Evrything that you listed is perfectly fine.
Columnus MKV is above the 2 other infantry guns. I don’t think it deserves a nerf (it is far from OP) but sure a balance between the 3 has to be found.
The 2 others (graia and agri) seem really weak when you compare with the columnus.
You’re straight up wrong. IAGs are probably one of the most balanced weapon families in the entire game.
Idk how you find mk1 weak with (slightly) higher dps and better stability than mk5, but hey, you do you.
Anyway, just please read the entire conversation and don’t go offtop anymore
The only problem with IAGs especially MKV is the insane synergy with Marksmen’s focus on Vet. The ability to instantly go to max stacks while disregarding movement penalty while just hipfiring and hitting 1k+ on headshot on a torrent weapon is insanely stupid… But that’s a problem with MF and not IAGs.
Please go there for iag discussion
omg yes so much this. It’s so incredibly annoying to sit through charging up a helbore then an ogryn teammate decides to walk in front and kills your ult chain multiple times per run. Every weapon needs to treat teammates as massless ffs
I attribute it to having essentially zero sway without a need to reset after each shot. It’s 100% predictable and stable and shoots like a laser. If you had to recompose your aim after every shot then it would be more of an issue.
It’s not just that, there is something extra. It feels like revolver shots have a hitbox that treats Weakspot as preferential. @XeroShinobi might be able to enlighten us further on the topic, there is definitely something funky going on.
I personally haven’t noticed any aim assist (pc) or hitbox magnetism. I still get headshot hitreg issues with it too, like every other ranged weapon. I think it’s due to stability and hitscan. There’s no travel time for the projectile and it shoots exactly where you want it. I’ve had metal fences block the shot before, which was just a few pixels wide on my screen, so I don’t think there’s any magnetism going on.
You could even say:
yes so much this. It’s so incredibly annoying to sit through charging up a helbore then an ogryn teammate decides to walk in front of you
Ogryns tend to not take attention to other and go through players… blocking lot of shots.
Off course skilled Ogryns know that they need to pay attention to others due to the giant hit box that can block lot of friend fire.
i mean, like, I did say that. I know english isn’t your first language, but that’s how it effectively still works, though I used a “royal you”, which means it’s not directed to a specific person.
Then I totally agree…
Nothing is more annoying than an ogryn player that think he is alone and doesn’t pay any attention to others…
Yeah, I mentioned it earlier in the topic. In addition to the lack of sway and bullet deviation from the crosshair, the Revolver has a bit of bullet magnetism. Most other weapons in Darktide do not. Another one that comes to mind that does would be the combat shotguns. It’s possible to land every pellet on the head a lot farther away than should be possible; there is definitely magnetism there too.
I actually don’t have an issue with carapace on Psyker. Its part of the reason I said I don’t think revovler is that high tuned compared to other stuff.
Curios and melee don’t really matter. Usually two toughness and a health curio. Maccabian duelling sword mark 5 (hordes and defense) or demios (stun locking elites and also more anti-carapace). Empowered brain rupture doesn’t consume peril with empowered stack and if you hit gunners, ragers, shotgunners, it essentially doesn’t consume stacks and you can keep chaining it. And if you do it at high peril you get more damage. Also getting a chance to proc brain rupture on all your attack is a secondary kind of crit.
But carapace is pretty easy. If you can charge it fast enough you can perma knock em down, and kill them pretty easy especially on headshot crit with surge. 1-2 fully charged shots on crushers, same with empowered brain rupture. TTK is pretty low. And no ammo concerns and no reload worries (yeah you quell but that’s pretty easy and it gives you toughness back, and killing has a chance to reduce it too).
Brain rupture also counts towards the every 5 headshots guarantees the next shot as crit, as well as melee weapons that give you head strikes frequently.
I find this setup I can out kill my setup with revolver on vet (since it has infinite cleave except on physical world items, carapace, and monsters.
It’s better than the Bolter, so… yes it is.
The only difference is that the Plasma pistol would look cooler… Oh, and it would also generate heat.
That’s exactly why balancing weapons has to be done by considering the weapon toward the others.
I still believe, after reading this thread (and not before) that there is a problem with a veteran that use a revolver. Less on the damages than the reload time.
Zealot has a possibility to get +30 reload time, but veteran can go up to 55%… too much (and without even adding speedload and perk that increase reload speed)
And I maintain that surgical strike procs too fast… however, it has to be tweaked cautiously, as before it was too long to get the bonus.
You don’t usually go for 55% on Veteran. 35% is plenty enough, and all it does is enable it to run it as a main weapon. IDK how that could be an issue.
My template has +55% reload when both talents trigger
So when I kill an elite… the second talent works even if your weapon is empty. Thjis is just the first bullet rewloaded that has not the +20% bonus, but the second has it.
That’s probably has something to do with projectile/hitscan beam size imo. But yeah, good to know that this exists.