wish they did something more interesting for the end boss than a clone of that vt2 boss
Please check the needle pistol explosive mode BUG
Huge update once again. The new level looks brilliant and I love that you’ve finally added a much needed weapon to the Ogryn arsenal. The scoreboard I couldn’t care less about, I just want the damn trapper net and the pox hound both clipping through hordes and even level geometry including closed doors ffs. Will you get your coding team to sort that out once and for all please ![]()
I want to make sure the team is aware of the charge bug on zealot. Since the previous update, charged up heavy attacks on zealot are no cancelled and turned into light attacks when you activate his fury of the faithful charge. It is majorly disruptive to the playstyle of the class and needs to be fixed asap. Nice work on the update. Looking forward to all of the new changes! (PS: unnerf skitarii he didn’t need so many little nerfs across the board. Also pls look into giving psyker a little more of his minor nodes base kit as you did with vet. He is going to suffer after you guys gut flame staff soon)
I’m not mistaken it should have been fixed this patch
rent free
Yep, there now, thanks!
ain’t got time to replicate it but last game I played with the new slab shield, the talent No Stopping Me! wasn’t allowing me to freely move when doing the Heavy Melee 2 attack
Worked fine with the first heavy melee
Sounds like new weapon blues. Similarly I noticed you gotta sync your special closer to the slide or you’ll stop dead with the cruncha. Felt so sluggish vs the knoife (Mk6 cleaver gang).
Added the following missing note to the patch notes:
Fixed an issue where the first tick of the Peril Quell action would not be affected by Quell speed modifiers.
You should reconsider this or adjusting the havoc quelling modifiers slightly to make the gameplay feel more fluid. It just feels bad for there to constantly be additional delay in your high peril gameplay loop. It’s a Psyker buff in non-havoc and a nerf in Havoc, so there’s asymmetry there too. The whole notion that psyker gets a significant quelling penalty in havoc is questionable, because the corresponding ammo pickup penalties barely affect ammo-using builds/classes, especially due to more and more additions that counter that.
Maybe the biggest issue is that you can briefly hold quell, let go and it hasn’t even finished the first tick of quelling. Previously even a single tap would finish the first tick.
Juat one question.
Whay motivates video game developers to make updates that ruin games?
I mean, 1 single patch can ruin all the hard work already put in the game in the past…
Nothing in this update has ruined the game.
it does affect a lot of weapons and builds that arent meta. it’s not exactly unfair that for once psyker suffers from a havoc modifier too instead of just scaling off them.
it’s of course fair to say that havoc restricting the meta might not be good design, but this is more of a move towards parity than anything else, they were (and still are) the least affected by havoc modifiers
So you say.
Not what i say. And also many many other random players i’ve ran with today.
FPS drops. On PS5. Just for start. This by itself should be enough already.
But also…
Psyker nerf. Which i can not understand. Sure it was a glass cannon. Now it’s just a glass.
NPC stagger resistamce extreme buff.
Should i go on?
I’m glad they finally decided to add a scoreboard, but I’m finding limited value in this iteration of it. My suggestions:
- Ideally I would prefer to just see all players’ stats like a normal scoreboard, as that gives a lot of context for interpreting my own stats. If Fatshark is ideologically opposed to doing that, the scoreboard should at least show my percentages compared to the team in a column between the personal and team stat columns so I don’t have to do division in my head to interpret every row of the chart.
- Show amount of health damage taken (or toughness and health damage separately) and number of times disabled, downed, and killed as individual stats. These are some of the most important performance metrics. Disabled/downed/killed could all be included on one row, separated with slashes.
- Change “Headshots” to “Weakspot Hits” (more consistent terminology) and change it to a percentage of total hits if possible. I would only want hits on enemies to count for the total (not attacking air/walls or allies), and include both melee and ranged. The main purpose of a stat like this is seeing progress on aim improvement, so it only really makes sense as a percentage. If this change isn’t feasible, better to just remove the row to make space for other things.
- Change “Time in Coherency” from a duration to a percentage of the mission time, so if you spent 15 minutes of a 30 minute mission in coherency it would say “50%”. For the team column, show the average of the other players.
- Please format the numbers with thousands separators (comma/period) for readability. If the game can’t detect localization settings of the player’s system, this may need a UI setting for whether the comma or period is used.
EDIT: A couple additional thoughts:
- I would to add a row beneath “Time in Coherency” for “Time in Mission”, which would also be a percentage like I suggested for the coherency stat. “Time in Mission” would be the percentage of the total mission time that you were on the team. If you played from the matchmaking lobby to the end screen, it would say “100%” and if you joined halfway through and played to the end it would say “50%” or whatever. This gives context for players that join in-progress missions and will consequently have lower stats in most cases.
- I’m not sure how the scoreboard handles people leaving and joining during a match. If someone deals 1000 damage and then quits the match, is that 1000 damage being included in the team total or does it get excluded? I could see arguments for both approaches. Since this scoreboard doesn’t list individual stats apart from the current player, it’s probably fine to include stats from players that left in the total.
You can decrease the quelling speed instead of increasing the tick window. Like right now 8.6% peril one tick → 8.6% * 0.5 = 4.3% in havoc.
Now the gameplay feels very junky in havoc, significantly increasing the risk of overloading. It is extremely demotivating to play psyker now.
Is this specifically about quelling in Havoc? Because I don’t really see what else about Psyker got nerfed in a consequential way.
Ofc. That is a complete game breaker.
