This bug should just become a feature. For me Kickback is still meh, without a real purpose. Ripperguns buffs are nice, its no longer only about Mk II, even if I still prefer it, despite larger spread / higher recoil.
Alright, been a few days and fortunately(?) I ran into a bunch of shieldgryns who left me, you know, a lot to deal with plenty of target rich scenarios to experiment on.
This gun lets me advance on groups of gunners. It bowls over reapers and elite gunners and the big ammo economy lets it handle shooters well enough now that its range was buffed. And also it feels more efficient to just spray and pray without ADSing. The cleave on it is still not great, but I feel like it will punch through just enough horde to knock down ragers, maulers, and crushers.
That’s the niche I’m settling with.
If I had a choice in blessings, I’d take Run and Gun. Really, just that one, the rest are broken or worthless.
The blessing on that are painful! Hopefully crafting will open up to allow you to improve it a bit.
I forget what its called but the blessing that stuns/causes supression on close range kill might be something to look into. This will cause trash mobs outside the cone of fire or you somehow missed (but close enough to hit you during reload) to cower in fear, giving you the second to reload without having to push or dodge.
Yeah, the blessings for Kickback are pretty bad.
Kickback is very enjoyable now. It could already knock an elite on its ass from 60 metres with just a single pellet making contact, now you have the reload speed to actually capitalise and control more spread out groups. The close to mid range damage is very solid now too. It’s still somewhat questionable if your aim is to be as self sufficient as possible, but it feels unique and strong enough to warrant bringing now. It’s also just extremely fun and chunky feeling. Honestly fantastic buff, more than I’d reasonably hoped for.
Now please give Ripper more ammo, I’m begging you FS.
I actually like the kickback quite a bit more now, its still a niche weapon but the reload speed being fast enough to get a second shot off before an enemy can get back up / reload after a mutant grabs you and fire is actually a pretty noticeable change. Its still going to take 2 shots to kill most enemies beyond pointblank, but its now viable to actually do so before they can get un-cc’d. If the damage was high enough to one shot at just slighter further range or the cleave was increased a bit more I think I would probably main it.
Ogryn’s not having a particuarly good anti-carapace melee weapon to pair with all of their at least decent shotgun options is painful though. Also I fully second changing the lawbringer special to a slug, its current special is basically useless and the number of weapons with solid carapace capabilities is low.
Huh? Paul with anti Ogryn feat is pretty damn good.
But why is Paul racist against ogryns? WHY DO YOU SUPPORT PAUL’S OGRYN RACISM ALSOZARA.
#cancelAlsozara
Paul without it is pretty good too, the Club is OFC a Crusher crusher and it got a bit of love.
Not sure I’d bring a kickback myself to a pug, but I could see it being silly fun on a premade.
I have no idea why they didn’t just double the Ripper ammo, or at least 50%, in the last patch; it could have been semi-useful with the ammo boost.
For the life of me I cant figure out why the Ogryn doesn’t have access to Hit &Run blessing on these weapons (other than Kickback); they really kneecapped most blessings on the ranged choices making them even crappier. Don’t get me started on Rending+ on “special”…
Hit & Run
Immune to Ranged Attacks for 0.4-0.7 seconds on Close Range Kill.
It’s Terrifying Barrage,it actually seems good, personally I think it’s best-in-slot on these types of close range weapons.
Kickback can pair it with run’n’gun.
I think you forgot about Terrifying Barrage?
Terrifying Barrage
Suppress Enemies within 5-8m Radius on Close range Kill. 10-25 Suppression on enemies within range.
I’d still trade pretty much all the range options for an Agri Braced Autogun…
Can Opener on Ripper is pretty good. It lasts a little while and stacks, so you can stab a crusher in the gut twice then kill it in under one mag. Opens up your melee pairing options somewhat at least. As we both seem to agree Ripper really just needs a good amount more ammo.
I’d improve Maniac/Unyielding/Flak damage like 20% on the Stubber and get rid of the trigger delay too.
But I think the Rippergun’s trashy M1 gets in the way of the other models more than anything. I like Mk VI a lot but you have to wait so long in between 2 rounds to actually hit anything. If you could actually use it to scroll target to target and quickly tap a bunch of shooters it would have a use.
Mk V I lucked out with a Cavalcade + 8% fire frenzy for some serious lols. If I kill something and start critting during a mag dump and a Crusher walks by he gets pelted for 300 something damage a hit, because the crits won’t stop until you release M1 or run out of ammo.
Ah pet peeve of mine, the “gimmicky” special ranged melee ogryn variants; they could have just left it as a regular Rending it’s not like it would make Ripper anywhere near OP. Hel jsut make the XXXL bayonet do a lot more damage and even auto-apply a couple of bleedstacks.
I’ve been saying it since launch, if they want to keep the Ripper Spammy McNotHitTheBroadSideOfABarn then at least give it significantly more ammo.
At the risk of being a broken record (too late!), it seems like anything other than Rumbler or GGaunlet was designed for the non-existed LUA data-mined Gun-lugger class, its feats and passives seem specifically designed to compensate for the massive shortcomings; though I’m not sure they’d be enough.
At least I got to enjoy it up to and including Malice.
Gun-lugger:
Talent Groups:
- passive: 8% chance to shoot for free / 25% DR while braced / +50% max ammo
- mixed: +12% damage for 6s after reload / 2% toughness on ranged kill / +25% magazine size
- offensive: +1% critical chance for 6s on kill, max +12% / +25% suppression / 30% faster reload for 5s upon hitting 5 enemies
- defensive: (no info) / +20% movement speed for 5s on ranged kill / 2% toughness regeneration while braced
- coherency: +15% max ammo in coherency / +10% more damage (+30%) vs suppressed enemies / (speculation) 25% ranged damage reduction per ally in coherency, max 4 stacks, lasts 8s
- passive spec: (speculation) upon triggering passive, 15% faster cooldown regeneration for 8s / passive trigger chance increased to 12% / (no info)
- combat ability: +15% fire rate / (cannot speculate) / +25% damage to enemies in close range
I agree with your general assessment of Ripper’s issues but I think that’s a bit far. I’ve been enjoying it on Heresy, it feels legitimately good there, though you certainly do pray you’re not paired with high ammo consumption team mates. Yet to try it on Damnation, I imagine it’s workable but certainly sub optimal. Putting ammo issues aside for now I definitely enjoy it more than Stubber. Fix the ammo issue and I’ll probably be using it quite a lot. Anyway I’ll try to stop steering this thread onto Ripper tangents now.
Yes, I have terrifying barrage on my rippergun and it really slows down the advance of enemies, causing the horde to immediately freeze in the choke. also, when peeling enemies off a surrounded teammate this will limit the damage tremendously. it’s for sure one of my unspoken favors.
haha, i just made a post about the lawbringer, i missed your post - sorry
Shotgun absolutely can hit stuff “precisely” at in-game ranges IRL.
Also:
It needs more ammo and faster reload. (boltgun has more ammo than shotgun 80%)
You really need to train on the GG. Sniping range, best damage against Carapace and Flak, 4 rounds with a reasonable reload. Completely beats every other Ogryn gun outside Stubber if you are running Shield/Maul or Power Maul.
It is tough with Pugs to pick your gear. Which is why most Pugging Ogryns run Bull III cleaver/GG. If you are running with a solid Zealot Friend with a good Anti-Armor Melee weapon or Bolter or a SS with a bolter then Armor will NOT be your duty. Reason most pug Ogryn Run Cleaver/GG is so we can take care of hordes and Armor. GG for Armor and Cleaver for hordes. Now personally, there is an issue with Ogryn weapons as the ONLY 2 ranged I will run regularly is a GG or a Stubber. Will run a Ripper II now and then, but rarely. Same can be said of Melee though. I run Bull Cleaver III as my main but also run with Power Maul some times. I only use shield when a psyker friend needs a 90% Brain Burst Damage to Monstrosity penance. Outside that I fine the Maul/Shield very boring, good at what you need it to do, but Damage is so horrid it almost hurts the team in Damnation. (Reason you bring a Stubber with it.)