Pending Action Items for Fatshark

I’ll be using you as the authority for this one. Changing the status!

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As a Heresy scrub, how hard is regular Damnation, really? I haven’t played it much if at all, and have gotten bodied most times I tried.

You basically just take more damage. Every mistake is punished harder. However your teammates will generally be more competent. Normal, unmodified damnation, is pretty easy in my view at this point. The key thing is learning how to move and where to be so as to avoid taking damage because you can’t take much.

Dodge, slide, dodge slide, managing toughness, push/block and stagger are all skills that are required to be well developed in damnation. But once you build up some muscle memory it feels completely natural to wade through any challenge. My top 5 tips would be:

  1. Dodge whenever you hear or see the warning
  2. Slide and dodgeslide to avoid raged damage
  3. Leverage cover and corners
  4. Don’t be in the open
  5. Have an escape route in mind

If you want to get into damnation, and its where the game is at its best in my view, just go die over and over until it clicks. That’s what I did.

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Imo Maelstorm missions are fun, but the ammount of specials breaks game at some point and kill any immersion, like it’s more about to jump on a run and have a laugh about every 4th specials transofrms in weakened boss version. Hope they will find another way to make end game challenge rather than throwing at you 40.000 of specials.

Lower the difficulty - harder to play, cause you expect people will behave in a certain way, but they will not. I can beat t5 STG with a decent team and some ammount of luck without being knocked, or even carry bad team while playing ogryn, but i remember jumped on a regular t5 with my friend, i was expecting randoms to play in a more aggresive way, and they were not, so i died and ragequit in a shame, lol. It’s the same situation as it was in V2.

Just don’t take 5 wounds or x3 toughness on cruios, take x3hp, x3toughness regen speed, and some damage resist against enemies you are struggling with, gunners or something, and you probably will be ok.

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They really need a mode where Elites play the role of specials, and aggro automatically while also spawning in waves. Or elite mods in general. Why can I not be moshed by 500 ogryns.

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Just out of curiosity, when you are trying to efficiently get melk rewards do you play on damnation? Or do you drop the difficulty to blast through them? Especially like certain maps, books, or no player downs. Not sure if crafting resources counts if you wipe.

If you’re trying to get all the melk contracts every week for all 4 classes I wonder how that incentivizes which difficulties to play.

Just like to add it also seems like they should have reds be an exclusive drop from maelstrom missions, or a crafting resource to make weapons red.

They do :v:

That used to depend on the contracts for me, I did all of them on damnation usually unless I get stuck with bad randies too often, then I do them on lower difficulties.

Now I just reroll them until I have ones that will happen passively on Damnation.

My assessment would be that they do not insentivise you to play lower difficulties except if you get fed up with the “no team deaths” one.
Other than that, they get done more quickly on higher difficulties other than the “complete X missions” one.

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i don’t like systems that force players into the highest difficulties, it hurts everyone involved, the people who are confident on that difficulty have to carry the weight of those who aren’t.
and the players who normally wouldn’t play on it now have no option but to go there and feel less useful.
it creates friction, and just saying “you shouldn’t have X item cuz your not good enough” only holds up on paper, everyone would inadvertently try to get their hands on them, regardless if they are actually capable enough for the difficulty, thats just how humans behave.
i much rather have red items a reflection of time spend, ie have the highest difficulty be the fastest in Acquisition

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I agree it’s a hard thing to balance. It’s why I think cataclysm in VT2 was great. It was suboptimal to farm for reds there. You only went for the challenge. There just needs to be forced scarcity to justify the economy of the locks and current crafting method it seems. Not sure. Could just do heresy and damnation yield the same rewards.

They should at least rise the minimum level cap to access auric hi-stg and maelstrom before introducing red items.

Meaning you would have to reach the cap on only 1 of your character for it to unlock access for all classes, so you don’t deny experienced players from choosing a class they play less.

Red items or not, character level or some sort of skill check should be required, because at the moment maelstrom is a clown festival.

I assume you’re not talking about auric which already required level 30.

Qft.

This is was me.

I’d do t5+ during the week, then as it approached Sunday I’d start doing t4s expecting them to be quicker/more surefire ways of ticking over the numbers and was sorely disappointed as:

  • It’s no easier as your teammates are likely t4 standard or have only t4 gear (to be fair). It takes just as long to do the missions.
  • you get fewer of the “numbers” you’re chasing almost without exception (maybe not ‘mission completes’ but all others)
  • it’s not as much fun

I’ve stopped trying to get round 4x completes a week now. Melk can do one. There are many other ways of implementing a bounty system (and I’ve posted suggestions) that are less grindy.

But back on topic, I think it does @brosgw

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Maybe this will revamp will release “a class each quarter” all at once. 3 “classes” and hybrid classes for each one.

If they’re willing to do this then a crafting remake doesn’t sound impossible.

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It’s technically a big speed increase since it’s 8 classes in a year rather than the 4 we would have gotten in a year with one class per quarter.

Arguably more than 8 classes since you can mix them to create something that plays very different

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Wouldn’t be the first time Fatshark has “done one over”.
Just looking back at VT2 and VT1, the amount of times they overhauled entirely “done” things in their game even long after release is insane.

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Added the cosmetic options line item.

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Fatshark also sent an email stating Xbox version will be released October 4th.

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So now we know, then. October 4th is what should have been the actual game release.

Oh Fatshark, why are you so silly? Why did you not go Early Access with this on Steam…?

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Also not sure why they aren’t announcing Xbox patches and feat rework on the forums.

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Fatshark is afraid of happy people, success and all things nice. Stage Fright Company comfirmened.

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