Revolver, seriously fatshark, give it some love

I guess you meant Psykers as 2nd.

Anyway… i get your points and agree so far. The revolver is in a really good spot in general, it just lacks behind some of the named weapons from the beginning of the topic which need some tweaks / nerfs.

But i personally still want the revolver to become more of a sniping weapon and not, not just relying on crit-blessings, even if FS want us it to play this way. This weapon should shine more on weakspot-hits. It´s perfectly made for this, but the damage-multiplier sucks hard.

  • 210 on a bodyhit, 246 on the head of a crusher
  • 350 and 470 on a Sniper
  • etc…
    (And these are numbers while sitting on Vet with 15% extra weakspot-damage…)

It´s ok if you need one or another trait to hit some breakpoints, but that you can´t even headshot-kill a sniper, or that you need like 2+ magazines, which is like 15% of your overall ammo, doesn´t feel great tbh.
I still love this weapon on my Vet, but some minor tweaks into a more skill-depended direction would be nice. I mean, the weapon has huge penetration… why should it be kinda bad against carapace with its other limitations?!

Also just thinking about it, but Vets ultimate might need to change, dunno… or atleast the it should scale differently per weapon-category. It´s probably one of the major-reasons immo, why it´ll be hard to balance all available range-weapons across the classes. Any buff will be pretty much as twice as good on Vet besides ammo. Any nerf won´t effect Vet that much especially if it´s about ammo…

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As I said somewhere else

For Bolter / revolver-shotgun, I would invert values. I really think that it is totally stupid to see that with bolter (caliber .75 - 28mm) has twice the ammo of a revolver (caliber .45 - 11.43mm) or more than a shotgun ( 18,5mm).
In other words, revolver needs 2 - 3 times the ammo of the bolter, and shotgun twice…

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Im satisfied with where the bolter is at for ammo supply. Just give the weapons that need more ammo more ammo rather than worrying about relative values, i would focus on what makes a gun playable.

There are people here that want that we respect the “Lore”.
So if we respect it, we have to adapt the amount of ammunitions.

I would say that my main concern is to get a max of weapons that we can use in high difficulties and also have a balance between all of them.

This could also keep the amount of ammo for bolter unchanged… and give 2 times more for revolver (and at least 50% more for shotgun)

If we wanted to respect the lore for a bolter, and individual would probably realisitically deploy with more than 5 magazines of ammunition. (Zealot loadout. I forget what the vet carries)

But i do agree with giving the revolver and shotgun more ammo. The shotgun needs at least 85 shells to be viable, maybe 115 ideally. I’ve not used the revolver much,as its value add is mostly special sniping, and i mostly use a hammer so i don’t need that. I will defer to your judgement on ammo supply but i agree with the general notion of increasing it if its a common problem.

T4 point blank and hand cannon, revolver is still ehh. Why is the Maniac damage and drop off so poor. It should get inverted ramp up like a lasgun, without a close range nerf.