Ranged Mob Killer Role and T4-T5 balance

I’m creating this post in case fat shark doesn’t actively monitor the subreddit as this is about this reddit post.

In the free open beta, ranged enemies got locked into melee combat easier allowing the Zealot to pick up the roll of ranged mob killer. That combined with the zealots feat that allowed him to Regen 8% toughness per second when near enemies. These all got balanced and zealot can no longer effectively engage ranged mobs to prevent them from shooting.

What the veteran has that allows him to do this is

  • Able to mitigate or ignore Suppression
  • Able to mitigate Ranged damage
  • Able to increase ranged damage

With the balance changes made, the only class that can effectively clear ranged mobs fast enough is the Veteran. Will there be any attempt to make other classes as capable as the veteran for this role?

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So what now? Zelot shoud be the melee mob clearer or the ranged clearer? Sounds somehow like Zealot should just be the all-round-kill-all-alone class.

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I think you missed the point. Veteran is the only class capable of clearing ranged mobs effectively, another class should be able to do it. The zealot used to be able. That’s the sparknotes version.

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You mean another class should be able to lets say, look at a sniper or a dreg gunner. ,take cover and crush its head with a wink of its hand? Well what class would that be?

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Psykers do that well with a brain burst if people would mark things properly

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the issues come when you hit a big open room and the director spawns 2 reapers half a dozen shotgun scabs and loads of las gunners. if you dont have a vet the game comes to a dead stop and it takes ages to chip away at them .
with no vet no ones got any ranged sustain, well the psyker can get some back on warp kills but your going to be there all day brain bursting the room clear.
the ogre cant get to anything hes so slow and the zeal just too fragile to stand in fire. sure you can risk using a skill charge but if you end up in an exposed poition its going to go bad fast.

not sure how best to fix it. some sort of mechanic that makes it harder for Mobs to shoot you the more thing in melee combat range, but specials would need to be immune and thats going to be confusing.

could maybe allow any kill to trigger the base tough regen

maybe its just spawning too many long ranged mobs at once , hmm that one feels right

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Considering some of the team mates i sometimes get in damnation and even heresy, yeah, i tend to be the kill everything that moves kind of class when playing on my zealot.

I dont really get your point here, zealot SHOULD, and is, able to deal with both types of enemies, just like every other class, the difference is that other classes are more efficient at different aspects of combat. Like how a veteran is better at ranged combat and special sniping but can still excel in melee, or how a psyker excels at ranged CC and horde clear but can still be good at melee and special sniping (even with the drop in efficiency of BB on heresy+).

If we went by your black and white image of how the efficiency of the different classes roles should be, a full zealot team would be screwed the second they hit the first ranged pack.

heavy stubba ogryn suppresses ranged mobs allowing you to close distance, zealot can use autoguns that have full auto capabilities to suppress them and then close distance as well as stun grenade.

Veteran is very effective against specials and ranged units, but other classes aren’t particularly helpless. The main point of dealing with ranged is definitely consistent with the tutorial, which is suppression.

Veteran is most certainly the designated ranged mob killer, can be built specifically for it.

However I play zealot and I use my own suppression to stop them from shooting. Aripn mk VIII Braced autogun not only wrecks shooters (and everything else for that matter), but it also almost instantly suppresses them. And if you pick your moments you can charge them before they scatter (and lock them in melee OR just run and gun, sometimes I just charge in shooting.)

of course you could just take the lazgun and become a pseudo sharpshooter and sit back and snipe them.

Honestly, any room you find yourself in where there are a significant number of entrenched ranged enemies with good sight-lines on the entrance and cover can be hard to deal with effectively without a Veteran popping their ability with the Counterfire feat.

Add to this the fact that the 3 tiers prior teach players that they can and should be able to engage ranged enemies in melee within about 5 meters, but they seem to inconsistently lock in melee on T4/5.

Getting shot by every ranged enemy within 3-5 meters while trying to lock them into melee is brutal. They also seem to swap on the fly back to ranged the moment you look away to deal with another enemy in melee range. I’ve been shot in the back so many times by guys maybe 3 feet from me while I have a melee weapon and am actively smacking their friends.

Suppression feels inconsistent at best as well. The best CC for ranged targets is obviously simply death. When tools and features in the game don’t work consistently, it makes for a really harsh learning curve with a massive disparity in difficulty between T3 and T4-5.

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From what I can see veteran does ok at hordes, elites and ranged so to complain that zealot shouldn’t be able to is a bit ridiculous especially when the tutorial tells you to gap close with melee… what is the point of the tutorial if everything it teaches you is wrong.