Yeah its a bit ridiculous to pretend that nearly doubling each gunner’s DPS, basically removing fall off damage (when they used to hit around 50% damage at 20m) and ridding us of the ability to strafe their fire out of dodge state were minor changes. Those amount to far stronger gun enemies than we had at launch.
This is put perfectly without being rude at all… Couldn’t of said this better myself. Just a bold truth that people don’t want to read lol. Yeah, some people just aren’t cut out for these types of game modes. If you’re going down too much on Havoc or Maelstorms that’s a you problem for sure. It’s just not a mode meant for you personally is all.
My biggest issue currently is with the balance of ranged mobs vs melee mobs in terms on numbers. Even on base or high int damnation it feels like you’re never fighting sizeable hordes and continuously fighting ranged mobs.
I think people would have less issue with ranged mobs if they simply weren’t spammed as much. I’d really like to be wading through seas of poxwalkers, groaners, and bruisers a lot more than I am, and fighting gun lines less. I like ranged mobs they’re just really overrepresented at the moment and besides being less fun it also plays into weapon balance, to the point being really good at horde clear just isn’t even a desirable melee trait anymore.
Game isn’t hard enough for the level of gatekeeping in this community.
the gatekeeping is even sadder when you put it at odds with the dev’s own intentions for the game. like the solo experience, that they claim is still intended, is somehow broken if it becomes easier for you after part-time job hours+ in the game. seriously?
I had a gunner yesterday melt me from dozens of meters away through an arch way from an entirely different room and I couldnt even see the gunner anymore. I was diagonal through an arch way in another room and could maybe only see the right arm of the gunner and he absolutely melted me somehow. Gunners can also melt you from off angles where youre down stairs or lower elevation with pinpoint accuracy. Also you arent always in a position to break line of sight or dodge slide to cover because a gunner can spawn behind you on a platform and melt you from 100-0 before you even have a chance to react which is also total bs. People can say its a skill issue all they want but gunners are absurd in this game.
This is exactly the problem with fatshark and theyre inability to create difficulty in this game outside of spamming the same enemy over and over no matter if its 4 bombers or 20 gunners spread out across an open field suppressing you to death and sometimes theyre so plentiful that even if you have an elevation advantage and cant see them they can still suppress you and often kill you instantaneously because there are 4 of you and what seems like 20 of them.
Last patch broke their AI and animations. They fire at the diffirent angle and still hit you (probably related to bugged fire when moving animations), and also became impossible to tie down in melee. I remember clearly that the tutorial literally taught you to run to gunners and tie them down, now they just walk and shoot you at point blank range.
You say that in a thread literally created for the purpose of calling an aspect of the game hard. What’s easy for some of us is very difficult for others; it’s unfair to paint everyone with the same brush.
I can kinda see both sides of this argument personally… For what it’s worth, I know how to deal with gunners and usually the only time they down me is when I wasn’t paying attention, in which case, it’s just my own damn fault.
That said, they, or more specifically the spawns, never stop being OBNOXIOUS. That’s my biggest gripe. Is it a petty one? Yeah, perhaps. I can’t really rule that out in good conscience, but it’s an impression that sticks around nonetheless.
Hardness for hardness sake when a more elegant vision for gaming could be found, is not a good hill to die on imo.
I really enjoy the hardness of havoc. It’s pretty thrilling and I got my true survivor on the same mission as my first h40, and as an ogryn. I’m no slouch.
But the gunners need to have a pattern that can be countered. It’s just good game design to do so.
Want the super powerful bullets and aimbots accuracy? Fine. But they need to stop to reload or have their gun jam after glowing red hot or just something. Just an attack patterns that we can weave into our twitchy combat calculations.
I’ve only been downed by a gunner maybe 2-3 times in havoc as Ogryn (who are gunner magnets with zero cover) but I still think the design of their attack patterns needs refined because it’s just sloppy otherwise.
Yes it is.
There are fewer of them.
They deal less damage.
They are easier to kill.
There are fewer other enemies, so you can focus on the gunners more easily.
Lower difficulties where that is the case, seem like a good place to learn how to deal with them.
You have the ability to evade their shots. You can take cover. You can shoot them. You have grenades. Learn to use your tools and your environment, before entering higher difficulties.
It is a fix, when it is not a general problem.
In this situation, it very clearly is not a general problem, but a skill issue.
So the solution in this situation very clearly is for you to play on a lower difficulty and to get better at dealing with gunners.
Regarding the OP…
None of these statements are true.
If you take cover from one gunner, knowing that more gunners are ahead, you could pay attention to gunners moving in and around your cover. You could easily kill them, before they start blasting. You not doing that, is not a gunner issue.
They do miss if you dodge, slide and run.
If you are caught out in the open, you can react and evade or attack. Also, you could look ahead, before going into an open area.
If you have valid criticism of gunner balancing, that is fine. But you are not offering valid criticism here.
I’ll say the same thing I always have: Gunners & ranged have been a constant source of complaints ever since release. Yet they’ve almost never been a problem for me.
Darktide isn’t just about your twitch skills in the moment, it’s as much about tactics and strategy.
Gunners are specifically about tactics: If you wait until the moment you realize you’re in trouble - out of toughness & staggerlocked with no cover -, it’s already too late. You made your mistake before it got to that point already. Some people have difficulties grasping this concept, thinking instead that one should always have an out no matter how late they were to react.
To counter them:
- Gunners are easily avoided with slides, dodges, even sprints at an angle depending on build, as long as they don’t break your toughness & stagger you
- Pay attention to sounds & tags
- Never move through mid open ground where enemies could come at you from every direction
- Instead keep to sides, move close to covers, minimize the angles the enemy has on you at any given time. Doing this also means the enemies have to group up into killboxes where you can cleave & CC the lot of them, as opposed to taking 50x more time killing them 1 at a time all around you while the rest keep attacking.
- Always look before you leap, and if you can’t see what’s there then assume the worst: Approach with care and don’t commit until you know it’s safe, never just charge in & hope for the best unless you have the tools & plan to handle it
tldr; Pay attention, plan your offense, make sure you have the skills & tools & toughness to handle it. If you don’t, take cover until you do, even take them out 1-by-1. As long as you don’t over-extend and get surprised, you should never have a problem with gunners. Exceptions like them spawning out of nowhere behind you exist ofc, but even then you should have plenty of time to recover as long as you weren’t waltzing out in the open with all your CD’s & toughness down.
Virtually all encounters in Darktide revolve around the same idea: “Can I handle this? Or do I need to pull back, maintain my distance and thin them out first?” It’s just easier to intuit with 20 crushers & beeping bursters behind them in your face. But gunners are no different.
ah yes, we’re in a “complain about gunners” phase again on this forum. I’ll take it, “Ban mods” was getting stale by now, looking forward to “gunners are too easy/boring” in a few months if nerfs go through.
On a more serious note, never really had issues with gunner difficulty, even at their most buffed state. Maybe on first event in Gloriana when map was just released and shooters were buffed at the same time, but that’s more to do with the spawn rate of gunners on the event itself, and it stopped being an issue after a couple of runs on that map. But yeah, ain’t throwing “skill issue” here, just putting in my 2 cents.
Yes there are counters to gunners. The new skill we have to learn is… to wait, and wait, and wait and wait and wait. The counter is to turn the game into
WORLD OF CORNERSHOOTING
Approximately as boring as chess.
Move up to a corner, peek out, take a shot at or brainburst a gunner. Wait for toughness to recover before you brainburst or shoot at it again. It probably takes 2-4 per gunner. Repeat approximately sixty times every new corner.
If there’s too many gunners and a lot of enemies are coming, pull back to previous corner. Repeat world of cornershooting over and over again. Move up, peek, shoot, move back. Again again again.
Do this for 30-60 minutes. You’re now a true survivor and you get to talk about your amazing skill on the forums. Outstanding gameplay, really. Nothing wrong with gunners, you get to say. ROFL.
Still not as strong as release damnation gunners/shooters and those were the most fun iteration. Them moving is good too
This game should just have a Hades heat system where people can host their own games and pick and choose difficulty they like or don’t like. Havoc could’ve been this. Unfortunately video game design in 2022+3 does not allow players to have any sort of agency anymore though so instead we got abyssmal dogshitt random mission selection (this time with just 1 mission per player) with 2 modifiers yet again
I would be fine if they just fixed their ability to shoot trough walls,today nearly died to heavy gunners because they started to shoot trough metal wall, when they were behind something like a tent, where this wall was one of it’s elemts.
Also reapers should not be able to shoot behind themselevs like they do now when they focus target, this target can’t go behind and attack, because the literally shoot behind.
Even on difficulty 3 and 4 they’ll aim bot you from a mile away. Gunners need an accuracy Nerf.
Why would I consider your post, calling ‘people like me’ the ‘rot of the gaming industry’, a lifeline?
Your post was nothing but the rage vomit of someone angry that another person started a discussion on game balance.
Because it doesn’t make what he said any less true. You have tools to deal with the problem, learn to use them. Or play at a difficulty that suits you.