Shotguns (and Revolver) need more ammo

And honestly, I can’t believe each new patch doesn’t have this. From Patch 9:

  • Fixed an issue that allowed the Kantrael Mk IX Combat Shotgun to light people on fire through walls.

… Even so, we want to keep an eye on the weapon and see if we need to bump it in future updates, please give feedback.”*

This weapon was hilariously broken and that change was inevitable. But not bumping the ammo up is criminal at this point. You already nerfed the Kantrael with the fire dot changes to Flak. Even the Agripinaa can’t fulfill the role of killing shooters on Vet because of its low ammo pool. The shotguns are a lot of fun, but I feel like I’m griefing my team with how much ammo they require to do the same jobs other weapons do. Please increase the ammo reserve of these weapons.

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Revolver is fine. Don’t know about shotguns, I never use them.

Infantry Autoguns could also use a significant ammo up to try and make them more competitive with the basic Kantrael pattern.

As well as Recon Lasguns needing a damage up.

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The revolver is fine at delivering no damage all game long and having no ammo supply.

The shotguns need more ammo badly.

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I run revolver on Damnation on my Zealot since the Flamer was nerfed. It deploys almost instantly. You can shoot mid-reload. It has high damage. With right perks and blessings it one-shots most enemies. It does the job. And I don’t need to rely on team to kill specials. So no, it’s not a meme weapon, same as knife.

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It has like 50 ammo. You could just use the agripinaa shotgun and get the same quickdraw value while having a larger ammo pool and a better, more flexible, gun. The revolver is basement tier.

Its barely acceptable on Zealot because you can just kill everything with an axe instead of ever shooting. On Vet its downright detrimental.

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You should try it again , because this is simply not true. And on the top of it it’s fun. Do check it out, you might like it.

Can you one-shot a sniper over 60m away with a shotgun? I didn’t think so. Kill those gunners 20m away and shooting at your Zealot axe? Not really. It is a niche weapon. And I do agree it is one of the worst weapons for a veteran. But not on Zealot. And no ammo increase (drum or reserve) is going to change anything in this regard.

Agrinpaa alt fire does all that better than the Revolver does, and it’s normal fire is still decent while allowing you to get double the shots off before having to reload.

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What if revolvers and shotguns are perfectly balanced and every other gun simply has way too much ammo.

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You know I thought about that. But when Fatshark buffed Headhunter guns’ ammo I figured they weren’t moving towards more ammo-scarce missions.

The agripinaa slug can do both of those tasks easily. The lawbringer can twotap out to about 50m and 3 then 4 tap out past 100 meters on a sniper. The lawbringer at like 20m can, if memory serves, 2 tap a dreg gunner at 20m. You could also special shell and stagger both gunners out of their firing chain and any other targets before cleaning them up.

I’m not saying the revolver is unusable. Just that it is clearly bad. There are way better options and one reason it is bad is because you will be out of ammo by the time you get through the first shooter spawn.

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I don’t recall ever running out of revolver ammo on my Zealot. Obviously 90% of the time I stay in melee, because it’s a Zealot. I use that revolver to kill specials from far away. You guys should give a try, like today or soon. It feels like we are talking about a different weapon. I use T4 Surgical and Hand-Cannon btw, but you could go with Crucian Roulette I guess.

This conversation is just people talking past each other and being as vague as possible about what specific aspects of the weapon they are referring to, as it is with many forum topics.

The revolver is good at what it does (accurate, high stagger, high cleave, decent damage), but what it does is not necessary compared to what it’s bad at.

It sucks against shooters. That’s it. That’s the whole conversation. Compared to practically every other gun in the game, it sucks against shooters. If you use it to take out shooters, you will run out of ammo in the first engagement. Whatever else it brings to the table is not enough to compensate for this weakness, and is the reason it will always be a sidearm for the zealot first instead of a weapon for the veteran.

No duh you don’t run out of ammo when using it on zealot because you’re melee 90% of the time. That’s what this entire topic is about. If you only use it as a sniping or stagger tool, and not for killing the shooters that vastly outnumber them, of course you won’t have ammo issues.

It also has large overlap with the shotguns. All the shotguns have incredibly good accuracy during ADS, with enough damage and stagger that they are essentially slightly weaker revolvers with twice the mag size and much more reserve ammo. I’d actually urge any revolver users to try the shotguns instead because they do its job adequately while having lots of other uses.

The shotgun specials can also provide additional utility.

Also, revolvers only having a mag size of 5 makes hitreg issues incredibly punishing compared to other weapons.

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If you are shooting trash with a revolver it is not the gun that is lacking here…

Also, just to make sure we are on the same page, always aim for weakspot.

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You can’t one-shot a sniper with the Revolver from 40m, let alone 60, without a crit. And that’s with an 80% damage stat and 25% versus Unarmored. I agree it’s a great choice for Zealot because of the reasons you listed, but let’s be realistic here.

I can and I have. More times than I care to count. I run +25% flak and +25 maniac damage. I do crit a lot, that is true. T4 surgical helps, and I almost never shoot it “from hip”.

On another note I have yet to see someone killing a sniper from over 60m away with a shotgun. I don’t doubt it is possible. It is a silly game.

I feel like we are running in circles here. Please pick up a revolver, go to psykhanium and see for yourself.

I stand by my opinion. Revolver is fine on a zealot. I can’t imagine ever using it on veteran or even psyker though, as they have so many better options.

tl;dr Ammo reserve or drum size increase is not needed for the revolver.

I agree with your statement.
However, ammos should be balanced around the veteran and not zealots.
As you said, a zealot should be 90% in melee.

By the same logic, they should increase a little ammo for shotgun (i have said by the past 30%). Not for zealot, but considering veteran.

Infantry gun need badly ammos… more than any weapon around.

I should have done it…
however I have not the mod that show the distance.
But the agri can shoot at any distance and with a precision above everything else. That’s its strength… however it is the only thing really great on it. The damages it does are not bad… they are just not great. But the special, combinated with the damage of the weapon can handled everything.

Here we go (damnation diff, if you need to know)

Sidenote: I don’t think you can do that with a lawbringer. I tried… but you can’t one shot a sniper at 60m… at least, I failed

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I’ve been playing shotguns and revolver exteeeensively in darktide on both zealot and veteran and all I can say - from experience - is this:

  • shotguns = awesome zealot weapon, not so good on veteran

  • revolver = awesome veteran weapon (with badass gunslinger skills), not so good on zealot
    here is why:

  • On zealot you need a fast drawing weapon that can cleave through some chaff and knock on his ass the special spawning a few meters in front of you who is very soon going to make your day become very bad: flamers, trappers, shotgunners (those ones not so much now because they have been nerfed to the ground), poxhounds and so on… For this, you don’t need to have a weapon with a whole lot of ammo, because you are going to use it on specific situations as an emergency tool. For this, the shotguns are very good! you are not going to sit behind a crate for 5 minutes and doing headshots killing shooters on the other side of the room with a shotgun, you are going to charge them putting them in melee and thus preventing them from shooting. If you want to do so - sitting behind a crate and sniping things - you will take a MGXII kantrael lasgun for example. I won’t take a kantrael mkXII on my zealot for the same reasons I won’t take a shotgun on my veteran… they are weapons designed for a specific role. If you use them out of their initial role, you are sometimes going to face difficulties that are inherent to using the wrong tool you are supposed to use…
    This was true with the old shotgun, the lawbringer. Now with the two new shotguns, its pretty much the same. Even the weakspot oriented shotgun “agripinaa” that shoots slugs? It’s for zealots… I have tested every breakpoints on it. with a good damage roll and +8/10% specialists along with +20/25% maniacs on the agripinaa shotgun you hit every breakpoints that you need on the gun. You don’t need the 15% weakspot damage increase of the veteran for this. With the slug you will one body shot trappers and one headshot flamers at close range! As a zealot it’s christmas!

  • Now for the revolver I see a lot of build videos talking about breakpoints, like you need +20% unarmored and flak armor to one shot shooters. Que nenni ! the revolver is not a weapon that is meant to deal with shooters. With the mobility of the revolver plus the huge toughness pool and toughness reduction of the veteran you can just… melee shooters… and not taking a single health damage if you are good at dodging. On the revolver, you need +20/25% maniacs and +8/10% specialists. The revolver has insane weakspot and critical damage, which the veteran furthermore increases. with “sustained fire” feat, you have 10 revolver shots without reloading: enough to one clip any elite in the game. No to mention veteran has other feats that increase reload speed, making the slow revolver reloading much less of an issue. It has INFINITE CLEAVE: I wish I had recorded it but I killed like 2 shotgunners 2 flamers and 1 trapper I think with only 3 bullets during the weekend… You have to play around the infinite cleave like a maniac… Putting several enemies in a line and then shooting. The revolver is an infinite, unstoppable beam that can deal tremendous damage if handled properly.
    And by the way, doesn’t the revolver have very good mobility stats? Like, good dodge count, dodge and sprint distance? Isn’t it a good fit for the most powerful melee weapon in the game - aka the powersword - that is a true lackluster in this domain…?
    About the revolver being a veteran weapon it’s just about breakpoints and the ability to insta reload your weapon. I’ve been running revolver on my zealot for a long time and I won’t anymore… The veteran extra weakspot damage and reload bonuses just allows for this little extra needed punch to make it relevant, not letting specialists at 5% hp when you’ve unloaded your clip on them and cannot finish them… :confused:

I was running powersword/revolver all weekend and had the highest score on scoreboard mod 90% of my games (granted the score isn’t very relevant, like CC builds always have small scores while they are helping team alot, plus powersword w/ slaughterer & powercycler was probably doing all the heavylifting)
And about ammo consumption if I ever run out of ammo in this game where melee is so forgiving, it’s just that I played wrong. Unless we just had two nurgle beasts spawning consecutively in our faces.

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Kantrael shotgun’s special is more valuable to me as a zealot. There are three things that can become a problem to me if left unchecked:

  • disablers;
  • a bulwark (and twelve millions invincible heretics hiding behind his shield);
  • teammates+barrels+ledges combo.
    A kantrael deals with 2/3 of these threats reliably.

…But you lose that damage reduction when you draw your melee weapon. Volley fire only works with guns.