Havoc 40 enjoyer and my favorite gun is so irritating to use in havoc 30-40.
There’s just too much wrong with this gun here are my suggestions to make it fun:
-Can opener should just be baked in
-fire frenzy doesn’t proc on bayonet kill which it really should(mainly for hitting breakpoints and conserving ammo and giving more reason not to swap to melee all the time)
-auto reload should not trigger on the weapon emptying so spamming special doesn’t bug out when you spamming special.
-the mark 2 if build correctly should reliably be able insta-kill crushers with a special into double tap , I will die on this hill - its way too inconsistent
-we just need more ammo.
the bayonet should feel absolutely core to this weapon, holding down a choke point spamming special at head height is truly one of the best experiences of this game, especially after mag dumping. I honestly feel like im trolling using this gun aside from tank builds using the mark 5 for mid range which is fun but also just ehh. Like I want to go into the lobby and role play one brain cell ogryn, quite literally. Bolter vet is the cinematic darktide experience, but the ogryn ripper experience that actually can operate in a havoc 40 cadence would absolutely fry my dopamine receptors. Please obese fish, make ripper guns good.
I know there’s a balance here, it cant be too strong otherwise your melee weapon becomes useless, but to be honest if it gets reworked so the bayonet can become the primary, I want that. Like I genuinely have no clue why, but a big fat sci-fi shotgun is the best gaming experience I’ve yet to have in gaming. Let me smasha, let me STabbA
Heavy Stabbers with Surgical oneshot/twoshot most of enemies on crit headshot in Havoc. Ripper Gun can take half a clip to kill just one Gunner in the distance, this is unacceptable.
My favorite mark is the one that shoots in bursts, and it feels 20-30% weaker than the meta 5th (?) one that shoots fast while braced. Also something to consider. Although it’s not just this weapon where one of the marks is vastly superior to the other two.
Wow, thoughtful and mostly reasonable suggestions. That’s genuinely refreshing after the string of balance posts we’ve had recently. Somebody is gonna have to sell me on baking in can opener. That seems a little dubious to me.
Unambiguous agreement on points 2 and 3. Point 5 as well depending on how much exactly.
I think, make it strong. Make all the weapon bashes strong. Right now they are weak and slow and barely worth using – which by extension makes the associated blessings unappealing. They won’t eat primaries’ lunch due to lack of moveset and block.
Back when Ripper stab could stagger crushers, was probably the last time I ever used weapon bashes with regularity.
Bayonet should sweep on attack and poke on hold, and continuously loop pokes if you hold special. The reload gaff should be left alone, its the fact that you are animation canceling the reload that even makes it possible to rapid-bayonet. You’d be asking for it to be fixed if that wasn’t the case. I like doing rapid-stabbing, I just cheat and use an auto attack macro to execute it without issue. Gotta make more Back Off stacks.
I don’t think Born in Blood procs on that either, but I’d kinda like that and other ass blessings like Terrifying Barrage buffed/replaced as well. Like No Respite, man that blessing is so gnarly on shotguns but not present on the one with auto fire and huge stagger. Huge miss there…
I think the biggest buff to Ogryn ranged weaponry you could make is giving the special attacks more depth, even if you made the stab really strong it’d still be quite boring to use. Stab into blast on big targets is an example of something that feels good and is fun to use though, giving that more of a niche would be great.
Another thing would be giving the melee attacks on these guns actual competent fully fledged melee movesets just like how the arbites mace special attack works. This isn’t just the ripper gun, it’s the single shots and the stubbers too. Only the GG has an actual melee moveset and it feels good despite the weapons other issues. It’d be fully thematically consistent with gunluggers also, who are known to melee with their ranged weapons. PBB could then receive a bonus to these attacks to make it actually function while at 0 ammo.
The other obvious thing is redesigning some blessings to make them not boring/trash, the rippergun has some dead blessings.
PS: Instead of making new gamemodes, make new ogryn ranged weapons and psyker staves already
ive been using the ripper stab a good amount recently and if you have enough impact it does stagger crushers, it also being a heavy attack means it applies max brittle with can opener and 4 stacks of bleed per hit, plus other typical debuffs like soften em up and hard knocks. i personally think the stab is strong enough now, the gun definitely doesnt need can opener baked in as that would just be even more power creep in my power creep tide game. but other small buffs to the guns themselves sure, or more ammo or whatever
The main thing that dissuades me from using Ripper Guns is that they all have the same type of Pellet Spread for every Mark. They all have the Pellet Spread of a Duckbill Choke, and that’s nice and all but I don’t exactly like it myself. It makes them feel like you’re peppering the Enemies with birdshot instead of, you know, actually feeling like you’re shooting an OGRYN-SIZED SHOTGUN.
I’d like it if there were three different types of Ripper Gun Pellet Spread, one for each Mark.
No Choke (Wide, Circular) - Based on Combat Shotguns*
Choke (Tight, Circular) - Based on Mk VIII Exterminator Shotgun*
Duckbill (Current) - Current Ripper Gun Spread
*These would be WIDER than the Pellet Spread on the mentioned Weapons to make them feel more “Ogryn-y” and so on.
Make the “Choke” variant the slowest-firing Mark to balance it out.
I’d personally use the “No Choke” variant, because having a wide, circular Pellet Spread would put the Ripper Gun between a Heavy Stubber and a Kickback, PUNCHING through hordes instead of peppering them, whilst being more reliable at intermediate distances for taking out key Elites and Specialists.
i mean it is kinda like this already, the mk6 is the one with the wider duckbill spread, while the mk2 and 5 have not as wide spread, although maybe the crosshair mods i have make it easier to see, crosshairs fix etc
oh and thats only looking at the braced spread, hipfired spread seems tighter at least on the mk5, if you can control the recoil
Mk.V has stupid amount of recoil you have to look at your feet while hipfiring.
Mk.II is meant to be the high damage one but in practice its low guaranteed pellet hit count makes it lower damage than Mk.V unless you magdump hordes point blank and it does not have the ammo for that (non of them do).
Mk.VI what even is the point of this one? It has a low recoil 2 round hip-fire burst but the Mk.V is still better at range and the 3 round braced burst has a horizontal duckbill spread but Mk.II is better at hordes anyway. What is this gun trying to do?
A lot of ogryn guns has to much focus on shooting trash hordes instead of elites.
the mk6 is the ‘gunlugger’ variant, with better finesse multipliers for weakspots and crits, real good with burn pbb and the crit bleed blessings on the ripper
Weird how it doesn’t feel like that in gameplay? It’s nice that there’s a Mod. I want it to be more shaped like that when Braced, at least. It feels REALLY off, especially with the Recoil on non-Braced Attacks.
i use this mod, “Fixes crosshairs to be actually representative of spread, taking your FOV into account. Fixes crosshairs to take spread ratios into account. Crosshair support for shotshell pellet patterns.”
i use a big ultrawide monitor so I figured it wouldnt hurt to try and make the crosshairs better incase the fov affected them lol
I gotta be honest the thought that Mk.VI is the gunlugger variant never even crossed my mind since it only fires in bursts, I gotta try it out on lugger build and see how it does.