You’ll see in this clip there are some really trick shots at the end. And then, there are some shots that, by all accounts, I should have made at close range - but didn’t.
For instance, at the end, I was able to headshot a sniper at a range that was way beyond what’s reasonable for a shotgun. And then there’s times where I’m shooting hordes at point blank where more pellets should hit them doing more damage, but it doesn’t kill them.
For bonus fun, the part at the end where I was surrounded by fire and came out without much damage felt awesome. Felt really epic.
I feel like the pellets have a decent spread so sometimes at close range the spread doesnt seem to work in your favour but idk. Maybe someone whos tested more can chime in?
As for the sniper shots, the good thing about pellet spread is, it usually only takes one pellet to hit a sniper head and they die, so shotguns are ironically the perfect anti-sniper weapon considering how little you need to aim.
p.s. pretty epic moment surrounded by flames at the end around 8m18s
Thanks! The idea I was going for was having a flechette shotgun (crit for more targets hit) with the incendiary alternate fire with bleed on crit… and bleed grenades. It works okay… I guess.
the idea of using the shotgun in darktide > using the shotgun
lmao, i really hope they give it more ammo in the reserve at least. If I need to spam it to kill things at least give me a ton of ammo, shells don’t even take up as much space as bolter mags yet we can carry more bolter ammo somehow.
I try to save it for when people are down or when I am low on shields. I main psyker, so just using it on CD without reason (lack of burning peril) feels weird to me.
I’m sorry but this is a big mistake, don’t sit on ults. You’re not on your psyker either so even if you main one, you should adjust for the other classes.
I don’t wanna rag on you, but it’s an important point: You had plenty of good use cases including at the very start when the doors open and too many missed opportunities later on.
You don’t “save” most ults in this game if they prevent damage and toughness going down in the first place, or killing things faster and preventing bad things etc.
In this case OPAF yellow overshield and CDR talents would have prevented damage for the whole team and knocked down high threats (and triggering on-ult talents like dmg). Use liberally and keep all the benefits going and refreshing. Even the natural cooldown is very generous in this game as ults are meant to be used often.
Far too many people use their ults re-actively instead of proactively, and it’s almost always a noticeable net loss.
Yeah, will say this as well. I think the only truly reactive CA in the game would be:
Venting Shriek (reacting to your Peril being high enough, and/or being in front of a horde of enemies, you still spam it but you wait to spam it for aforementioned conditions)
Point-Blank Barrage (strictly because bullets don’t grow from rocks unfortunately, so one has to pick their moments or risk overtaxing the team/not having enough resources themselves)
Other than that it’s basically ‘when it’s up, fire it up’, as you’ll notice after doing so, your ability will more often than not be back when you need it in the midst of combat, so long as you’re properly slaying out and killing things. It’s very rare when I find myself wishing I could hit the CA button but find that I can’t, and I think the only times it DOES happen is getting a bit to ballsy with a Infiltrate Vet and forgetting I got an extra 10 seconds to shave off the CD before I can get my toughness refresh again.
But otherwise, the more CA’s you use, the less enemies exist, and the more your team will live because of it (especially with something like shout that actively mitigates damage), you’ll find you won’t need to use it reactively when your team falls over, if you are instead actively keeping them from falling over in the first place.
BUT, to actually respond to the post, yeah, combat shotguns are strange. Snipers have insane bullet magnetism to them though (due to how far away they can be from you), and deliberately low health, so as MunKy said, bolt weapons and shotguns are actually very effective at dealing with them since this game unlike all others actually makes shotguns work more like their IRL counterparts, and you know, make all the pellets keep going like actual bullets instead of just vanishing after 4 feet, so the pellets get super magnetized then just end them at range. Do agree their close range capabilities do somehow leave a lot to be desired though, but I feel that’s just due to Combat Shotguns sucking wind and doing bad damage in general unfortunately, verses any sort of pellet spread issue (pull out the double barrel shotgun and you’ll see how that mulches most things with only occasional issues here and there, verses these poor weapons that just dump entire clips into one gunner and somehow don’t kill it). And yes, the part with the flame was very action movie esk, quite a ‘get to da choppa!’ moment!