Shock Trooper (Veteran Passive Talent), after Patch #14, did devs add a internal hidden timer on it?

Issue Description:
Not all crits trigger Shock Trooper

Steps to Reproduce:
Crits 4 times, and cost 2 ammo. (Which is supposed to be 0 ammo cost; it was so in Patch #13.)

Mission Name (If Applicable):
N/A

Platform:
[Steam/Microsoft Store/Xbox]
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Player ID:
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Approx. Time of Issue & Timezone:
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Reproduction Rate:
Constant (100%)


Upload Supporting Evidence:
[Screenshots, recordings, links to Twitch VODs, etc.]

VId Recon Lasgun, full mag is 96:
1 shot, 1C, 0A
2 shot, 2C, 1A
3 shot, 3C, 1A
4 shot, 4C, 2A
5 shot, 5C, 2A

[PC] Upload Console Log & darktide_launcher.log:
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A more detailed post is here:
Shock Trooper (Veteran Passive Talent), after Patch #14, did FatShark add a internal hidden timer on it?

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my subjective experience+testing confirms that the VId Recon Lasgun is bleeding ammo at a vastly increased rate with Shock Trooper than before patch #14

Thres also multiple posts on reddit concerning this topic. Everyone is of the same opinion, that theres either a bug or internal timer that wasnt mentioned in the patch notes

Follow up: Scoreboard used to report 2k crits per full round, now playing the same way with the same build it only logged an average of 350 crits per full round. Not sure if that’s related or helpful.

Someone mentioned “crit chain” as a volley of crits will now (or have been?) be considered 1-shot. Maybe that is why we went from 2k crits per match to 350 crits. But I have zero knowledge of such a topic.

Hmmn I didn’t even realize that was a thing. Yes, that would also explain why in my testing switching from continuous fire to bursts saved ammo. If it registers one input as one attack even if said input causes multiple attacks each with their own crit roll, it could very well only be counting the first time it crits or possibly the rate of fire determines the interval? Like the Vld has a 16.something fire rate so it may only be counting 1 round as the refunded shot even if multiple in the 16 crit?

Dunno this information about “crit chains” means more intense testing than I care to do for something that hopefully will just be patched out in a couple weeks.

Does the “acknowledged” tag on this mean that Fatshark is aware of this and agrees it is a bug?

that’s part of the fun, maybe.

I’m curious as well.

So anecdotally, I think this bug’s(?) root cause is causing things like flesh tearer, infernus, and other similar perks (and the melee bleed talent for zealot) to proc less. Has anyone else noted this also? Am I crazy?

Does anyone know if they tried to stealth fix this, like with the zealot toughness this hotfix?

Definitely has this cooldown applied to charmed reload too…HP bars + crit chance + massacre node, yellow damage hits all over the place and my ammo never budges. I know it was broken to 5 shots a proc + would only proc once per crit burst (the stubbers fire a few guaranteed crits whenever they roll) but this is ludicrous. Reloading all the damn time.

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Hopefully it’s just a bug otherwise it’s extremely bad practice to make a change like this with no comms or documentation.

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