Thankfully the game has sound indication that you are getting shot at so you can just slide situations like this.
I played a lot of Zealot back in the day when shooters were an actual threat and gameplay was way more enjoyable where there was actual danger coming from the shooters, instead of them being just regular trash mobs.
Having more dangerous shooter have so many positives in the game that it’s even hard for me to list them, but I’ll try.
- Shooters being more dangerous makes on-edge, heavy engage melee gameplay a lot more fun.
- Having to pay more attention to your surrounding and positioning is a good thing, recently it wasn’t the case sadly.
- It incentives cleaning up instead of just rushing ahead mindlessly slowing down gameplay in a good way.
- Increases the value of anti-shooter measures including (but not limited to): Using blitz against them, Suppression, Smoke nades, Psyker shields, Anti-shooter specialized ranged weaponry etc.
- Makes trash and (melee) bruisers more dangerous in a way, which is welcome. They won’t be more dangerous by themselves, but bogging you down has a more powerful effect.
And also yes:
Giving a job for shooter Vet or other anti-shooter specializations and weaponry (Gunlugger ogryn with stubber is also pretty good at this) is also good change in many ways, although that wasn’t my first thought.
- Lasguns need shooters to be dangerous to be a desired pick. If melee is the better way to deal with shooters (which still kinda is, that one of the reasons I want more buffs to shooters) anti-shooter ranged weaponry just becomes useless.
- Shooter specialist can concentrate on shooting down threats instead of going into melee without the melee specialist feeling they are taking “their targets”. More shooting for those who want more shooting without drawback for others.