddenly make people pick them. Vigils were recently changed - I don’t see people playing them at all.
And frankly - going back to that Havoc balancing argument, you don’t see people playing Vigil or IAGs in Auric, either, despite ammo being plentiful there. I already typed about tempo - you could give Vigil autoguns 500 ammo - storytelling be damned with Veteran carrying 25 magazines for the gun on themselves despite not having nearly enough bandoliers - and people would still not be playing them for the exact reason that you just have to pay too much attention to get good value out of the gun you’re using, instead of using something more reliable and consistent, and flexible instead.
And by the way - why is Veteran the main point of contention here? All human classes can access autoguns, so why is the perspective of Veteran all that relevant?
I don’t know what to do with these weapons - that is not a problem for me to solve. They are bad, sure, but sacrificing storytelling elements - like people having reasonably enough ammunition on them during missions - is not something FS will do (doubling the ammo supply at least isn’t reasonable).
This is not because PG and Boltgun are totally out of control in term of power that the ballistic weapons are bad…
There’s a reason why we keep seeing people asking for nerfs…
But this isn’t just about the Bolt gun or the Plasma gun - do we really see people complaining about Laspistol, Bolt pistol, Revolver, or Helbores, or Combat shotguns (at least the Agripinaa/Slug variant)?
All these things have one thing in common - and Plasma and Bolt gun do, too - good to great tempo, on top of other utilities. For instance, Helbores have bad tempo, but once they’re out, they have good uptime against most special/elite things, on top of Shock Trooper further improving that.
I see Inf autogun everydays… seen a scum using one yesterday
Shotguns, there are people here that say they work good (just by using 2 blessings and abusing them, and just with one mark). But tbh, they suck…
headhunters suck also
Braced autogun have been left untouched
Ok… but what is the REAL problem? The problem is these OP weapons that you will want to pick, because if you take this average gun, you won’t play at all because your teammates will kill everything and you will be left as a spectator.
Again… power creep ftl.
And why I pointed Boltgun and PG… Why would you take a combat shotgun lawbringer over a Boltgun? tell me…