Please Change Weapons Bouncing Off Carapace

So the idea is pretty simple - weapons like the knife, heavy sword, ogryn cleaver etc. bounce off carapace, and I don’t think they should any more. I also think these weapons should get a small buff to innate carapace damage. Here’s why:

When the game first started, it was much slower, and there were fewer carapace enemies, so it made sense to have a backup method of dealing with them, or relying on teammates to do it for you. Now that the game is much faster, and we have far far more numerous carapace enemies, this mechanic has become a source of frustration for much of the community, as the sheer volume and frequency of carapace enemies makes any build without significant rending, brittle or other ways of adding anti armor capability to these weapons feel abysmal and straight not fun to play.

The second reason is that as horde density has increased at similar rates, having your weapon bounce off these enemies feels like it unintentionally nerfs your ability to even clear hordes. This is especially evident when playing a weapon like the zealot’s greatsword, where you go from feeling like you’re hitting things with a wet pool noodle to cleaving through mixed hordes effortlessly. It’s not just the damage increase that makes it feel that way, it’s that your weapon stops bouncing off everything.

The third reason is build diversity. Recent tree changes have made many builds viable again, and I know a lot of people are loving it. I’m seeing a range of diverse builds, and realising that a lot of stuff that just wasn’t viable before now is again. One way to improve that is to make it so that with many of the currently existing builds, old weapons become viable again. It’s a net win for the game and community to have a larger freedom of choice when it comes to equipping your characters, as it diversifies player experience, allows for more player freedom, and changes in the meta to all keep people playing, and make the game more fun and accessible.

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No. Infinite cleave weapons are already problematic. We don’t need more.

6 Likes

the heavy sword should get better vs carapace. it’s barely used because of this weakness. everything else that has uncanny strike is extremely effective already.

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is about the only reason one has to put a little thought into an engagement of that kind instead of mindlessly whacking away.

everytime some bulwarks are surrounded by chaff or elites I carefully go for an angle that hits the shield or “hard part” last in order to maximize the damage output.

going through as obstacle designed enemies like butter would completely put away with their last remaining purpose.

besides, the game itself didn’t get faster per se, when i’m checking my old replays the sheer respect one had due to inexperience was holding me back from doing more bolder actions.

sliding was there and while yes there were fewer enemies, the overall “time to clear” was about the same basically

X seconds to kill 2 crushers with old power

roughly equals

Y seconds to kill 8 crushers with power creep.

(of course current Havoc bullcrap with rotten armor,self heal and stims not included)

what makes me go faster is having by now absolute knowledge about the maps, so I know where to not force an engagement giving the opportunity and where to charge in happy like a grox in mating season.

additionally I developed a list of priorities when taking enemies out, so killing is performed much faster then “efficient way” without getting area denied or disabled.

lastly weaponry was made fully available and while that was the only right decision, back in the day not everyone was rocking that perfect 80/80/80/60

with 25%carapace/unyielding and blessings of choice.

I was there before “reroll until rarity” mod and my mouse miraculously survived the thousands of clicks.

and I was there when rerolls were limited so you had a lot of bricked weapons and curios.

these in themselves make ttk a lot faster even without any new talents, which of course are contributing a lot to “power creep”

but the solution isn’t “buff I want to can-open with anything”, rather than dial back a lot of the culprits

and not forgetting you got two weapons at your disposal that should synergize when it comes to doing their jobs.

rumbler for example is my carapace/unyielding softener the melee usually rocks flak/maniac.

and even then karsolas needs 2 charged overheads for one crusher which with the speed of things is perfectly fine carrying auric maelstrom and works even in havoc 40 when not playing with total dropouts.

:man_shrugging:

how so?

I mean go bonkers with your build but I never look into the talents of others in the shuttle beforehand already and never rely on anything they would or would not do.

and still manage auric maelstrom just fine also did havoc 40 that way every season.

so character’s are autonomous enough already in my book

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yeah, unfortunately op this is just a “git gud” scenario imo

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There is one exception to this and that’s the og sapper shovel, with uncanny it goes from useless against carapace to just ok.

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To note, I don’t think any weapon can actually cleave through Carapace at the moment (barring certain talents and two specific Blessings). For example, an activated Relic Greatsword with Wrath can Cleave through tons of flesh and Flak, but will always stop when hitting Carapace.

E.g: against Armored Ragers, hitting their flak heads works fine and goes right through. Opposite thing for Maulers. Crushers will always make crowd-control hard because they intercept your swings mid-way through no matter what.

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I genuinely think you replied to the wrong thread.

hence when in doubt, ogryn uses highly “tactical” tarkov leg-meta and pretend pickaxe be war-scythe :face_with_tongue:

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Which in my books is a problem by itself, as Uncanny is so good that it limits your blessing choices. As a result we end up with buffed Crusher HP and MORE armour spam, which makes the weapons with Uncanny even more powerful, and everything else lags behind further. This isn’t the way to balance a game, especially if you care about variety.

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Why turn weapon knobs if the carapace spam is an issue? Why not reduce the spam and outliers which can handle the spam?

i find it weird when enemies have armor, but then we also can ignore that armor using certain blessings.

iirc, one good suggestion was to keep uncanny stacks only for one enemy, not transfer them to others. so if we managed to poke that crusher through a gap in his visor, we can’t do that against another right away.

OP is right but for the wrong reasons

Just remove carapace head from enemies, now every weapon should be able to deal with them, and we’ll also be able to delete uncanny strikes!!!

1 Like

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