Shotgun balance

Sorry, but definately NO! This is still a WH40K-Game and therefore should stick to the lore as much as possible. Might they had such things in the Dark Age of Technology (roughly arround 25th Millenium) but in ‘current’ times they have not, because “so much has been forgotten, never to be learned again”.

But as I pointed out in this Thread, there is enough of cool options from a lore accurate standpoint.

And these addiotions might bring some problem solution for the shotgun to the tabel, too

I linked to a video sample showing the special shell cleaving through several walkers in a line.

I am wondering how you are conducting your tests.

Need to try later again and see if I derped something. But really simply placing the barrel as close to the enemy and seeing if the 2nd/3rd target take any damage.
(and yes I know not the most scientific but when you do this you notice there is like 1 pellet that actually seems to have any penetration)

I am not thinking that the “lore” should forbid to adapt. However, they have a license with WH40k, they cannot invent new weapons and have to respect the WH40k universe…

Where do you think I got the name “Shotlas” from? I didn’t make it up, man. It comes from 40k lore.

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In fact, I have just seen what it is…
It would definitively a good addition for the game.
But, shotguns have yet to find their place. And personally I continue to ask a coherence between the amount of ammo of the bolter and the amount of ammos for revolver and shotgun.

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I think Combat Shotgun has a fine place in the current balance. An ammo buff alone probably entirely fixes the weapon, though I could see them making a very small DPS increase against one of the target types, just to help justify the reloads

Ogryn Kickback still seems awful, and they might just want to give it a wider spread and make it amazing at hordes. (Like if you imagine bracing a Rippergun and firing ~3 sec in a small arc in a horde, that’s what one single shot needs to do with Kickback for Kickback to compete with Rippergun.)

An “Ammo Pass” would be good for the game too.

  • Horde weapons should get more ammo than Elite weapons. (Meaning ranged weapons focused on killing hordes vs. elites.)
  • Stagger weapons should get more ammo than Damage weapons. (No weapon is currently like this, but you can imagine a hypothetical shotgun rebalance where they do only average DPS, but always brutal stagger. I’m not sure if it’s a directions shotguns should go.)
  • Inaccurate weapons should get more ammo than Accurate ones. (So Stubber having more ammo is fine, though I’m not sure if it needs quite so much it has an insane Total Damage (All Shots Fired) value right now compared with everything else.)
  • So weapons like Kantrael which are very accurate high-damage shots (less ammo) but sort of designed for killing Ranged Enemies (horde-like and therefore more ammo) should probably end up with average or slightly above average ammo.
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Yes, seriously. This is such a problem with Darktide right now. The ranged weapons that appear to specialize in horde work always hurt for ammo after just a few uses.

I think that I would prefer that instead of more damages to a specific enemy.
If the shotgun would stagger more easily, it would give it something special.

I swear it did seem to stagger reasonably well but for some reason it seems to have lost its knockback against bursters. The damn things are stagger immune all the time.

Prove it. (on damanation btw)


Don’t worry, as usual, I know you can’t.

Even if you stack up lv4 fire frenzy and deathspitter and got it to 3 shot bodyshot mauler, it’s still easily matched/exceeded(ttk of 0.72s vs. shotgun’s 0.90s) by braced autogun(agripinaa pattern) with those same blessings. Swapping it to no respite lv4 still wouldn’t make it a 2 shot kill.

Therefore, shotgun is in fact not “2nd best ranged DPS in game vs. Mauler” as boltgun and agripinaa pattern braced autogun are both ahead of it.

That’s just the reality, if you take 3 shots to kill mauler(no veteran ult or anything, just the gun and its perk/blessings) that’s 3/11(not counting the shots you took to stack up those blessings) of a shotgun’s magazine tube, and Agripinaa braced autogun takes 7/40+, you can guess which one has more ammo/damage leftover for other enemies.

That’s assuming you aren’t abusing the bugged fire frenzy.

Damage against dogs is very poor at range(can take up to 7-8 shots past close range because it pushes dogs away and the minimum pellet count, damage fall off, and dog’s small hitbox all play a part).

Damage against mutant/maniac is barely acceptable for a close range weapon, assuming no crit it takes ~4 bodyshots to kill rager without perk/blessing and ~11 shots(at ~900dps) to kill mutant.
And that’s only in vacuum, in real gameplay this is quite bad considering it can only get 11 shots per tube.
Meanwhile agripinaa braced autogun does something around 1.5k dps without any bonuses with about half a magazine remaining after killing mutant.


Shotgun needs way more ammo(so do revolvers, anything below 95 total ammo, the total ammo of boltgun, is a travesty considering how slow they are to reload, and they’re currently at 56 and 52) and better reloadspeed(again so do revolvers), and maybe no respite…etc. should do more for shotgun.

The damage is actually where it realistically should be against flak armor(not great for the number of shots vs. magazine size); but maniac damage is a bit low(need about 20% increase).

Currently autopistol does basically what shotgun does, except it absolutely shreds maniacs.

I agree with this. Damage is basically fine, should probably be a bit better against unarmored and infested targets. It really just needs a bigger ammo supppy and it’ll be fine.

And please, take my advice, 3-8 special shells is ammo efficient horde clear. God i love doing this to hordes, its so satisfying once you get going.

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It might be ammo efficient but it’s too slow because of reloading one shell at a time + pump action.

You can just melee(assuming competent skill and weapon, no reason to not have one of those) and not waste ammo.

Yeah agreed with this. Hence why as well as more ammo I think a quicker special load animation would allow you to more reasonably make use of that utility.

Base DPS on Damnation

I mean if you have stronger data, feel free to post it.

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Thunder Hammer isnt exactly fast horde clear. I have no problem taking advantage of the special shell in hi-int damnation games. Keep in mind that you’re killing multiple targets per shot.

But thats really neither here nor there, we all agree we need more ammo on the shotgun.

Failed to prove anything. Weak data.

I mean you need to prove it’s “2nd best ranged DPS in game vs. Mauler” (which is your own claim, btw)


I’m not even going to wait for you to try.


I’ll let you add the damage of first shot to dps to make it look better, it’s still not beating braced autogun though.

I recommend checking your facts before making those claims to avoid this kind of embarrassment.

You don’t have to use trashhammer.

Try a good autopistol instead, then you’ll see why shotgun needs way more help.

Yes, i am aware. But i like it. And the whole point of the way they have balanced the weapons in DT is that some weapons are better and some worse at horde clear. The power maul is also quite meh at it. Slow. Low cleave damage.

I tried a 375 autopistol with blaze away and some other tier 3 blessing and it was worse than my shotgun against hordes (my key use case) and just ok against most things. I rather much prefered my shotgun besides its ammo problems.

375 doesn’t mean anything if damage and stopping power is low.

You need pinning fire specifically for horde and maulers.
That supposedly gives power which gives more cleave(read: penetration).

Your shotgun(doesn’t matter what blessing/perk it has as long as it doesn’t one-shot) has no chance at killing ragers/mutants/anything maniac faster(autopistol kills in about 8 bullets). And even against Maulers(pinning fire is bugged so you can shoot the same enemy and get 5 stacks for way more damage than intended).
You know, everything hammer sucks against.

And autopistol’s reload is just so much faster. You can push enemies and swap to reload one stage, swap back to melee to push again, and finish reloading. It will entirely replace hammer as main weapon with hammer only used occasionally for ogryn types. (I have +25% flak/unyielding so I can just spray down reapers all the same)