agree with that… also
anything that can replace smoke grenade…
Too much time Fatshark never tried to fix them… now they should replace them
agree with that… also
anything that can replace smoke grenade…
Too much time Fatshark never tried to fix them… now they should replace them
Yeah that is the core of the issue. But I think generally a better solution is to buff underused options then nerf over used ones. Shuffling talents around would just make zealot less fun.
love the idea
I’d rather have smokes be a competitive option instead.
I don’t see a mine fitting in darktide.
The issue with smokes is that, even if used correctly, still they do too little compared to the other options.
The solution imo is to have them highlight the enemies and apply a debuff on them.
I’m not sure how useful a mine will actually be. Seems like it could help for the first wave in an event room, but not really for the rest of the event.
What about a grenade launcher?
Could be an M79 style. Explode on impact, somewhere in between a frag and a krak grenade in damage and radius.
Or could be an M32A1 style. Several rounds in the drum, but weaker. Maybe more of a focus on stagger and suppression instead of damage.
The blitz node could be structured similar to the Psyker. Where you pick the grenade launcher that is ‘basic’ and then a few nodes off of it that would augment it’s performance if desired.
Could work. I’m suggesting a mine because it would be 1) unique compared to other blitzes, 2) allow for an ‘ideal’ combo with a stealth build, patrols, and holds, and 3) has code for it already given stuff like the Karnak twins mine.
I really don’t see mines working unless you can toss deploy them at a reasonable distance, and they’d have to do a fair amount or last longer to make up for their shortened range, and I’m not sure how they’d work out in practice OTOH. Otherwise the fast pace of DT and constant movement means they’d only be really useful in holds or fairly large engagements, which isn’t bad but they’d have to be at least reasonably comparable to the other 2 nade types.
If they won’t make smoke useful and not a detriment to your team, just give them the zealot stun/stumm grenade and call it a lazy day.
Hel even smokes could be made more useful if it took the page out of the tox bomber’s book and buffed your team, say granting the Agile blessing to the team in smoke and 5s linger time.
But if the smoke remains, it really needs to have its opacity reduced, blinding your team is tantamount to griefing.
I really like mines but after spending time trying to be a better stealth melee vet, i really also want the smoke nades to get tweaked so i can use them in a way that makes sense without denying vision to the team
There’s a real use case where smoke makes sense but it only works in a coherent group all in voice chat, is easily defeated in quick play, and factually weaker than shout.