Yea, I just hate when game RNG forces a build instead of me picking what I want.
That literally doesnât happen. You donât need class skills to counter-act gunners, just vigilance and any ranged gun or staff. Literally any headshot will stagger the gunners, you can also kill them quickly.
Re-read the topic pls.
Nobody is talking about A gunner being a problem.
Problem is several (once again dozen or more) spawning quietly and next thing you know is that your toughness is gone, you are perma staggered.
Even 4 gunners remove your Toughness + Health in couple seconds.
If 6 or more target you then UNLESS you have invis / bubble / IMMEDIATE cover you are f-cked
This is the only âsolutionâ outside of the things I wrote. And until the spawning is fixed this talent seems to be mandatory
But if your games dont have these gunner squads spawns. Then good, enjoy it cuz its a much more enjoyable if they arent there.
If you donât react fast enough so that 6 gunners can set up shop and shoot you, you have failed.
Again, itâs not a problem. A bit hard, but not a problem. Gunners need line of sight.
Youâre playing T5+ Auric like a champ and taking on heat. That is good. But you then also have to roll with the punches.
The punch here is: At times many gunners will come and try to pinpoint you.
You roll with the punch: Donât fight in the middle of a room, fight near borders and edges so you can quickly zoom into cover. Gunners donât just immediately shoot, they take time to set up. If 6 gunners are shooting at you, have been too slow to react to them.
It does feel like there is a lot more.
Playing vet and hitting the ability itâs gone from one or two lighting up to basically the entire room lighting up. Even then there are builds that make dealing with gunners fairly easy.
Generally having either someone with a strong ranged focus like a vet, a good scatter weapon like the rumbler, focused BB or Asail psyker, or having a zealot running shroud who can close distance and lock them up makes it not a huge problem. Itâs kind of annoying with random team comps sometimes but it does feel fitting for the difficulty.
Sorry I dont have prescience or jedi future sense.
THe situation Iam putting out here (which several other people had aswell) is =
You are fighting â suddenly you are buttf-cked by multiple gunners.
There is no mystical fast reaction when ranged enemies need the smallest of gaps in geometry to shoot (snipers are a great way to see this in action) - JUST appear way back behind the horde and the LITERAL first sign of their presence is your toughness being gone with dmg indicators going off in 3 places.
Ofc in situations where we can deal with them they arent so bad, Ofc in situations where there is plenty cover all around they are not a proble, Ofc in situations where they spawn so close they can be meleeâd they are not a problem
Ofc, but nobody here is talking about those.
We are talking about an over spawning of supremely dangerous RANGED enemy that has no spawning sound since they are elites. They spawn in LARGE (dozens) numbers in different angles and unless a person has invis/bubble/immediate cover that person is downed or dead.
That isnt difficulty, that is diceroll. Nothing more nothing less
I like this idea. Clearly immersive.
I mean the whole point is that this is a ranged and melee mixed game.
Iâm not against adding some kind of sound que for a large squad showing up (Maybe a vox radio static sound with like âSquad Gamma in positionâ) but i think in general the point is that you should be preparing to have some kind of saving throw / ability to lock up or defend from range since this class overhaul added a lot of tools to deal with it.
Even with old tools like Vetâs executioner stance does wonders as long as the team is focusing down melee enemies and the vet in turn can basically chain kill an entire room. This is a coop game and sometimes good teamwork, communication, and smart ability use is required (and should be required) to win the day on the hardest difficulty. Even then if you are cracked enough you can fast swap from melee to ranged and back again.
Finally positioning is important as if you are in a spot where ranged can just surround you and you donât have even the option to take cover you gotta ask yourself what you are even doing at that point.
Yeah, I have to disagree⌠I just had to deal with a single gunner that took away all my shield and half my health shooting at full power while I was hitting him in the face with a swordâŚ
I play auric damnation all the time and have fun with this new challenge to pressure me and my teamâs skills. Just another âimprovise, adapt, and overcomeâ-moment and I dig it.

I mean, they are a skill issue. Watch me solo them with nothing but a chain axe in damnation. I also already killed this many just before this spot. But you are otherwise entirely correct.
The issue, as I see it, is not that theyâre dangerous or annoying its that thereâs spawns of literally like 10,000 of them at a time. This is an elite unit and shouldnât be spawning in platoon size elements. It should be like 1-2 of them per dreg shooter squad. Something that stiffens the enemy. But instead theyâre an entire fighting division.
The spawn rate of gunners is ludicrous.
Problem as I see it is that balance-wise other than making the AI smarter (hard ASF) the alternative is to spawn more regular shooters and make them more dangerous, and/or remove suppression immunity talents/blessings accross the board. The latter sounds frustrating as heck to me, and Iâm sure we both remember how most around here felt about first option when shooters were more dangerous and reactive to players. . .
I would literally rather each one of these gunners get replaced with shooters. I killed 15 dreg shooters. 4 gunners and 2 reapers before this charge. But seriously thats a stupid ammount of gunners. If it was just shooters that would have been fine.
I agree, but my point is that people will probably hate that just as much. Especially if they get buffed on top of it because just replacing each gunner with 2 to 3 shooters or stalkers prob wonât be enough.
(Tinfoil hat on) IMO, the reason weâre getting so many gunners is FSâs attempt at making sure that ranged squads/platoons can remain a threat while allowing them to keep ranged enemy spawn counts relatively lower to keep consoles from combusting while still maintaining enough volume of fire as to still be a threat.
Thatâs me, crackpot veteran. Also, interestingly, a veteran crackpot.
We all can read just fine, donât be so condescending.
We just donât think itâs a problem. No clue where the guy you quoted stands.
My take on this is:
Yes, itâs bugged.
Yes, too many of this enemy type spawn.
But you can still deal with it.
This is a fine challenge and you shouldnât be caught in the open this much regardless.
Ok but then why post a video where you charge into melee where its clearly not a problem to kill them
I wrote multiple times about the situation where the overwhelming gunner spam is a diceroll AND/OR âdo you have the mandatory talents buildâ difficulty - instead of a skill issue
Its condescending to reply here with tldr âskill issueâ comments that address a strawman
Oh you mean like this guy?
I can read just fine and I know exactly what youâre whining about. I was actually agreeing with you in the greater part and my video was intended to do two things simultaneously.
- Show you that it is indeed a matter of skill
- Reinforce your complaint that there is in fact too many gunners being spawned.
It is supremely ironic that you choose to fly off the handle about me not reading when you quite clearly failed to read my post nor understand its structure. But thatâs ok, I donât get offended very easily.
We didnât say âskill issueâ in the classic sense, though. I explained how you can deal with this in the meantime.
More gunners spawning is a bug that makes the game harder. But more gunners spawning simply means that positioning mistakes will get punished harder than previously.
Yes itâs a matter of positioning. T5+ is more finnicky with this, than the other difficulties.
The game basically switches up the âmodus operandiâ youâre expected to take to engage the enemy. Some situations favor melee, others ranged. When many gunners and shooters show up and the environment changes from hallways to open room, itâs time whip out the pistol and look more closely to your positioning. Even if you do a melee rushdown, the positioning is key.
@Reginaldâs picture shows this nicely. Look at the gunners there. You can stay behind cover as the guy taking the pot shots. Or you can approach melee by rushing the enemy while keeping the debris and barrels between you and the gunners, breaking Line of Sight.
Thats ONE gunner lol ![]()
There is PLENTY of cover
The rest of the gunners are in melee range easily
I rest my case, you people CANT read
gg bb I have to work now
