[QOL] Bolter is super powerful, but is very frustrating to use

I get the equip being long because its very heavy, but the problem is it makes it incredibly hard to justify using on harder missions because it means you have to rely on teammates for sniping specials quickly, because there just isn’t time in most fights to get out of melee, be able to swap to bolter and then use it to kill something. Same issue with some of the slower lasguns too. It just completely gimps them in a game that is meant to be about hybrid melee/ranged combat.

I think a big problem with discussion around balancing aswell is tons of people seem to play on lower difficulties and just decide to spray at a horde of trash mobs with a gun, and then think “this is awesome!” and they are right, is it pretty cool, but its not cool once you realise that it was just a waste of ammo and you could have just melee’d them.

I also think tons of people are sleeping on the braced autogun which can do insane dps, and unlike the bolter is quick enough to use to kill specials etc. during a fight, and its range is not really that limiting.

Personally, I feel like they nailed the bolter, it’s unwieldy, and does a lot of damage, like it should.

yep bolter is perfect leave it alone they will have to neuter it to balance it through the nomral stats there are tons of optional weapons that all very strong and capable of doing the job , maybe theres an argument for the zel to get a little more access to ranged weps but vets got a great option selection.

The issue is mostly that the animation sucks :b Re-racking the gun every time is just ANNOYING.
the draw can be the same length, that’s totally fine, just don’t force me to watch my guy pull the charging handle back 324908573928753249875 times every mission.
Hurts muh immersion.

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I have found that the iron sights are all-but useless and I feel that this adds to the “floaty” feeling you mentioned. Racking the slide each time it’s equipped is silly as well, just add some arbitrary button to act as a “safety” and I’ll be pleased. The slow reload is honestly acceptable, right along with the 15 shots; it’s a bolter meant for regular unaugmented humans, it’s not going to have the full 30-60 like the Astartes patterns usually do.

Agreed. I don’t hate the irons on the bolter but the way they recover to rest after firing makes the weapon very clunky in ADS. It should be high recoil, that’s fine, but it just wavers about oddly.

I made this topic linked above about the rack-sliding you mentioned, it affects numerous other magazine fed weapons (i.e. autoguns) not just bolters. Would love to see the animations changed and maybe even give us a proper partial reload mechanic, because it would make more sense and feel good mechanically too.

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I find it interesting that there’s already an animation for a ‘quick’ draw with the bolter, which gets used when switching after a partial reload and when using the Veteran’s special ability with melee equipped. The character brings up the bolter and checks the slide while it’s still horizontal, rather than lifting it vertically and chambering a round.

Not sure why they didn’t use that animation for the standard draw. Like OP said, the weapon would be a lot more fun to use with a less obnoxious draw time/animation and maybe a slight stat nerf to make up for it.

I came here just for this purpose as well. Animation duration for draw/reload is fine, but why the heck is the Vet constantly chambering new rounds when just switching weapons. Given that this game has staged reloads, this is a pretty obvious miss.

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I find it interesting that there’s already an animation for a ‘quick’ draw with the bolter, which gets used when switching after a partial reload

To clarify your meaning here, you mean after interrupting the reload animation and then re-equipping the weapon (as opposed to reloading from a partial mag). Yes, I noticed that too, they’ve obviously thought about some of this stuff, they just need to go the rest of the way.