and the amount of ammo needed to kill target differs from weapon to weapon. Revolvers spends 1 bullet to kill elite/specialist and replenishes 1 bullet.
The autogun spends more bullets, than replenishes.
Plus it creates a situation, where you more inclined to use your weapon only against specialists and elites. Which is more beneficial to weapon, capable of single-target killing, rather than spraying the horde.
Which makes a class, that uses guns, NOT use guns to kill horde. Despite those guns being made TO KILL that horde. Because of ammo management.
If i pick survivalist and use revolver to only kill specialist enemies and fight everything else with my melee weapon - i am not a veteran. I am worse version of zealot. But i will never lose any ammo. Therefore ammo packs on the map are useless to me.
If i pick survivalist and use autogun to only kill specialist enemies and horde with my ranged weapon - i am a veteran. But i left with no ammo. Therefore i have to fight for ammo packs with my teammates.
Imagine creating a fun modificator. For one class to come in and completely remove it. I have the same problem with extra-blitz modificators. Dont get me wrong. It needs balancing. But survivalist is objectively a bad balanced aura and should not be in this current state of the game.
Just as krak grenades should not kill 5-6 crushers in one go, because these fat bois merged into each other.
Or having infinite uptime of Voice Of Command, because you only need to kill 3-4 specialists within 15s and auric spawns tons of specialists.
All these problems boils down to how Fatshark treats difficulty. Instead of making individual enemies harder - they make more of them. As i said - there is nothing wrong with the CONCEPT of survivalist. Itâs the current conditions of the game that make it broken AF
it is OP on modificators like waves of hounds. Where literally 40 of them spawns. They easy to kill. Usually some psyker or zealot always rush to farm those juicy specialists kills for their scoreboard numbers. So you dont even have to shoot. Just free ammo. OP amount of free ammo.
It is unfair for certain weapons, that benefit from it more (look first quote).
It is working where it is not intended to. Because you supposed to use your ranged weapon either in dire situations or to kill whatever small amount of ranged enemies you encounter. Itâs a âmeleeâ challenge for all classes. To see how they perform in melee enviroment. I dont like, that psykers have no handicaps on that mode either. They should have increased peril generation.
But once again, majority of âMostly melee, only Scab faction, no ammo pickupsâ mission i play - it was psykers+veterans. Zealots and Ogryns are very few in those missions. Because no matter how good you are as a melee class - surviving 10 crushers and 7 maulers is a hard task even for them.
OFFTOP: we do have âMostsly ranged enemiesâ modificator. But it does not come with extra limitations. I would like to see âNo healing items and less healing station chargesâ and âMore ammo pickupsâ there to encourage trying all the classes with ranged weapons. Forcing them to play more âshooter basedâ type of game. Taking cover, peeking, picking off enemies. Maybe even âNo ability useâ, to really spice things up.
So not only survivalist veterans and psykers are working where they not intended to. But they also harm experience of other classes. Because of the nature of how Darktide AI director acts. You supposed, as a team, to split enemy attention evenly. Melee classes (Ogryn and Zealot) dealing with melee enemies and taking their attention. Ranged classes (Veteran and Psyker) dealing with ranged enemies, taking their attention.
But now majority of enemy meleeâs attention is only on zealot and ogryn. Because veteran and psyker are far in the back, taking much less aggro. Making zealot and ogryn to deal with far more enemies, that they are intended to.