Ogryn talent tree is extremely outdated and choices feel weak

You’re right, and the reason is that they jump back up like they are on springs. In a real fight, being knocked down is a disaster, espeically if the other guy is armed with a weapon long enough for him to hit/stab you without getting down himself. Getting up in gear when you’ve taken a tumble is hard, and harder the more gear you have (gunners, hint hint.)

This really came home to me when I was testing psyker pushes, which I’m still extremely salty about since they literally gave the good push to the vet almost a year after they nerf’s the psykinetics’ ult push into the ground so hard it’s not worth using and nerfed the sword’s push as well so it’s easy to miss with.

The vet’s voice of command knocks them flat, and the psyker gives them a slight stagger, but even with the vet, they spring up like dancers with no heavy gear who went down on purpose instead of being knocked suddenly flat by a hostile.

I put a video of the comparison here, look how fast they get up!

I run my Ogryn ranged with a ripper gun. What’s absolutely mandatory is “Inspiring barrage.” You can get it on the belt fed too, but the ripper seems to kill more.

I prefer the MK5, but the others will work, and ‘reload’ is a good perk, and for stats you really want ‘ammo’ as the mag can be anything from 16-21, and 21 means a whole extra burst over 20 or 19, and ‘stability’ as the thing shakes plenty.

1 Like