Shoutout to original post that gave me ideas made by @Nutgrinder where I took mine and others ideas with their mentions to bring some ATTENTION to this problem. I’ll mention everyone’s ideas that brought mine aswell to show Fatshark that im not the only one who would like to replace them.
So. Smoke grenades are good against ranged enemies except for snipers, grenadiers, flamers and mutants. Yes, they do block enemy vision pretty well - shooting enemies just randomly spread in smoke cloud or shooting one last spot they’ve seen characters at, trappers taking time to find you in smoke and attack, sometimes even making all of the melee enemies start attacking only people who’s not standing in smoke. But lets be honest - it sucks. It cant defend you from most dangerous enemies in game because of their insane damage, it blocks your and your team’s vision and practically useful only against one type of enemy - ranged soldiers, while every other class items have some use against ANY type of enemy. And the topic above is the reason why I wanted to bring this discussion here once more, with some ideas to replace smoke grenade or make it more useful, as I stated in that topic before.
I want to say from start that I can include some rare items that wasn’t seen to be used by more than one faction and can look like we have too expensive equipment, but lets be honest - Vet and Zeal using invisibility, probably an expensive to produce and maintain technology, or they’re both latent psykers/wyrds with very weak abilities. Plus, Darktide was made as “lore-enhancing game”, based on WH40K lore, and take a note that WH lore itself was made by community, so we can use our imagination, and whoever reads this - please, add your ideas aswell, maybe they’ll be appreciated by FS or community itself.
First, I want to try to Improve smoke’s abilities:
- Explode on impact: it would be nice if you could just throw it to instantly cover yourself and your teammates from enemy fire, without wasting your time behind cover or your health.
- Make. It. Useful. Against. All. Specials. Whats the reason of smoke grenade if it cant cover you from deadliest enemies in game? Literally. Both frag and krak grenade provide something against any enemy if its thrown, you can even kill sniper with krak if you throw it precisely. Yet, smoke doesnt save you from poxwalkers, at least by dragging their attention from you and your team, but also doesnt cover from some range enemies. And muties. How come that a mutant just rushing in smoke with perfect aiming at you or your buddies, when even poxwalks or hounds cant see you in it?
- Make it half-transparent at least. I understand that it “breaks immersion”, but people are not complaining because they just can. Smoke needs to be useful, and covering enemies from you and your team is not useful. It would be nice if enemies could slightly glow like in combat-standing vet ability behind smoke or just make it a bit transparent.
- Counter-Strike’s ability to take down fire with smoke grenades. Seriously. It would be VERY useful if any fire that was caught in smoke would just instantly blown out. Shoutout to @Magnus91 and @Rainman for this idea.
Now I want to cover this part I mentioned earlier, without making smoke an absolutely different weapon, because Fatshark can be lazy sometimes (for Darktide its always.) -
It cant defend you from most dangerous enemies…
…while every other class items have some use against ANY type of enemy.
So now I want to give ideas for that:
- Phosphex-alike-smoke grenades: on explosion, creates a half-trasnparent cloud in area. Every bullet that penetrated that cloud on hit casts flames on enemy. The more you hit, the more burning ticks enemy receive, just like bleeding with melees.
- Acid smoke grenade (can be smokeless, explode on impact covering enemies once, and maybe as a function make it cover more area with less effectiveness on enemies if its thrown on ground): once thrown enemies around gets covered in acid. If enemy doesnt have armor, they get low damage overtime. If they do, they dont take damage but instead their armor gets weakened, giving rejects more armor penetration to their guns or melees.
- Neurostun grenades (Zealot grenade rip): item that was used by Deathwatch according to Lexicanum. Creates a metallic dust cloud and electrocutes it, stunning enemies and damaging them with electricity (Neurostun Grenade - Warhammer 40k - Lexicanum).
- Hallucinogen grenade (Zealot grenade rip, almost same as previous): releasing a cloud of invisible hallucinogen gas that makes enemies paranoid (Hallucinogen grenade - Warhammer 40k - Lexicanum).
And now, a COMPLETE rework ideas:
- Mines or other remote-controlled explosives: what explosives do soldiers use except for grenades? Remote ones! And it SO HAPPENS that we have a Veteran class, that is basically a soldier in game. We already have a Rodin Karnak with his blight grenade-mines in game, I just dont see a problem to use something similar to veteran’s grenades, so he could use it for charging enemies, such as poxwalkers, poxhounds, ragers and crushers? We do have Krak, but its effective only against armored/ogryn types, while this one provides a good multitask tool. What about remote explosives - I personally think its hard to find another button that would be used to blow them and also used for other characters grenades, so, I dont know what to add to it.
- EMP items: it would be nice if you could use something to stun enemies that has electric-powered items such as trappers or gunners/snipers by turning off their vision, since they all using thermal or nightvision googles
- Veteran-support class things: while we have medpacks, ammo crates and stimms they’re not always a thing to encounter on your way through missions. We already have two abilities that allows us to either give everyone 1% of ammo reserve for killing special or instantly recover them from falling. So… maybe instead of one of these add small ammo packs or item that can instantly recover your buddy on use without using your ability, but make recovering way longer.
Or Stimm grenades for your buddies (@STARSBarry, thanks to @The-Hat-Is-Cursed for mentioning him).
- Tanglefoot grenade (Zealot grenade rip): lore item thats made by Adeptus Mechanicus that creates a high-intense gravity field around it, making everyone in it suffer from its consequences (Tanglefoot grenade - Warhammer 40k - Lexicanum).
- Throwable weapon (Zealot item rip): IF VETERAN IS JUST A WORSE ZEALOT FROM NOW then just add new throwable weapon aswell. It would be at least useful against ragers and shotgunners when you have no ammo.
I want to hear as much critique or ideas as possible, so I ask you again to write your own ideas or judge mine/others so we can discuss it and make veteran a bit more useful and fun to play. Smokes was a good idea but realisation of them is bad, thats what I think about it, and it needs to be reworked.