Please Nerf Scab Gunners

Dodge. It breaks tracking. Slide to preserve this break in tracking. Get behind cover until you recover toughness. Then do whatever.

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If you need to stretch a typical ~30min match to 60 just to use cover or pull back to chokepoints, I’m sorry to say that means you’re playing waaay above your difficulty. What I said before really is just basic T5+ gameplay, it not only does not make the matches slower, but actually makes them faster & more efficient.

I mean I really don’t know what to add here. If you think basic tactics like using cover & chokepoints is “boring” and “chess”, then you have some serious learning to do about all gaming in general. Not just Darktide.

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I advise everyone here who is making the case that gunners are breaking the game for you in some way to look up genuine elite Darktide gameplay and see what the actual ceiling of what is possible is. I’m not saying everyone can get there, but take from it what you can.

I’ve not watched this exact one myself but I know vamp plays well.

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Slide abuse is boring and looks jank.

This. The only reason why pros say it’s ok to pull back and abuse choke points is cuz those mfs are practicing true duos/solos. If you have a whole team, there is no reason to pull back. With a whole team, every corridor/bend in a path is a choke point. Unless the team is dog dookie.

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I don’t view it as much different from someone attaining full melee immunity by doing ballerina sidesteps at this point, but the animation does kinda look extra stupid

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curious cause again, like some other discussion, this here is a game forum, darktide to be specific.

and clearing the hardest content in the game is about the highest achievement you could get, thus people understandably take pride in themselves doing so.

or is this a variant of “all bodybuilders are dumb”, coming from guys unable to lift their own bodyweight ?

can´t shake the impression that someone needs to look for faults in other departments when facing superior performance that can´t be argued.

i don´t care if the current mr. olympia got a phd as well or an iq below average, he´s the best there is and thats all that counts in this particular setting.

likewise, if darktide is the topic, all your “worth” revolves around your performance cause that´s the topic at hand.

gunners are doable with a multitude of tools the game offers you. its up to you to make em work (as people already do across all difficulty settings) and where you set your aspiration towards.

what shouldn´t happen though is decreasing a perfectly doable setting just to help others across a certain threshold, thus dumbing down the experience for everyone else.

and this is coming from me as sole ogryn, not even main, getting more “rejected” than opportunities to join a havoc 40 match.

gunners themselves ain´t the problem, it´s people playing the safest way possible in fear of demotion.

most i got with one grenade (need to check replays) were about 9 in a tight spot.

so whenever there´s a tasty phalanx of green or yellow shooties, my branx gets all itchy as i slide zig zag towards them and whack em.

uhm… they do, thats the whole point of dodge/slide as as counter mechanic.
keeping that motion constant though until you reach melee distance or cover, THATS the trick to it.

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I can deal with the gunners on normal and havoc, but im not gonna lie, i think they are obnoxious as hell.

Have hyper armor to resist stagger.
Can move backwards while shooting.

Fatshark needs to pick one.

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I wonder where you get those statistics from.

It would be a more fitting comparison, if someone was complaining that their car is broken because it has no wheels and the engine doesn’t start.
But in reality, the car has 4 wheels and works just fine, but the guy lied about the wheels and simply did not start the ignition. The guy is probably not even sitting in the driver’s seat.

OP made several factually false statements and based the complaints on those false statements.
I specifically addressed that.

I also specifically stated, that it is fine to criticize gunners for a good reason, but that OP did not state good reasons.

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I mean I’ve stated my issue with them but this statement is factually incorrect for the human classes at least.

I’m not saying these options make criticism irrelevant obviously, you shouldn’t HAVE to run these options but it is important to at least not pretend these don’t exist.

Also

On phone just FYI

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All the mechanics I just posted are from the tutorial and still work on any difficulty (slidespam gets iffy at Havoc 30+ though)
They also are all available for any class, fundamental game mechanics

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Everyone is infuriated by snipers, explosives, trapdusters, and machine gunners. But that’s why it’s a game, so that you can play it. I usually either rush into them or hide. They don’t bother me much.

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I imagine that would look something like this:
finish-him-fatality

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they do, you might not like that slide is the tool for the job, doesnt make it anything less viable though.

quake 3 had all sorts of mechanics but strafe jumping was the most basic of them all.
people disliked it as “silly” and prefered to run instead, only to be farmed 100: -“something”
…then quit.

one might argue that all them havoc changes combined leads to a very “compressed” arsenal of options (book,bubble etc)

this particular case though, continuous sliding when under fire is the answer :+1:

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Sure you can melee them. But you can also just shoot them or throw blitzes at them. Or you can reposition in a way that does not allow them to shoot at you from a distance.
So what are you talking about?

And before you say „but they barely take ranged dmg in havoc“…
OP specified that the complaint is NOT about havoc.

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I suspect some of the complaints might be related to them having pretty low max toughness with little to no damage reduction, leading them to get blasted more easily. Just a hunch though, since toughness hasn’t even been mentioned by the OP and gunners become more threatening with low toughness.

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This genuinely needs to be said more. Gunners themselves aren’t the problem; it’s the players with little to no semblance of situational awareness. Gunners aren’t “too strong” mechanically, they’re simply taking advantage of certain players’ lack of forethought. Gunners’ spawn rates are currently a bit too much and that’s really it.

Players must learn to use the right tools for the right jobs. I don’t find it unreasonable to punish players who refuse to retreat back to cover, proceed to rush multiple active Gunners in melee instead (I mean… SERIOUSLY?!) and then pretend that Gunners are the problem when they get their comeuppance.

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I really can understand any concern about Havoc Gunners. Yes, they hurt, and fast.
But, about Auric / regular gunners? come on.
Gunners are still the same. They shoot at you a little faster, but I still can chain kill them with my zealot. Nothing has really changed.
They are far from the too strong enemy I have seen described here in this topic.

And this being said by someone that have not completed havoc (not fun at all… I have given up… randoms are bad most of the times and I won’t spend my time at chain failures - Also, thank havoc, I actually decided to pause Darktide and play… cities skylines 2).

Toughness give 100% protection against ranged attacks. And I think you’re right, players under estimate toughness. Close to all my builds are toughness, on zealot, on veteran and on ogryn. Only Psyker I hesitate to do it.

On this point, specifically, I agree. There’s too many gunners that spawn. I like when we see a line of gunners. But lines of gunners every 10 meters… no.

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